Bioferrite

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Bioferrite

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

Type
MaterialMetal
Stuff Categories
Bioferrite, Metallic
Market Value
0.75 Silver
Mass
0.25 kg

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
Technical
defName
Bioferrite
Color
(100, 80, 80)


Bioferrite is a metallic material added by the Anomaly DLC.

Acquisition[edit]

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 eltexContent added by the Royalty DLC 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 sensitizerContent added by the Royalty DLC, a normal eltex shirtContent added by the Royalty DLC, 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 rateContent added by the Royalty DLC, 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
CollapseRitual Quality Check On.pngRitual Quality Check Off.png
StuffablesRitual Quality Check Off.pngRitual Quality Check On.png
  • Product Ingredients Type
    Grand sculpture Grand sculpture Stuff 400 (Metallic/Woody/Stony, 4000 for SVMs) Art
    Large sculpture Large sculpture Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) Art
    Small sculpture Small sculpture Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) Art
    Animal sleeping box Animal sleeping box Stuff 25 (Metallic/Woody/Stony, 250 for SVMs) Building - Furniture
    Bed Bed Stuff 45 (Metallic/Woody/Stony, 450 for SVMs) Building - Furniture
    Bookcase Bookcase Stuff 20 (Metallic/Woody/Stony, 200 for SVMs) Building - Furniture
    Dining chair Dining chair Stuff 45 (Metallic/Woody, 450 for SVMs) Building - Furniture
    Double bed Double bed Stuff 85 (Metallic/Woody/Stony, 850 for SVMs) Building - Furniture
    Dresser Dresser Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) Building - Furniture
    End table End table Stuff 30 (Metallic/Woody/Stony, 300 for SVMs) Building - Furniture
    Hospital bed Hospital bed Stuff 40 (Metallic, 400 for SVMs) + Steel 80 + Component 5 Building - Furniture
    Plant pot Plant pot Stuff 20 (Metallic/Woody/Stony, 200 for SVMs) Building - Furniture
    Royal bed Royal bed Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) + Gold 50 Building - Furniture
    Shelf Shelf Stuff 20 (Metallic/Woody/Stony, 200 for SVMs) Building - Furniture
    Small bookcase Small bookcase Stuff 10 (Metallic/Woody/Stony, 100 for SVMs) Building - Furniture
    Small shelf Small shelf Stuff 10 (Metallic/Woody/Stony, 100 for SVMs) Building - Furniture
    Stool Stool Stuff 25 (Metallic/Woody/Stony, 250 for SVMs) Building - Furniture
    Table (1x2) Table (1x2) Stuff 28 (Metallic/Woody/Stony, 280 for SVMs) Building - Furniture
    Table (2x2) Table (2x2) Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) Building - Furniture
    Table (2x4) Table (2x4) Stuff 95 (Metallic/Woody/Stony, 950 for SVMs) Building - Furniture
    Table (3x3) Table (3x3) Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) Building - Furniture
    Egg box Egg box Stuff 20 (Metallic/Woody, 200 for SVMs) Building - Misc
    Pen marker Pen marker Stuff 30 (Metallic/Woody/Stony, 300 for SVMs) Building - Misc
    Sarcophagus Sarcophagus Stuff 60 (Woody/Metallic/Stony, 600 for SVMs) Building - Misc
    Urn Urn Stuff 20 (Metallic/Stony, 200 for SVMs) Building - Misc
    Art bench Art bench Stuff 75 (Metallic/Woody, 750 for SVMs) + Steel 50 Building - Production
    Butcher table Butcher table Stuff 75 (Metallic/Woody, 750 for SVMs) + Wood 20 Building - Production
