Containment

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Containment refers to the process of capturing, imprisoning, and exploiting Entities.

Summary

Containment is the desired end result when encountering Entities. Colonies can hold entities on a Holding spot or a Holding platform, the latter of which requires research and steel to build. Once contained, entities can be researched or regularly harvested for resources or power.

Only creature entities are placed on holding platforms. Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea. Building entities, such as the Monolith, must be studied in their current location, as none of them are mobile. Be careful about integrating them into your base designs as they may be a source of risk down the road.

Containment strength

Any containment room is subject to containment breaches, the equivalent of prison breaks for entities. The containment strength of the room can be viewed by clicking on the platform. Containment is the sum of the following factors:

  • Average Wall HP/10 (e.g all wooden walls have 195 hp and will result in +19.5 containment)
  • Average Door HP/5 (an open door provides −0 containment)
  • Average light level/10 (realistically limited to +5 through use of normal lights)
  • Bioferrite plate flooring provides up to +15 Containment at 100% room coverage
  • Unroofed containment rooms apply a −30 containment penalty
  • Holding Spots modify the resulting containment for their specific spot by −x70%
  • Each additional Holding Platform inflicts a roughly −10% exponential cumulative penalty to all holding platforms in the same room.
  • An Electric inhibitor increases containment by +10
  • A Shard inhibitor increases containment by +20
  • An Electroharvester lowers containment by −25
  • A Bioferrite harvester lowers containment by −15

The walls and doors that make up the containment room contribute to containment strength based on the combined average of their HP, with stronger materials (e.g: granite or plasteel) having a higher contribution. This relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed. Holding Spots and Holding Platforms should be placed with a 1-tile gap from doors to prevent colonists from triggering spurious insufficient containment warnings by keeping doors open while interacting with void entities.

Larger and more dangerous entities generally require more containment strength. An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out. As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days. This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.

The size of the cell does not affect containment strength. Note that storing multiple entities in the same room will increase the required containment strength. This may still be worthwhile for harvesting certain resources more efficiently.

An entity incapable of moving will never breach. This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength. Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.

Although possible, surrounding a containment spot with doors results in lower containment strength than using a room with both walls and doors.

Escape Interval

The chance an entity will escape is determined by their escape interval. Each entity has a base escape interval (specified as a mean time between in days).

The entity cannot escape if:

  • Their base escape interval is zero or negative. Entities incapable of escaping are:
  • The entity is incapable of moving (missing legs or incapacitated).

The base escape interval is then further modified by:

  • Entity's moving capacity
    • It is multiplied by (10000 / Entity's Moving Capacity)%
    • The moving capacity is clamped between 1 and 100%
    • For example, at 70% moving it'll be (10000 / 70) = 143% (rounded up)
    • At 100% moving, it'll just be (10000 / 100) = 100%, meaning it'll not affect the escape interval
  • Days in captivity
    • At 15 days or less, it doesn't affect it at all (multiplies it by 100%)
    • At 60 days, it multiplies the escape interval by 120%
    • At 120 days, it multiplies the escape interval by 150%
    • At 240 days or more, it multiplies the escape interval by 200%
    • It scales linearly between the values
  • Containment strength minus entity's minimum containment strength (so if an entity needs 30 and the containment is 50, the value is 50 - 30 = 20)
    • Below 0 strength multiplies the escape interval by 5% (lowers it significantly)
    • At 0, it doesn't affect it at all (multiplies it by 100%)
    • At 100, it multiplies it by 300%
    • At 200 or more, it multiplies it by 800%
    • It scales linearly between the values
  • Temperature
    • At 0°C and above, it doesn't affect it at all (multiplies it by 100%)
    • At -30°C and below, it multiplies the escape interval by 150%
    • It scales linearly between the values
    • Affected entities:

Containment facilities

There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.

Building Research Cost Limit Effects
Electric inhibitor
ElectricInhibitor east.png
Entity containment Component 2 Components, Steel 25 Steel - 6 per holding platform
- Max distance: 4
- Min distance: 1
- Must be pointed at platform
- Requires line-of-sight
- +10 containment strength
Shard inhibitor
ShardInhibitor.png
Entity containment Steel 15 Steel, Shard 1 Shard - 1 per holding platform
- Max distance: 5.9
- +20 containment strength
Bioferrite harvester
BioferriteHarvester east.png
Bioferrite harvesting Steel 50 Steel, Component 1 Component - 1 per holding platform
- Max distance: 5.9
- Requires line-of-sight
- −15 containment strength
- Produces bioferrite
Electroharvester
Electroharvester south.png
Electroharvester Component 1 Component, Bioferrite 25 Bioferrite, Steel 50 Steel - 1 per holding platform
- Max distance: 5.9
- Requires line-of-sight
- −25 containment strength
- ×50% entity study rate
- Periodically applies electrical burns to entities
- Produces up to 2000W of power

Analysis

A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot. In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus. Another option is to integrate existing veins of metal into the wall. The extremely high HP of compacted steel - or better yet, plasteel - will cause the containment strength of the cell to skyrocket. Endgame setups will vary depending on how many of each entity the colony has acquired.

Once your colony becomes more established and you are able to construct dedicated holding chambers, stone blocks make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with granite blocks and limestone blocks being the fourth- and fifth-strongest wall materials in the game. However, natural rough or smooth stone walls are even stronger, with natural granite walls being the strongest player-accessible non-ore walls available.

If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a cryptosleep casket in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.