Bioferrite
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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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
Bioferrite is a metallic material added by the Anomaly DLC.
Acquisition[edit]
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Bioferrite can be extracted from Entities securely held in Holding spots or Holding platforms using a Bioferrite harvester, amounts are as described in the following table.
Entity | Bioferrite Per Day |
---|---|
Harbinger tree | 0 (15 upon chopping)[Growth] |
Shambler | 0.2-4.0 (Body size dependent) |
Ghoul | 1 |
Fingerspike | 1.2 |
Sightstealer | 1.6 |
Trispike | 2 |
Toughspike | 2 |
Metalhorror | 2.0-4.4 |
Gorehulk | 3 |
Fleshmass nucleus | 3 |
Noctol | 3 |
Chimera | 3.23 |
Devourer | 4 |
Revenant | 4 |
Bulbfreak | 7 |
Nociosphere | 7.2 |
100 bioferrite is included in "The Anomaly" starting scenario.
Using the Transmute steel ability on a stack of steel transmutes the stack into an equivalent amount of one of several other resources, including bioferrite. Using the ability on a steel slag chunk instead produces 15 of one of several resources, including bioferrite. In both cases, the resulting resource is selected randomly, with a 20% chance for each option.[Verify chance]
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 these 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 can be used as a material for stuffable items with the Metallic stuff tag. 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 can be used in the following recipes:
Feature | Toggle |
---|---|
Collapse | ![]() |
Stuffables | ![]() |
Product | Ingredients | Type |
---|
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]
Bioferrite is an excellent material for stuffable sharp melee weapons. It is most easily considered a sidegrade to plasteel; bioferrite weapons deal more damage per hit and boasts higher AP, but plasteel weapons attack 20% more quickly. The choice of which to use for any given fighter should be made on a case-by-case basis depending on their needs. Keep in mind that ultratech melee weapons such as monoswords will still typically beat out both plasteel and bioferrite weapons of comparable item quality.
From a statistical perspective, bioferrite is the strongest material for spike traps. With a melee damage of 26 and AP of 39%, it deals more damage against all enemies than plasteel traps. It's also more durable and less flammable than wood traps. However, although bioferrite is ostensibly easy to obtain if you have captured some entities, production is typically quite slow without extensive containment facilities; single-use spike traps are thus a comparatively frivolous use for the material, especially for colonies that make extensive use of psychic rituals.
Bioferrite is typically more accessible than eltex for increasing psychic sensitivity. It is much more reliably obtained both generally and at high qualities, its boost to sensitivity is multiplicative with all other buffs except blindsight
, and unlike eltex, bioferrite equipment can provide a respectable amount of armor. Because sensitivity boosts from bioferrite gear multiply with one another, they become proportionally stronger when combined; a pawn can reach in excess of 2000% psychic sensitivity when given all possible boosts, making psycasters
or colonists with installed psychic harmonizers
exceptionally powerful. Bear in mind that pawns with this level of psychic sensitivity are acutely vulnerable to psychic drones, so keeping a way to render them unconscious as needed is a prudent choice - cryptosleep caskets, biosculpter pods
(any cycle will do) or even anesthetizing them as needed will all work for this purpose.
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, making it it ill-suited for use outside of containment cells. Bioferrite also has a mighty ×25% penalty to beauty when used for art other than void sculptures.
Acquisition analysis[edit]
In general, the daily amount of gained bioferrite should be weighed carefully against the ease of handling various entity escapes.
Fleshmass nuclei and nociospheres never escape and provide large amounts of bioferrite generation, so long as they are consistently suppressed. Both provide other benefits while being contained by a colony.
Noctols, gorehulks, and chimeras provide ~3-3.2 bioferrite per day, and are relatively easy to subdue during an escape attempt. Toughspikes provide slightly less bioferrite, but are more common and can be crippled through frostbite to ensure they are incapable of moving (described further below). They provide more per day than ghouls, fingerspikes, and sightstealers, all while not being a significant leap in combat risk.
Shamblers grant bioferrite equal to their body size, or what their bioferrite generation was before if a reanimated entity. The vast majority of shamblers will provide less bioferrite than a toughspike. Body size 3+ shamblers are also some of the most fearsome wildlife- megasloths, thrumbo, elephants, and rhinoceros.
Although a single revenant provides double the daily bioferrite of a toughspike, an escaped Revenant will likely require the attention of the entire colony, while a single escaped toughspike can typically be downed by a handful of colonists or a single ghoul. Devourers' swallow attack makes them more dangerous during an escape than smaller entities, but not so dangerous as to make keeping them unwise.
Trispikes and bulbfreaks die shockingly easily when damaged and split into smaller fleshbeasts on death, which usually reduces their bioferrite generation as not all the spawned fleshbeasts are likely to survive the resulting combat.
Harbinger trees are an inefficient source of bioferrite, but they can serve as supplementary or reserve source in a pinch.
Immobilizing entities[edit]
Entities that are incapable of movement will never attempt to escape, making long-term containment a risk-free proposition. Nearly all entity types possess an anatomy similar to humans - such as a spine and legs - and can thus be rendered immobile through the destruction of the relevant body parts.
This is difficult for most entities, but notably for the purposes of farming, fleshbeasts are vulnerable to hypothermia at temperatures below -40 °C (-40 °F). Toughspikes in particular are well-suited to this purpose; they are durable enough to survive hypothermia unlike fingerspikes, and do not split into smaller fleshbeasts when downed. Carefully subjecting a toughspike to hypothermia to the point where it develops frostbite, and then tending the resulting bleeding when body parts are lost, can allow a player to remove all of their limbs without killing the toughspike. This consistently renders them immobile and thus unable to escape.
A containment room with 8 holding platforms filled with immobilized toughspikes connected to a bioferrite harvester will provide 16 bioferrite per day, with no risk of escapes. Holding spots can be used in place of holding platforms in order to save on materials.
Other, less reliable methods of immobilizing entities is through either releasing them and attacking them until their limbs are damaged enough to be removed by an attack, or using the electroharvester and waiting patiently until their brain becomes scarred enough that they can never escape. The former method is, needless to say, quite dangerous if the entity isn't already downed when released, and always runs the risk of killing the entity instead of downing it. Slashing weapons are the most useful weapons for this purpose, since blunt weapons have an overkill mechanic that deals excess damage to the parent part, which often leads to the torso getting destroyed in the process. As for the latter method, it would require extreme patience, as the odds of an entity getting brain damage from an electroharvester are quite low, and even then it requires this sort of damage to happen multiple times before the entity is immobilized.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added.