Difference between revisions of "Bioferrite harvester"
(16 intermediate revisions by 10 users not shown) | |||
Line 1: | Line 1: | ||
{{Anomaly}} | {{Anomaly}} | ||
{{Spoiler}} | {{Spoiler}} | ||
− | + | {{Infobox main|building | |
− | {{Infobox main | ||
| name = Bioferrite harvester | | name = Bioferrite harvester | ||
| image = BioferriteHarvester east.png | | image = BioferriteHarvester east.png | ||
− | | description = When placed near | + | | description = When placed near a holding platform, this device draws biomass from the held entity and converts it to bioferrite. The harvester creates more bioferrite than manual extraction.<br/>Larger entities generally produce more bioferrite. However, for most creatures, the process causes extreme discomfort, making the entity harder to contain.<br/>Each holding platform can only support one harvester; however, each harvester can connect to multiple platforms. |
− | | research = Bioferrite harvesting | + | | type = Building |
+ | | type2 = Anomaly (Buildings) | ||
+ | | placeable = true | ||
+ | | path cost = 50 | ||
+ | | passability = pass through only | ||
+ | | blockswind = false | ||
+ | | cover = 0.9 | ||
+ | | minifiable = true | ||
+ | | size = 1 ˣ 2 | ||
+ | | flammability = 0.75 | ||
+ | | hp = 200 | ||
+ | | beauty = -10 | ||
+ | | research = Bioferrite harvesting | ||
+ | | work to make = 4000 | ||
+ | | power = -100 | ||
+ | | resource 1 = Steel | ||
+ | | resource 1 amount = 50 | ||
+ | | resource 2 = Component | ||
+ | | resource 2 amount = 1 | ||
}} | }} | ||
− | The '''bioferrite | + | The '''bioferrite harvester''' is a building added by the [[Anomaly DLC]] that harvests [[bioferrite]] from nearby [[containment|contained]] [[entities]]. |
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | A bioferrite harvester | + | A bioferrite harvester will link to any nearby [[Holding_platform|holding platforms]] or [[Holding_spot|holding spots]] within a 3 tile radius. |
+ | When powered, it uses 100 watts of electricity and reduces the containment strength of any linked containment buildings by 15. However, if the containment building contains an [[entity]], the harvester will generate a steady supply of [[Bioferrite|bioferrite]]. The rate of bioferrite generation depends on the type of entity contained. In general, larger and more advanced entities will produce more [[bioferrite]]. | ||
− | + | A linked bioferrite harvester will continuously generate bioferrite until it fills its internal storage capacity of 60 bioferrite. When the internal storage is full, it will pause bioferrite harvesting until it is either emptied by a [[pawn]] or ejected manually via the "Eject Contents" gizmo when the building is selected. | |
+ | Any friendly [[pawn]] with the [[hauling|hauling work type]] enabled will periodically unload the stored bioferrite as long as the "bioferrite unloading" option is checked in the building's menu. | ||
+ | |||
+ | == Yield == | ||
+ | The total bioferrite yield of a bioferrite harvester depends on the number of linked containment buildings and the type of [[entity]] contained within. | ||
+ | |||
+ | The harvester will link with any number of [[Holding platform|holding platforms]] or [[Holding spot|holding spots]] within a 3 tile radius that are not blocked by a wall or building. Due to the size of the containment buildings, this effectively limits the number of linked buildings to 8, if placed in a square around the harvester. | ||
+ | |||
+ | |||
+ | Each linked containment building that contains an [[entity]] produces an amount of bioferrite determined by the contained entity's [[Body Size]] and [[Bioferrite Density]] stats. Health conditions or missing body parts do not effect the bioferrite yield of an entity. | ||
+ | |||
+ | |||
+ | The calculation used to determine the total bioferrite produced by an entity is (1 * [[Body Size]] * [[Bioferrite Density]]). | ||
+ | |||
+ | |||
