Bioferrite generator
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. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Bioferrite generator
An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.
Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby.
Base Stats
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- False
- Terrain Affordance
- Heavy
- Power
- 4000 W
- Light Radius
- 5.22
- Heat Per Second
- 12
Creation
- Required Research
- Bioferrite generator
- Skill Required
- Construction 6
- Work To Make
- 12,000 ticks (3.33 mins)
Bioferrite generator is a Building which uses Bioferrite to generate Power.
Acquisition
Bioferrite generators can be constructed once the bioferrite generator research project has been completed. Note that this research requires dark study to unlock. Each requires 50 Steel, 100 Bioferrite, 4 Components, 1 Shard, 12,000 ticks (3.33 mins) of work modified by the construction speed of the builder, and a construction skill of 6.
Once constructed, they cannot be re-installed, they can only be deconstructed.
Summary
A bioferrite generator consumes 6 bioferrite per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 10 days worth of fuel.
Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, Psychic Sensitivity does not effect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
Analysis
Once available, bioferrite generators are capable of sustaining significant power operations, producing x4 the power of other fueled generators.
The Bioferrite Generator can be considered an upgrade to the Electroharvester in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like Shamblers and Sightstealers. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like Revenants, Devourers and/or Fleshmass nucleus, which produce more Bioferrite for their mass, before making the switch.
Version history
- Anomaly DLC Release - Added.