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


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
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StuffablesRitual Quality Check Off.png
  • Product Ingredients Type
    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
    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 Component 1 + Bioferrite 30 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
  • 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]