    Drug lab Drug lab Stuff 50 (Metallic/Woody, 500 for SVMs) + Steel 75 + Component 6 Building - Production
    Electric tailor bench Electric tailor bench Stuff 75 (Metallic/Woody, 750 for SVMs) + Steel 50 + Component 2 Building - Production
    Hand tailor bench Hand tailor bench Stuff 75 (Metallic/Woody, 750 for SVMs) Building - Production
    Hi-tech research bench Hi-tech research bench Stuff 150 (Metallic, 1500 for SVMs) + Steel 100 + Component 10 Building - Production
    Simple research bench Simple research bench Stuff 75 (Metallic/Woody/Stony, 750 for SVMs) + Steel 25 Building - Production
    Stonecutter's table Stonecutter's table Stuff 75 (Metallic/Woody, 750 for SVMs) + Steel 30 Building - Production
    Billiards table Billiards table Stuff 80 (Metallic/Woody/Stony, 800 for SVMs) + Cloth 80 + Wood 30 Building - Recreation
    Chess table Chess table Stuff 70 (Metallic/Woody/Stony, 700 for SVMs) Building - Recreation
    Game-of-Ur board Game-of-Ur board Stuff 35 (Metallic/Woody/Stony, 350 for SVMs) Building - Recreation
    Hoopstone ring Hoopstone ring Stuff 20 (Metallic/Woody/Stony, 200 for SVMs) Building - Recreation
    Horseshoes pin Horseshoes pin Stuff 10 (Metallic/Woody/Stony, 100 for SVMs) Building - Recreation
    Poker table Poker table Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) + Cloth 50 + Wood 25 Building - Recreation
    Barricade Barricade Stuff 5 (Metallic/Woody/Stony, 50 for SVMs) Building - Security
    Foam turret Foam turret Stuff 30 (Metallic, 300 for SVMs) + Steel 70 + Component 3 + Chemfuel 140 Building - Security
    Mini-turret Mini-turret Stuff 30 (Metallic, 300 for SVMs) + Steel 70 + Component 3 Building - Security
    Mortar Mortar Stuff 50 (Metallic, 500 for SVMs) + Reinforced barrel 1 + Component 6 Building - Security
    Spike trap Spike trap Stuff 45 (Metallic/Woody/Stony, 450 for SVMs) Building - Security
    Autodoor Autodoor Stuff 25 (Metallic/Woody/Stony, 250 for SVMs) + Steel 40 + Component 2 Building - Structure
    Column Column Stuff 20 (Metallic/Woody/Stony, 200 for SVMs) Building - Structure
    Door Door Stuff 25 (Metallic/Woody/Stony, 250 for SVMs) Building - Structure
    Fence Fence Stuff 1 (Metallic/Woody/Stony, 10 for SVMs) Building - Structure
    Fence gate Fence gate Stuff 25 (Metallic/Woody/Stony, 250 for SVMs) Building - Structure
    Ornate door Ornate door Stuff 75 (Metallic/Woody/Stony, 750 for SVMs) + Gold 50 Building - Structure
    Wall Wall Stuff 5 (Metallic/Woody/Stony, 50 for SVMs) Building - Structure
    Breach axe Breach axe Stuff 50 (Metallic, 500 for SVMs) Equipment - Weapons
    Club Club Stuff 40 (Metallic/Woody/Stony, 400 for SVMs) Equipment - Weapons
    Gladius Gladius Stuff 50 (Metallic/Woody, 500 for SVMs) Equipment - Weapons
    Ikwa Ikwa Stuff 50 (Metallic/Woody, 500 for SVMs) Equipment - Weapons
    Knife Knife Stuff 30 (Metallic, 300 for SVMs) Equipment - Weapons
    Longsword Longsword Stuff 100 (Metallic/Woody, 1000 for SVMs) Equipment - Weapons
    Mace Mace Stuff 50 (Metallic/Woody, 500 for SVMs) Equipment - Weapons
    Spear Spear Stuff 75 (Metallic/Woody, 750 for SVMs) Equipment - Weapons
    Flak helmet Flak helmet Stuff 40 (Metallic, 400 for SVMs) + Component 2 + Plasteel 10 Gear - Armor
    Plate armor Plate armor Stuff 170 (Metallic/Woody, 1700 for SVMs) Gear - Armor
    Simple helmet Simple helmet Stuff 40 (Metallic, 400 for SVMs) Gear - Armor
    Void sculpture Void sculpture Content added by the Anomaly DLC Bioferrite 50 Art