+ | These stats may be viewed by selecting the entity contained within a containment building and pressing the info button. under the containment section there is an entry for "bioferrite generation". Hovering over this will show the stat breakdown. | ||
+ | |||
+ | |||
+ | The bioferrite density for any non-entity [[Shambler|shambler]] (i.e human or animal) is considered to be 1, effectively making the bioferrite generation for any non-entity shambler equal to the [[Body Size]] stat for the original creature. This makes larger animals such as [[Megasloth|megasloths]] or [[Thrumbo|thumbos]] attractive options for extraction as both will yield 4 bioferrite and only require a containment strength of 25. | ||
+ | |||
+ | The maximum possible bioferrite extracted by a single bioferrite harvester would be 57.6 from 8 [[Nociosphere]] at 7.2 each | ||
− | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ Bioferrite Generation by Entity | |+ Bioferrite Generation by Entity | ||
|- | |- | ||
− | ! Entity Name !! Bioferrite | + | ! Entity Name !! Bioferrite <br>per Day !! # Needed to Fuel<br> 1 [[Bioferrite generator|Bioferrite Generator]] |
+ | |- | ||
+ | | Shambler || (varies) || (varies) | ||
+ | |- | ||
+ | | Ghoul || 1.00 || 6 | ||
+ | |- | ||
+ | | Fingerspike || 1.20 || 5 | ||
+ | |- | ||
+ | | Sightstealer || 1.60 || 3.75 | ||
|- | |- | ||
− | | | + | | Toughspike || 2.00 || 3 |
|- | |- | ||
− | | | + | | Trispike || 2.00 || 3 |
|- | |- | ||
− | | | + | | Gorehulk || 3.00 || 2 |
|- | |- | ||
− | | | + | | Noctol || 3.00 || 2 |
|- | |- | ||
− | | | + | | Fleshmass nucleus || 3.00 || 2 |
|- | |- | ||
− | | | + | | Chimera || 3.225 || 1.86 |
|- | |- | ||
− | | | + | | Devourer || 4.00 || 1.5 |
|- | |- | ||
− | | | + | | Revenant || 4.00 || 1.5 |
|- | |- | ||
− | | | + | | Metalhorror || 4.4 || 1.3 |
|- | |- | ||
− | | | + | | Bulbfreak || 7.00|| 0.85 |
|- | |- | ||
− | | | + | | Nociosphere || 7.20|| 0.83 |
|} | |} | ||
− | == Version history == | + | == Analysis == |
− | * [[Anomaly DLC]] Release - Added | + | Bioferrite is an extremely useful and versatile material, being used as a fuel source for [[Bioferrite generator]]s and as a crafting material for useful items and equipment as well as for use as offerings in [[Psychic rituals]]. The bioferrite harvester is an extremely effective way to extract bioferrite from captured [[Entities]]. Compared to the "Bioferrite Extraction" operation, the bioferrite harvester produces twice as much bioferrite over the same time period and requires less colonist interaction for only the cost of 15 points of containement strength, 1 [[Component]], 50 [[Steel]] and 100 watts of electricity. |
+ | |||
+ | The power drain of a bioferrite harvester can be nullified by using a [[Bioferrite generator]]. For the cost of 6 bioferrite a day (equivalent to 2 [[gorehulk]]s) a bioferrite generator will produce 4000 watts of electricity. This gives you an excess of 3900 watts, enough to power 39 more harvesters, making it an extremely efficient method for generating power, both terms of resources and colonist time. In terms of power generation, it is almost always worth building a harvester, as a single piece of bioferrite is worth roughly 666 watts of power generation for 24 hours. | ||
+ | |||
+ | The 15 point penalty to containment strength is a relatively minor concern compared to the benefits the harvester offers, however, if the containment platform's containment strength is very low or it houses a particularly dangerous entity, the penalty can be easily offset with either a [[Shard inhibitor]] or 2 [[Electric inhibitor]]s. A shard inhibitor costs a [[Shard]] but is otherwise a cheap no-upkeep solution. if a shard isn't available then electric inhibitors are a decent solution, using 70 watts each, the bioferrite harvested will more than make up the difference. | ||
+ | |||
