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Can also use them as organic incendiary bombs, boomrats are better for that due to how fast they reproduce and being smaller makes them more useful/likely to get to the target intact.
And, yes it does make sense to kill them for meat if there's nothing else available or there are too many of them or, well, you don't have enough food to get them through the winter. And I've found two convenient ways of killing them.
1) Create a very small zone in the middle of a swamp/bog/river/lake that you send your sacrificial boomies to. (Also, make sure this zone and the surrounding 3-5 tiles are not part of your home zone!) Then shoot them from afar. Once one of them explodes, it might cause a chain reaction (killing another boomie, then another...) Only when all of them are dead, return this piece of land to your home zone, have the fires extinguished (if there are any), then collect your meat.
2) Use a geyser to create a 5x5 heated room with several exits. Send your boomies in, close the doors and wait. Once they're all dead, retrieve your boomies. You won't need to work with your homezone though, since you can simply forbid the doors. The disadvantage is that it gets really hot inside, so devilstrand clothes are recommended. ;)
Base meat is 135 at a market value of 2, so there's 170 value, the 45 plain leather has a market value of 2.1 for another 94.5, that's 264.5 market value compared to the 350 market value of selling the live animals. If you can get the +50% meat from slaughtering while using heat resistant clothes that will bump it up to 349.5 raw value. If you can turn the leather into decent clothes that could add substantial value, as can turning the meat into survival meals (this boosts the value of the vegetables rather than the meat, you get about +6 silver per 12 units of meat/vege).
All.you need is 2 to farm chemfuel for half a dozen generators. My only addition to this discussion is to keep them in a 5x5 or 6x6 stone wall ( no roofs ) with Daisy' plot to feed them. Keep a check up on their age as you dont want them to die of a sudden heart attack or old age.
You should be able to get enough meat from the environment unless it's an extreme one like desert
Edit: also you can assign them to an small area where raiders are to "attack" them without having to spend time training them.
I'll have to keep that in mind when I move on to the next technological step.
They produce 12 chemfuel every 2 days, at a cost of 2.08 nutrition per day (0.35 nutrition per chemfuel). By contrast, a biofuel refinery turns 3.5 nutrition into 35 chemfuel (0.10 nutrition per chemfuel). So feeding them rather than grazing is much less nutrition-efficient than biofuel, even if you use the exploit that allows you to stockpile the 300% efficiency nutrient paste meals and feed them with that, and probably about the same amount of labor invested per chemfuel.
Daisy's provide 2 nutrients and take 2. Days to grow with minimum upkeep. Feed em that
Your right about the wood portion, but it takes less micromanagement in vanilla than having to constantly cut down trees.
Thanks for that data tho
But yeah, training them to Attack raiders, while passively producing Chemfuel, is the main use I have for Boomalopes. (Boomrats are also good attack animals for the same reason, but I tend not to use them - bad risk vs reward.)
As for Eat vs. Sell question - treat them as emergency winter food supply.
Compare that to a polar bear, which eats 0.56 per day and gives 194 meat when butchered, and easily gets the +50% from slaughtering them since they don't explode in your face.
In regular soil, each plot of haygrass gives 0.07 nutrition/day, while rice gives 0.054. So that's 30 plots of haygrass to support one boomalope, giving no food except if you choose to slaughter it, whereas 30 plots of rice would generate 1.626 nutrition per day for anyone to eat. Those 30 plots of rice would generate the nutritional value of killing that boomalope in a little over 4 days.
These numbers are further in favor of rice in rich soil, and rice is incredibly high yield when being grown in hydroponics, where each plot gives more than twice as much yield as a plot of regular soil haygrass. It fares worse in stony soil, but potatoes fare better in comparison there.
Personally I really hate having animals which produce something graze around in a large area as it sends your handlers way out around the map to milk/shear them. Then they rarely haul it back at the time and instead a second pawn has to run out and grab that item at some point. Those are the kinds of pawn antics that drive me mad. =p