Rimworld Guide: How to Kill a Thrumbo Without Any Combat (Outdated)
Updated video over here: https://www.youtube.com/watch?v=XZwChjXiZIk
Ello everyone. I thought I'd make this small Rimworld Beginner Guide on how to kill a thrumbo without using any violence. Thrumbos drop incredibly expensive fur as well as a horn. Just a note, this method of killing them is quite... Inhumane..
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RimWorld Alpha 12 is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! They’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs.
Animal taming
- Colonists with the Animal Handler work type will now interact with animals.
- Animal handling success rates are governed by the new Animals skill.
- Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
- Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
- Trainable skills:
- Obedience: has master, follows master while master is drafted and defends him.
- Release: master can release animal during combat to attack distant enemies, and call animal back.
- Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
- Haul: animal will haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
- Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
- Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
- Tame animals can be assigned animal areas in which they will try to remain.
- Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
- Tame animals can be designated for slaughter and animal handlers will slaughter them.
New animal behaviors and mechanics:
- Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
- Some animals (muffalo, cow, camel) can be milked.
- Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
- Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
- You can now build animal beds and animal boxes and place animal sleeping spots.
- Animals all sleep.
- Animals can have different graphics per gender.
- Colony starts with a random pet.
- Animals can nuzzle colonists, improving their mood.
- Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
- All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
- New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
- New incident: Self Tame (random wild animal on map becomes tame).
New animals:
- Boomalope
- Thrumbo
- Chinchilla (very valuable fur)
- Capybara
- Cow
- Pig
- Chicken
- Yorkshire terrier
- Labrador retriever
- Husky
- Elephant
Room roles and stats:
- Rooms now have ‘roles’ and stats based on what is inside them. These are automatically- defined values that, in turn, passively affect thoughts and events in the room.
- Room stats are:
- Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
- Wealth
- Space
- Beauty
- Cleanliness, has a direct effect on medical outcomes,
- Room stats affect things like:
- Immunity speed
- Medical quality
- Room stats create many variants on thoughts like:
- Ate in impressive room
- Own impressive bedroom
- Own bed in impressive barracks
- Did joy activity in impressive rec room
-Added traits:
- Greedy: Unhappy without a very impressive room.
- Jealous: Unhappy if anyone has a room noticeably better than him.
- Ascetic: Unhappy unless he has a very crappy room.
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