+ | Entities that are physically unable to move (due to missing legs, shattered spine etc) can be harvested using the bioferrite harvester with no risk, as entities that are incapable of moving will never escape containment. This can be exploited to create massive dedicated bioferrite farms. A setup can be used involving 8 holding spots connected to a bioferrite harvester and a containment cell cooled to freezing via several [[cooler]]s to purposely inflict frostbite on entities, with the intention of them losing their legs to frostbite. Once the entity has lost its legs and can no longer move, they can be transferred to the holding spots where they can never escape no matter what and will endlessly generate bioferrite at no risk. This only works on some entities (primarily [[Fleshbeasts]]), as not all entities can suffer from frostbite (such as the Nociosphere) and some will eventually heal their missing limbs (such as [[ghoul]]s). There is also the risk of entities outright dying from hypothermia instead of losing their legs to frostbite, which can be an issue with entities such as [[bulbfreak]]s or [[trispike]]s. | ||
+ | |||
+ | == Version history == | ||
+ | * [[Anomaly DLC]] Release - Added | ||
− | + | {{Nav|anomaly|wide}} | |
+ | [[Category:Anomaly (Buildings)]] |
Latest revision as of 21:15, 11 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Bioferrite harvester
When placed near a holding platform, this device draws biomass from the held entity and converts it to bioferrite. The harvester creates more bioferrite than manual extraction.
Larger entities generally produce more bioferrite. However, for most creatures, the process causes extreme discomfort, making the entity harder to contain.
Each holding platform can only support one harvester; however, each harvester can connect to multiple platforms.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Beauty
- -10
- HP
- 200
- Flammability
- 75%
- Path Cost
- 50 (21%)
Building
- Size
- 1 × 2
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Power
- -100 W
Creation
- Required Research
- Bioferrite harvesting
- Work To Make
- 4,000 ticks (1.11 mins)
The bioferrite harvester is a building added by the Anomaly DLC that harvests bioferrite from nearby contained entities.
Acquisition[edit]
Bioferrite harvesters can be constructed once the bioferrite harvesting research project has been completed. Note that this research requires dark study to unlock. Each requires 50 Steel, 1 Component and 4,000 ticks (1.11 mins) of work modified by the construction speed of the builder.
Summary[edit]
A bioferrite harvester will link to any nearby holding platforms or holding spots within a 3 tile radius. When powered, it uses 100 watts of electricity and reduces the containment strength of any linked containment buildings by 15. However, if the containment building contains an entity, the harvester will generate a steady supply of bioferrite. The rate of bioferrite generation depends on the type of entity contained. In general, larger and more advanced entities will produce more bioferrite.
A linked bioferrite harvester will continuously generate bioferrite until it fills its internal storage capacity of 60 bioferrite. When the internal storage is full, it will pause bioferrite harvesting until it is either emptied by a pawn or ejected manually via the "Eject Contents" gizmo when the building is selected. Any friendly pawn with the hauling work type enabled will periodically unload the stored bioferrite as long as the "bioferrite unloading" option is checked in the building's menu.
Yield[edit]
The total bioferrite yield of a bioferrite harvester depends on the number of linked containment buildings and the type of entity contained within.
The harvester will link with any number of holding platforms or holding spots within a 3 tile radius that are not blocked by a wall or building. Due to the size of the containment buildings, this effectively limits the number of linked buildings to 8, if placed in a square around the harvester.
Each linked containment building that contains an entity produces an amount of bioferrite determined by the contained entity's Body Size and Bioferrite Density stats. Health conditions or missing body parts do not effect the bioferrite yield of an entity.
