Thrumbo

Thrumbos, called thrumbo calves as babies, are large, powerful animals not native to any biome, instead appearing in all biomes through a random event. 
== Diet ==
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live trees. Note that unlike the other dendrovore, the alphabeaver, thrumbos will not eat anima, gauranlen, polux, or harbinger trees.
== Training ==
== Summary ==
Thrumbos may be affected by the Animal self-tamed and Mad animal events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough. 
== Analysis == 
=== Hunting tactics ===
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of , extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 dozen shots to down one, and never engage them except on favorable terms.
However, with the right strategies, they can be reliably killed. Their horn is worth , and is a modestly powerful melee weapon, equivalent to an excellent steel longsword. Their fur is valuable, worth a lot of silver, and very protective. A thrumbofur duster alone is almost as protective as steel plate armor, but can be worn over a flak vest for incredible protection. Note that juvenile thrumbos do not drop horns.
==== Bloodless methods ====
While a number of hunting strategies are viable, any combat injury suffered by the thrumbo causes its leather and meat yield to drop by a third. Since thrumbofur is a precious resource, far more useful than its meat or horn, there's no reason to hunt thrumbos if you have other means to down it. The use of a psychic shock lance bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before difficulty modifiers, Butchery Efficiency, and Trade Price Improvement:
* The lance costs . It can down 2 thrumbos. 
* The horns alone are worth 2x .
* The fur is worth - before it is processed.
** This is enough to create x dusters, worth in total at only Normal quality.
* They also yield enough meat for simple meals.
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice and depending on the skills of the colonists, the exact numbers can vary by a lot. That said, realistically it is always in favor of using lances. 
An alternative is beer - the basic idea is simple. When denied other food sources, animals will seek out any available food to consume. Beer counts as a food item and 35 beers is sufficient to get a thrumbo blackout drunk. Once its unconscious, you can then assign a colonist to hunt, netting you a free, undamaged thrumbo corpse. Either you can rely on winter, biome, or deforestation to deny other food sources and allow for luring thrumbos for anywhere on the map, or you can simply wall them into an area where they are and place the beer inside. Even wooden walls will do. 
==== Just shooting it ====
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or chunks to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out! 
Doors and autodoors can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them. 
The Burden or Stun psycasts , if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high neural heat capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.
* Kiting
Use a fast colonist (at least 120% Moving; 2 bionic legs, Go-juice, or a colonist infected with Fibrous mechanites) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead. If your first strike is powerful enough, you can slow the thrumbo enough to not need moving increases,
* Peek-a-boo 
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).
* Sniper 
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.
==== Let other people do it ====
Aggro a thrumbo. A manhunter thrumbo will attack a trade caravan, a group of raiders, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your "friends" will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will usually have both combatants bleed out to death. A psychic insanity lance can make thrumbos berserk. The berserk, berserk pulse, and manhunter pulse psycasts all do what they say on the tin. Animal warcall will call a thrumbo to only be aggressive against enemies. 
==== Static defenses ====
* Spike Traps: Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. 
* Turret overhaul: You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets. 
=== Taming ===
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-manhunter thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming inspiration would be used, assuming the inspired pawn has sufficient skill to attempt it.
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a Cryptosleep casket you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.
Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high wildness means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. 
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time. 
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
=== Tending and bonding ===
If you can down a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train healing skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.
With a 0.4%, or 1 in 250, chance to bond with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of Medical skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not want a bond to form - the mood penalty for the death of a bonded animal is significant, -8 for 20 days.
== Health ==
=== Armor vs. weapon types ===
Armor
== Gallery ==
Thrumbo east.png|Thrumbo facing east
Thrumbo north.png|Thrumbo facing north
Thrumbo south.png|Thrumbo facing south
Dessicated thrumbo east.png|Thrumbo decaying
== Version history ==
* 0.12.906 - Added.
* 0.12.910 - Now much more powerful in combat
* Beta 19/1.0 - Hunger rate 4.5->3.5
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo
* 1.3 - Revenge chance on tame fail 1.8%->0%; Meat yield 360->560; Leather yield 120->160; Hunger rate 3.5->2.8; Gestation time 60 days->20 days.
* 1.3.3074 - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
Category:Animals
Category:Wild animal