Difference between revisions of "Fleshmass nucleus"
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{{Anomaly}} | {{Anomaly}} | ||
{{Stub}} | {{Stub}} | ||
− | {{Infobox main | + | {{Infobox main|entity |
| name = Fleshmass nucleus | | name = Fleshmass nucleus | ||
− | |||
| image = Fleshmass nucleus.png | | image = Fleshmass nucleus.png | ||
+ | | description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.<br />It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart. | ||
+ | <!-- Base Stats --> | ||
+ | | type = Entity | ||
+ | | type2 = Advanced | ||
+ | | mass base = 100 | ||
+ | | flammability = 0 | ||
+ | | hide stats = true | ||
+ | | hidden while undiscovered = true | ||
+ | | tradeability = None | ||
+ | <!-- Containment --> | ||
+ | | anomaly knowledge = 3 | ||
+ | | knowledge category = Advanced | ||
+ | | study interval = 120000 | ||
+ | | bioferrite density = 3 | ||
+ | | min monolith level for study = 1 | ||
+ | | requires holding platform = true | ||
+ | | base escape interval MTB days = -1 | ||
+ | | can be executed = false | ||
+ | | has animation = false | ||
+ | <!-- Building --> | ||
+ | | destroyyield = 100~200 {{Icon Small|Twisted meat|24}} + 2 {{Icon Small|Shard|24}} | ||
+ | <!-- Apparel --> | ||
+ | | armorsharp = 100 | ||
+ | | armorblunt = 100 | ||
+ | | armorheat = 200 | ||
+ | <!-- Pawn Stats --> | ||
+ | | combatPower = 100 | ||
+ | | movespeed = 0 | ||
+ | | healthscale = 1 | ||
+ | | bodysize = 1 | ||
+ | | body = FleshmassNucleus | ||
+ | | diet = none | ||
+ | | lifespan = 5000 | ||
+ | | trainable = None | ||
+ | | psychic sensitivity = 1 | ||
+ | | toxic resistance = 1.00 | ||
+ | | EMP resistance = 0.50 | ||
+ | | min comfortable temperature = -100 | ||
+ | | max comfortable temperature = 250 | ||
+ | | needs rest = false | ||
+ | | always awake = true | ||
+ | | flesh type = EntityMechanical | ||
+ | | override should have ability tracker = true | ||
+ | | doesnt move = true | ||
+ | | has corpse = false | ||
+ | | has genders = false | ||
+ | | gestation = 10 | ||
+ | | disable ignite verb = true | ||
+ | | hediff giver sets = AnomalyEntity | ||
+ | | pain shock threshold = 100 | ||
+ | | injury healing factor = 0 | ||
+ | | life stage ages = EntityFullyFormed | ||
+ | <!-- Production --> | ||
+ | | meatyield = 0 | ||
+ | <!-- Technical --> | ||
+ | | defName = FleshmassNucleus | ||
+ | | label = fleshmass nucleus | ||
}} | }} | ||
The '''fleshmass nucleus''' is an [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. | The '''fleshmass nucleus''' is an [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. | ||
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The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it. | The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it. | ||
− | The nucleus will also produce 2-6 piles of | + | The nucleus will also produce 2-6 piles of [[Twisted_meat|Twisted Meat]]. The amount of meat produced is random, producing on average 96 meat each time at 0% activity and on average 220 meat at 90%. It does this at random intervals with an {{MTB}} of {{Ticks/gametime|60000}}, and a minimum time of {{Ticks/gametime|15000}}. |
+ | |||
+ | If it is not needed, a nucleus that is not in containment can be disposed of by ordering a pawn to attack it until it is destroyed. A captured nucleus can be destroyed in the same way by releasing it first. | ||
=== Yield === | === Yield === | ||
− | The fleshmass nucleus yields 3 [[bioferrite]] and 200W | + | The fleshmass nucleus yields 3 [[bioferrite]] per day and 200W of power. |
+ | |||
+ | When destroyed, a nucleus yields 2 [[shard]]s and 1-2 stacks of twisted meat. | ||
== Analysis == | == Analysis == | ||
− | Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an [[electroharvester]] will | + | Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an [[electroharvester]] will increase the rate of activity gain per day by 15%. |
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity. | Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity. | ||
− | Keeping the nucleus at high activity may allow for the farming of large amounts of | + | Keeping the nucleus at high activity may allow for the farming of large amounts of [[Twisted_meat|Twisted Meat]], which can be useful for feeding [[Ghoul|Ghouls]] and [[Warg|Wargs]], refining into [[Kibble]] for non-carnivorous animals, or refining into [[Chemfuel]]. The twisted meat produced by 1 nucleus kept at high activity can fuel 8-10 [[Chemfuel_powered_generator|Chemfuel Generators]]. |
== Gallery == | == Gallery == | ||
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* [[Anomaly DLC]] Release - Added. | * [[Anomaly DLC]] Release - Added. | ||
− | + | {{Nav|entity|wide}} | |
+ | [[Category: Entities]] |
Revision as of 22:14, 15 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Fleshmass nucleus
The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.
It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.
Base Stats
Mechanoid
- EMP Resistance
- 50%
Armor
- Armor - Sharp
- 100%
- Armor - Blunt
- 100%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 100
- Move Speed
- 0 c/s
- Health Scale
- 100% HP
- Body Size
- 1
- Mass
- 60 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 5000 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 100%
- Toxic Resistance
- 100%
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Production
Containment
- Knowledge Gain
- 3 Advanced
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB -1 days
- defName
- FleshmassNucleus
The fleshmass nucleus is an entity added by the Anomaly DLC that will occasionally produce twisted meat.
Acquisition
This Entity is found after killing a Fleshmass heart. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.
Summary
The fleshmass nucleus can be contained on a holding platform or holding spot. It does not have a minimum containment strength, but must be contained to be studied and suppressed.
The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new fleshmass neural lumps to kill it.
The nucleus will also produce 2-6 piles of Twisted Meat. The amount of meat produced is random, producing on average 96 meat each time at 0% activity and on average 220 meat at 90%. It does this at random intervals with an MTB of 60,000 ticks (24 in-game hours), and a minimum time of 15,000 ticks (6 in-game hours).
If it is not needed, a nucleus that is not in containment can be disposed of by ordering a pawn to attack it until it is destroyed. A captured nucleus can be destroyed in the same way by releasing it first.
Yield
The fleshmass nucleus yields 3 bioferrite per day and 200W of power.
When destroyed, a nucleus yields 2 shards and 1-2 stacks of twisted meat.
Analysis
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an electroharvester will increase the rate of activity gain per day by 15%.
Similar to the nociosphere, at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity.
Keeping the nucleus at high activity may allow for the farming of large amounts of Twisted Meat, which can be useful for feeding Ghouls and Wargs, refining into Kibble for non-carnivorous animals, or refining into Chemfuel. The twisted meat produced by 1 nucleus kept at high activity can fuel 8-10 Chemfuel Generators.
Gallery
Version history
- Anomaly DLC Release - Added.