    Shard animal pulser Shard animal pulser Content added by the Anomaly DLC Shard 1 + Bioferrite 75 Artifact
    Biomutation pulser Biomutation pulser Content added by the Anomaly DLC Shard 1 + Bioferrite 40 + Twisted meat 30 Artifact - Utility
    Atmospheric heater Atmospheric heater Content added by the Anomaly DLC Shard 2 + Bioferrite 150 + Steel 150 + Component 8 Building - Anomaly (Buildings)
    Bioferrite shaper Bioferrite shaper Content added by the Anomaly DLC Component 2 + Bioferrite 40 + Steel 50 Building - Anomaly (Buildings)
    Electroharvester Electroharvester Content added by the Anomaly DLC Component 1 + Bioferrite 25 + Steel 50 Building - Anomaly (Buildings)
    Frenzy inducer Frenzy inducer Content added by the Anomaly DLC Shard 1 + Bioferrite 100 Building - Anomaly (Buildings)
    Proximity detector Proximity detector Content added by the Anomaly DLC Bioferrite 15 + Component 1 Building - Anomaly (Buildings)
    Serum lab Serum lab Content added by the Anomaly DLC Shard 1 + Component 2 + Bioferrite 80 + Steel 100 Building - Anomaly (Buildings)
    Shard beacon Shard beacon Content added by the Anomaly DLC Shard 1 + Bioferrite 30 Building - Anomaly (Buildings)
    Sleep suppressor Sleep suppressor Content added by the Anomaly DLC Shard 1 + Bioferrite 100 + Steel 25 Building - Anomaly (Buildings)
    Bioferrite generator Bioferrite generator Content added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Building - Power
    Deadlife shell Deadlife shell Content added by the Anomaly DLC Bioferrite 25 Crafted resources - Mortar shell
    Ghoul resurrection serum Ghoul resurrection serum Content added by the Anomaly DLC Twisted meat 20 + Bioferrite 20 Drug - Serum
    Juggernaut serum Juggernaut serum Content added by the Anomaly DLC Twisted meat 20 + Bioferrite 10 Drug - Serum
    Metalblood serum Metalblood serum Content added by the Anomaly DLC Twisted meat 10 + Bioferrite 20 Drug - Serum
    Mind-numb serum Mind-numb serum Content added by the Anomaly DLC Neutroamine 2 + Bioferrite 30 Drug - Serum
    Voidsight serum Voidsight serum Content added by the Anomaly DLC Neutroamine 2 + Bioferrite 10 Drug - Serum
    Ghoul Ghoul Content added by the Anomaly DLC Shard 1 + Bioferrite 30 Entity - Basic
    Hellcat rifle Hellcat rifle Content added by the Anomaly DLC Steel 60 + Bioferrite 20 + Component 7 Equipment - Weapons
    Incinerator Incinerator Content added by the Anomaly DLC Steel 75 + Component 6 + Bioferrite 30 Equipment - Weapons
    Nerve spiker Nerve spiker Content added by the Anomaly DLC Bioferrite 40 Equipment - Weapons
    Ceremonial hood Ceremonial hood Content added by the Anomaly DLC Stuff 20 (Fabric) + Bioferrite 10 Gear - Clothing
    Ritual mask Ritual mask Content added by the Anomaly DLC Bioferrite 25 Gear - Clothing
    Biomutation lance Biomutation lance Content added by the Anomaly DLC Shard 1 + Bioferrite 50 + Twisted meat 20 Gear - Utility
    Deadlife pack Deadlife pack Content added by the Anomaly DLC Bioferrite 30 + Shard 1 Gear - Utility
    Disruptor flare pack Disruptor flare pack Content added by the Anomaly DLC Bioferrite 30 + Component 1 Gear - Utility
    Shard insanity lance Shard insanity lance Content added by the Anomaly DLC Shard 1 + Bioferrite 75 Gear - Utility
    Shard shock lance Shard shock lance Content added by the Anomaly DLC Shard 1 + Bioferrite 60 Gear - Utility
