Difference between revisions of "Fleshmass nucleus"

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{{Anomaly}}
 
{{Anomaly}}
 
{{Stub}}
 
{{Stub}}
{{Infobox main<!-- Add infobox category here -->
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{{Infobox main|entity
 
| name = Fleshmass nucleus
 
| name = Fleshmass nucleus
| 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.
 
 
| 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 -->
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| anomaly knowledge = 3
 +
| knowledge category = Advanced
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| study interval = 120000
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| bioferrite density = 3
 +
| min monolith level for study = 1
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| requires holding platform = true
 +
| base escape interval MTB days = -1
 +
| can be executed = false
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| has animation = false
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<!-- Building -->
 +
| destroyyield = 100~200 {{Icon Small|Twisted meat|24}} + 2 {{Icon Small|Shard|24}}
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<!-- Apparel -->
 +
| armorsharp = 100
 +
| armorblunt = 100
 +
| armorheat = 200
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<!-- Pawn Stats -->
 +
| combatPower = 100
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| movespeed = 0
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| healthscale = 1
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| bodysize = 1
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| body = FleshmassNucleus
 +
| diet = none
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| lifespan = 5000
 +
| trainable = None
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| psychic sensitivity = 1
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| toxic resistance = 1.00
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| EMP resistance = 0.50
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| min comfortable temperature = -100
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| max comfortable temperature = 250
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| needs rest = false
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| always awake = true
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| flesh type = EntityMechanical
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| override should have ability tracker = true
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| doesnt move = true
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| has corpse = false
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| has genders = false
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| gestation = 10
 +
| disable ignite verb = true
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| hediff giver sets = AnomalyEntity
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| pain shock threshold = 100
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| injury healing factor = 0
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| life stage ages = EntityFullyFormed
 +
<!-- Production -->
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| meatyield = 0
 +
<!-- Technical -->
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| 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 twisted meat. The amount of meat produced is random, with higher levels of activity producing more meat{{Check Tag|How much?}}. It does this at random intervals with an {{MTB}} of {{Ticks/gametime|60000}}, and a minimum time of {{Ticks/gametime|15000}}.
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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}}.
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 +
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 per day.
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The fleshmass nucleus yields 3 [[bioferrite]] per day and 200W of power.
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 +
When destroyed, a nucleus yields 2 [[shard]]s and 1-2 stacks of twisted meat.
  
 
== Analysis ==
 
== Analysis ==
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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 twisted meat, which can be useful when refined into food for animals or [[chemfuel]].
+
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.
  
CATEGORIES GO HERE
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{{Nav|entity|wide}}
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[[Category: Entities]]

Revision as of 22:14, 15 November 2024

Fleshmass nucleus

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

Type
EntityAdvanced
Mass
100 kg
Flammability
0%

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

Gestation Period
10 days
Destroy yield
100~200 Twisted meat + 2 Shard

Containment

Knowledge Gain
3 Advanced
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 3/day
Min Monolith Level For Study
1
Held on Platform
true
Escape Interval
MTB -1 days
Technical
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