The calculation used to determine the total bioferrite produced by an entity is (1 * Body Size * Bioferrite Density).
These stats may be viewed by selecting the entity contained within a containment building and pressing the info button. under the containment section there is an entry for "bioferrite generation". Hovering over this will show the stat breakdown.
The bioferrite density for any non-entity shambler (i.e human or animal) is considered to be 1, effectively making the bioferrite generation for any non-entity shambler equal to the Body Size stat for the original creature. This makes larger animals such as megasloths or thumbos attractive options for extraction as both will yield 4 bioferrite and only require a containment strength of 25.
The maximum possible bioferrite extracted by a single bioferrite harvester would be 57.6 from 8 Nociosphere at 7.2 each
Entity Name | Bioferrite per Day |
# Needed to Fuel 1 Bioferrite Generator |
---|---|---|
Shambler | (varies) | (varies) |
Ghoul | 1.00 | 6 |
Fingerspike | 1.20 | 5 |
Sightstealer | 1.60 | 3.75 |
Toughspike | 2.00 | 3 |
Trispike | 2.00 | 3 |
Gorehulk | 3.00 | 2 |
Noctol | 3.00 | 2 |
Fleshmass nucleus | 3.00 | 2 |
Chimera | 3.225 | 1.86 |
Devourer | 4.00 | 1.5 |
Revenant | 4.00 | 1.5 |
Metalhorror | 4.4 | 1.3 |
Bulbfreak | 7.00 | 0.85 |
Nociosphere | 7.20 | 0.83 |
Analysis[edit]
Bioferrite is an extremely useful and versatile material, being used as a fuel source for Bioferrite generators and as a crafting material for useful items and equipment as well as for use as offerings in Psychic rituals. The bioferrite harvester is an extremely effective way to extract bioferrite from captured Entities. Compared to the "Bioferrite Extraction" operation, the bioferrite harvester produces twice as much bioferrite over the same time period and requires less colonist interaction for only the cost of 15 points of containement strength, 1 Component, 50 Steel and 100 watts of electricity.
The power drain of a bioferrite harvester can be nullified by using a Bioferrite generator. For the cost of 6 bioferrite a day (equivalent to 2 gorehulks) a bioferrite generator will produce 4000 watts of electricity. This gives you an excess of 3900 watts, enough to power 39 more harvesters, making it an extremely efficient method for generating power, both terms of resources and colonist time. In terms of power generation, it is almost always worth building a harvester, as a single piece of bioferrite is worth roughly 666 watts of power generation for 24 hours.
The 15 point penalty to containment strength is a relatively minor concern compared to the benefits the harvester offers, however, if the containment platform's containment strength is very low or it houses a particularly dangerous entity, the penalty can be easily offset with either a Shard inhibitor or 2 Electric inhibitors. A shard inhibitor costs a Shard but is otherwise a cheap no-upkeep solution. if a shard isn't available then electric inhibitors are a decent solution, using 70 watts each, the bioferrite harvested will more than make up the difference.
Entities that are physically unable to move (due to missing legs, shattered spine etc) can be harvested using the bioferrite harvester with no risk, as entities that are incapable of moving will never escape containment. This can be exploited to create massive dedicated bioferrite farms. A setup can be used involving 8 holding spots connected to a bioferrite harvester and a containment cell cooled to freezing via several coolers to purposely inflict frostbite on entities, with the intention of them losing their legs to frostbite. Once the entity has lost its legs and can no longer move, they can be transferred to the holding spots where they can never escape no matter what and will endlessly generate bioferrite at no risk. This only works on some entities (primarily Fleshbeasts), as not all entities can suffer from frostbite (such as the Nociosphere) and some will eventually heal their missing limbs (such as ghouls). There is also the risk of entities outright dying from hypothermia instead of losing their legs to frostbite, which can be an issue with entities such as bulbfreaks or trispikes.
Version history[edit]
- Anomaly DLC Release - Added