    Adrenal heart Adrenal heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Blood warmer Blood warmer Content added by the Anomaly DLCContent added by the Odyssey DLC Bioferrite 10 + Component 1 + Chemfuel 10 Medical Items - Body Parts
    Corrosive heart Corrosive heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Ghoul barbs Ghoul barbs Content added by the Anomaly DLC Bioferrite 35 Medical Items - Body Parts
    Ghoul plating Ghoul plating Content added by the Anomaly DLC Bioferrite 70 Medical Items - Body Parts
    Metalblood heart Metalblood heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Revenant vertebrae Revenant vertebrae Content added by the Anomaly DLC Bioferrite 10 + Revenant spine 1 + Shard 2 Medical Items - Body Parts
    Blood rain (ritual) Blood rain Content added by the Anomaly DLC Bioferrite 70 Psychic ritual
    Chronophagy Chronophagy Content added by the Anomaly DLC Bioferrite 20 Psychic ritual
    Draw animals Draw animals Content added by the Anomaly DLC Bioferrite 10 Psychic ritual
    Draw fleshbeasts Draw fleshbeasts Content added by the Anomaly DLC Bioferrite 50 Psychic ritual
    Draw shamblers Draw shamblers Content added by the Anomaly DLC Bioferrite 20 Psychic ritual
    Neurosis pulse Neurosis pulse Content added by the Anomaly DLC Bioferrite 30 Psychic ritual
    Pleasure pulse Pleasure pulse Content added by the Anomaly DLC Bioferrite 30 Psychic ritual
    Provoke pit gate Provoke pit gate Content added by the Anomaly DLC Bioferrite 75 Psychic ritual
    Psychophagy Psychophagy Content added by the Anomaly DLC Bioferrite 20 Psychic ritual
    Skip abduction Skip abduction Content added by the Anomaly DLC Bioferrite 60 Psychic ritual
    Baby decoration Baby decoration Content added by the Biotech DLC Stuff 60 (Woody/Stony/Metallic, 600 for SVMs) Building - Furniture
    Crib Crib Content added by the Biotech DLC Stuff 25 (Woody/Stony/Metallic, 250 for SVMs) Building - Furniture
    School desk School desk Content added by the Biotech DLC Stuff 30 (Woody/Stony/Metallic, 300 for SVMs) Building - Furniture
    Toy box Toy box Content added by the Biotech DLC Stuff 80 (Woody/Stony/Metallic, 800 for SVMs) Building - Furniture
    Kid helmet Kid helmet Content added by the Biotech DLC Stuff 20 (Metallic, 200 for SVMs) Gear - Armor
    Terror sculpture Terror sculpture Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) Art
    Bonsai pot Bonsai pot Content added by the Ideology DLC Stuff 24 (Metallic/Woody/Stony, 240 for SVMs) Building - Furniture
    Darklight brazier Darklight brazier Content added by the Royalty DLCContent added by the Ideology DLC Stuff 50 (Metallic/Stony, 500 for SVMs) Building - Furniture
    Slab bed Slab bed Content added by the Ideology DLC Stuff 30 (Metallic/Woody/Stony, 300 for SVMs) Building - Furniture
    Slab double bed Slab double bed Content added by the Ideology DLC Stuff 85 (Metallic/Woody/Stony, 850 for SVMs) Building - Furniture
    Autobong Autobong Content added by the Ideology DLC Stuff 100 (Metallic/Woody, 1000 for SVMs) + Smokeleaf leaves 25 + Component 3 Building - Ideology (Buildings)
    Gibbet cage Gibbet cage Content added by the Ideology DLC Stuff 60 (Metallic, 600 for SVMs) Building - Ideology (Buildings)
    Grand altar Grand altar Content added by the Ideology DLC Stuff 300 (Metallic/Woody/Stony, 3000 for SVMs) Building - Ideology (Buildings)
    Large altar Large altar Content added by the Ideology DLC Stuff 200 (Metallic/Woody/Stony, 2000 for SVMs) Building - Ideology (Buildings)
