Difference between revisions of "Bioferrite"
(→Usage) |
(→Usage) |
||
Line 142: | Line 142: | ||
Bioferrite is used to refuel the following: | Bioferrite is used to refuel the following: | ||
+ | * [[Atmospheric heater]]s, at a rate of {{Icon Small|Bioferrite||~6-8}}/day. | ||
* [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day. | * [[Bioferrite generator]]s, at a rate of {{Icon Small|Bioferrite||6}}/day. | ||
* [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge. | * [[Disruptor flare pack]]s, at a rate of {{Icon Small|Bioferrite||5}}/charge. |
Latest revision as of 15:21, 15 December 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
An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.
The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.
Base Stats
Stat Modifiers
- Beauty Factor
- ×0.25
- Beauty Offset
- +0
- Work To Make Factor
- ×2.5
- Work To Build Factor
- ×2.5
- Max Hit Points
- ×2
- Flammability
- ×0.75
- Armor - Sharp
- ×1.1
- Armor - Blunt
- ×0.5
- Armor - Heat
- ×0.5
- Insulation - Cold
- +2.5 °C (4.5 °F)
- Insulation - Heat
- +0 °C (0 °F)
- Melee Blunt Damage
- ×0.9
- Melee Sharp Damage
- ×1.3
- Melee Cooldown
- ×1
- Door Opening Speed
- ×1
- Rest Effectiveness
- ×0.85
- defName
- Bioferrite
- Color
- (100, 80, 80)
Bioferrite is a metallic material added by the Anomaly DLC.
Acquisition[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) Detail needed 2) Anomaly starting scenario 3) When sufficient detail, consider adding Acquisition optimisation to analysis. |
Bioferrite can be extracted from Entities securely held in Holding spots or Holding platforms using a Bioferrite harvester.
Summary[edit]
Equipment made of bioferrite as the stuff material has additional effects beyond the normal statistical effects of the material. These effects scale with the quality of the item made. Note that items that merely include bioferrite in the recipe, and do not use it as the stuff material, such as the ceremonial hood do not offer this effects.
Equipped items stuffed from bioferrite apply a multiplier to the wearer's psychic sensitivity. These multipliers stack multiplicatively with one another and with other bonuses from eltex items [Prestige?]
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Psychic Sensitivity | ×1.06 | ×1.08 | ×1.1 | ×1.13 | ×1.15 | ×1.17 | ×1.20 |
For example, a pawn with a base psychic sensitivity of 100%, a psychic sensitizer, a normal eltex shirt, and a bioferrite item of normal, good, and excellent quality, would result in a psychic sensitivity of:
Psychic sensitivity = ((100% + 25%) + 8.3%) * 1.1 * 1.13 * 1.15 = 191% |
Equipped items stuffed from bioferrite apply an offset to both neural heat limit and neural heat recovery rate, which stacks additively. Note that the heat limit bonus stacks with the bonus to the limit from the increased psychic sensitivity, however due to the sensitivity bonus' multiplicative nature the total bonus cannot be easily quantified without assuming what other bonuses to sensitivity a pawn may have.
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Neural Heat Limit | 4 | 6 | 8 | 11 | 13 | 15 | 18 |
Neural Heat Recover Rate | 0.04 | 0.04 | 0.04 | 0.04 | 0.04 | 0.04 | 0.04 |
Usage[edit]
Bioferrite is used in the following crafting recipes:
Bioferrite can also be used as a Metallic material for stuffable items, like walls, doors, and melee weapons.
Bioferrite is also the only "Bioferrite" material for stuffable items, allowing the requirement of bioferrite in the recipe but also allowing them to gain the psychic benefits detailed above. This affects the following items:
Bioferrite is used to refuel the following:
- Atmospheric heaters, at a rate of ~6-8/day.
- Bioferrite generators, at a rate of 6/day.
- Disruptor flare packs, at a rate of 5/charge.
- Hellcat rifle mini-burner charges, at a rate of 10/charge.
- Incinerator burner charges, at a rate of 10/charge.
Bioferrite is consumed by the following psychic rituals:
- Blood rain, at a cost of 60.
- Chronophagy, at a cost of 20.
- Draw animals, at a cost of 10.
- Draw fleshbeasts, at a cost of 50.
- Draw shamblers, at a cost of 20.
- Neurosis pulse, at a cost of 30.
- Pleasure pulse, at a cost of 30.
- Provoke pit gate, at a cost of 75.
- Psychophagy, at a cost of 20.
- Skip abduction, at a cost of 60.
The following operations require bioferrite:
- Bliss lobotomy, at a cost of 30.
- Ghoul infusion, at a cost of 30 and 1 shard.
Analysis[edit]
Excellent for sharp melee weapons - while its DPS is lower than plasteel, it is close and it has significantly more AP and per attack damage. It is unclear if it this leads to a win for bioferrite on melee stats alone. Combined with the psychic boosts however, and it becomes powerful in the hands of a psycaster.
Bioferrite is also the best material to make spike traps from. With a melee damage of 26 and AP of 39%, it deals more damage against all enemies than plasteel traps. Bioferrite is also easy to obtain if you have captured some entities. It's also more durable and less flamable than wooden traps
Bioferrite is likely better than eltex for buffing psycasters, as bioferrite is much more reliably obtained both generally and at high qualities, the stacking is multiplicative with all other buffs except blindsight, as it is applied last, and unlike eltex, bioferrite can provide a respectable amount of armor.
As the bonus from bioferrite is multiplicative, optimal equipment depends on psy sensitivity of the pawn. For a basic 100% sensitive pawn full eltex set plus bioferrite slave collar remain the best giving 363% psy sensitivity, compared to 238% granted by eltex shirt, bioferrite weapon, bioferrite slave collar, bioferrite helmet (e.g. flak helmet), and bioferrite plate armor.
But the more you boost psy sensitivity the better bioferrite gear becomes. With all boosts to psy sensitivity you can get(implant, serums, genes, deathrest, blindsight, traits, anomaly things) you can go as far as 2159% sensitivity (2079% without blindsight), compared to 1508% (1428% without blindsight) for eltex set + bioferrite collar.
As a building material, bioferrite has exactly twice the HP of steel and is the third most durable material in the game behind plasteel and uranium. Each unit of Bioferrite is 62.5% the silver value of a unit of wood, which can help with wealth management. Bioferrite is flammable.
Due to the 85% rest effectiveness of bioferrite, which is lower than any other material, it is a suitable material for prison beds. An awful bioferrite bed has a rest effectiveness of 73%, even lower than a sleeping spot. This causes prisoners to spend more time asleep, prolonging their prison break interval while avoiding the mood debuff when sleeping on the floor
Bioferrite plating is ugly which makes it ill suited for use outside of containment cells. Bioferrite also has a mighty ×25% penalty to beauty when used for non-void sculptures.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added.