Biomutation pulser

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Biomutation pulser

Biomutation pulser

A one-use broad-wave psychic effector created from a dark archotech shard. The device creates a pulse that reshapes the musculature of every animal within the region, turning them into terrifying creatures. Animals currently under your control will not be affected.

Base Stats

Type
ArtifactUtility
Tech Level
Archotech
Market Value
800 Silver
Stack Limit
1
Mass
0.5 kg
Beauty
-4
Style Dominance
10
HP
80
Rotatable
False
Path Cost
14 (48%)

Creation

Crafted At
Bioferrite shaper
Required Research
Mutation weaponry
Skill Required
Crafting 6
Work To Make
19,200 ticks (5.33 mins)
Work Speed Stat
General Labor Speed
Resources to make
Shard 1 + Bioferrite 40 + Twisted meat 30

Ability

Casting Time
132 ticks (2.2 secs)
Goodwill Impact
-200
Technical
defName
BiomutationPulser
thingCategories
Artifacts
thingSetMakerTags
RewardStandardLowFreq
tradeTags
UtilitySpecial


A biomutation pulser is a single-use artifact added by the Anomaly DLC that transforms all non-player animals on a map into fleshbeasts.

Acquisition[edit]

Biomutation pulsers can be crafted at a bioferrite shaper once the Mutation weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Shard 1 Shard, Bioferrite 40 Bioferrite, Twisted meat 30 Twisted meat, 19,200 ticks (5.33 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Summary[edit]

A biomutation pulser is a single-use artifact, which can be used to transform all non-player-faction animals on the map with a psychic sensitivity above 0% into fleshbeasts. Animals belonging to the player's faction are not affected, however all other animals are, including insectoids and animals belonging to other factions, both enemy and friendly. All items carried by pack animals transformed in this way are lost. If a faction's animals are affected by the pulser, it will incur a goodwill penalty of −200, making the faction hostile. There is no goodwill effect if no animals are affected, even if humans from that faction are present, however any subsequent deaths or injuries will still have their usual effect.

The resultant fleshbeast depends on the body size of the animal transformed:

It can be used by first selecting a pawn, and right-clicking the artifact and selecting 'Activate biomutation pulser', or by selecting the pulser itself, clicking the 'Use biomutation pulser' gizmo, and left clicking the colonist or slaveContent added by the Ideology DLC to activate the pulser. In either event, the selected pawn will approach the pulser and spend 132 ticks (2.2 secs) activating it, at which point all the affected animals will instantaneously transform in purely-visual explosions of gore. No filth will be created.

Fleshbeasts will be hostile to and attack any humans, mechanoids, and tamed non-pen animals they see, but won't necessarily seek out enemies to engage.

Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.

Analysis[edit]

Similar to the psychic animal pulser and it's shard variant, by enclosing all your colonists in a closed room with no doors, you can safely use this item to harry raids, weakening or even outright defeating them. Unlike the animal pulsers however, the lack of any expiry once created nor seeking behavior from the fleshbeasts means you run the risk of the two groups simply not meeting and just creating a new problem that must be dealt with on top of the original threat.

The utility of the pulser depends heavily on what animals are present and in what numbers. If a herd of elephants just arrived or there are dozens of small animals, it can be very potent. Unlike the animal pulser, even small animals can be a significant threat because they will instead transform fingerspikes. It is also particularly effective when the enemies bring their own animals, such as yttakin piratesContent added by the Biotech DLC - the transformation deprives them of a significant portion of the combat power of the raid and the fleshbeasts will be all but guaranteed to see and engage with the enemies. Note that while this can be used against caravans, any items carried by the transformed animals will be lost entirely.

A niche use for the pulser is in fighting infestations that cannot currently be handled. Infestations will continue to grow and spread, meaning that if they can't be handled immediately, they will likely get worse over time. Transforming all the insectoids into fleshbeasts makes them typically makes them slightly more dangerous, but the hives will die without maintenance and they will no longer expand. A small increase in difficulty to prevent a gradual but much greater increase. The fleshbeasts will not be tied to the hives either, often making them more likely to encounter other pawns that will trigger and fight them for you, such as raiders or trade caravans.

There is a significant competition for the use of shards however and often the creation of biomutation pulsers should be low priority, as is the Mutation weaponry research project generally. If spare shards are available and the research is complete however, having a single pulser in reserve as a hail-mary or for niche occasions such as infestations can be valuable.

Version history[edit]