    Lectern Lectern Content added by the Ideology DLC Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) Building - Ideology (Buildings)
    Medium altar Medium altar Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) Building - Ideology (Buildings)
    Pew Pew Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SVMs) Building - Ideology (Buildings)
    Reliquary Reliquary Content added by the Ideology DLC Stuff 300 (Metallic/Stony, 3000 for SVMs) + Gold 75 Building - Ideology (Buildings)
    Skullspike Skullspike Content added by the Ideology DLC Stuff 25 (Woody/Metallic, 250 for SVMs) + Skull 1 Building - Ideology (Buildings)
    Small altar Small altar Content added by the Ideology DLC Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) Building - Ideology (Buildings)
    Styling station Styling station Content added by the Ideology DLC Stuff 80 (Metallic/Woody, 800 for SVMs) + Steel 30 Building - Ideology (Buildings)
    Slave collar Slave collar Content added by the Ideology DLC Stuff 25 (Metallic/Leathery, 250 for SVMs) Gear - Clothing
    Slicecap Slicecap Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SVMs) Gear - Clothing
    Torture crown Torture crown Content added by the Ideology DLC Stuff 25 (Metallic/Woody, 250 for SVMs) Gear - Clothing
    Visage mask Visage mask Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SVMs) Gear - Clothing
    Statue Statue Content added by the Odyssey DLC Stuff 65 (Metallic/Woody/Stony, 650 for SVMs) Art
    Gravship hull Gravship hull Content added by the Odyssey DLC Stuff 7 (Metallic, 70 for SVMs) Building - Odyssey (Buildings)
    Brazier Brazier Content added by the Royalty DLC Stuff 50 (Metallic/Stony, 500 for SVMs) Building - Furniture
    Grand meditation throne Grand meditation throne Content added by the Royalty DLC Stuff 300 (Metallic/Stony, 3000 for SVMs) + Gold 75 Building - Furniture
    Meditation throne Meditation throne Content added by the Royalty DLC Stuff 125 (Metallic/Woody/Stony, 1250 for SVMs) Building - Furniture
    Large nature shrine Large nature shrine Content added by the Royalty DLC Stuff 300 (Metallic/Woody/Stony, 3000 for SVMs) Building - Misc
    Small nature shrine Small nature shrine Content added by the Royalty DLC Stuff 150 (Metallic/Woody/Stony, 1500 for SVMs) Building - Misc
    Axe Axe Content added by the Royalty DLC Stuff 50 (Metallic/Woody, 500 for SVMs) Equipment - Weapons
    Warhammer Warhammer Content added by the Royalty DLC Stuff 150 (Metallic/Woody, 1500 for SVMs) Equipment - Weapons
    Coronet Coronet Content added by the Royalty DLC Stuff 50 (Metallic, 500 for SVMs) Gear - Clothing
    Crown Crown Content added by the Royalty DLC Stuff 75 (Metallic, 750 for SVMs) Gear - Clothing
    Stellic crown Stellic crown Content added by the Royalty DLC Stuff 85 (Metallic, 850 for SVMs) Gear - Clothing
  • Bioferrite is used to refuel the following:

    Bioferrite is consumed by the following psychic rituals:

    The following operations require bioferrite:

    Analysis[edit]

    Max psy sensitivity

    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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Ideology DLC, 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 Content added by the Royalty DLC or colonists with installed psychic harmonizers Content added by the Royalty DLC 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 Content added by the Ideology DLC (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]