Bulbfreak

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Bulbfreak

Bulbfreak

A horrid oozing amalgamation of many smaller fleshbeasts, all controlled by a linked nervous system. It has two large claws which it uses to tear through its victims. Bulbfreaks are often smelled before they are seen, giving off an overwhelming odor of rancid meat. They are relatively slow and easy to kill, but once they die, they explode into a horde of smaller fleshbeasts.


Base Stats

Type
EntityBasic
Flammability
125%

Pawn Stats

Combat Power
360
Move Speed
3.8 c/s
Health Scale
30% HP
Body Size
3.5
Mass
210 kg
Filth Rate
1
Diet
none
Life Expectancy
15 years
Trainable Intelligence
None
Toxic Resistance
50%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Melee Combat

Attack 1
Tentacle
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 2
Tentacle
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 3
Tentacle
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 4
Tentacle
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 5
Tentacle
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 6
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
Average DPS
1.86

Containment

Min Containment Strength
75
Knowledge Gain
2.5 Advanced
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 7/day
Gets Cold Bonus
true
Min Monolith Level For Study
1
Held on Spot or Platform
true
Escape Interval
MTB 60 days
Technical
defName
Bulbfreak


Bulbfreaks are entities, and type of fleshbeast, added by the Anomaly DLC.

Occurrence[edit]

Bulbfreaks, the largest possible capturable type of fleshbeast, are the rarest common type of Fleshbeast. As such, they are unlikely to appear from Draw fleshbeasts, if they can appear at all, and are much more likely to emerge from a pit gate during it's initial spawn, and from the periodic waves of fleshbeasts that emerge from an un-closed Pit Gate. They are also found roaming the Undercave, and spawn when a Dreadmeld is killed.

A twisted obelisk has a chance to spawn one from nearby wildlife, and a Biomutation pulser (though not a Biomutation lance) can turn animals with a body size of 3.49 and up into Bulbfreaks. This includes animals such as Elephants, Thrumbo, Mastodon, Megasloth, and Hive queens.

Summary[edit]

Bulbfreaks deal high melee damage,[Verify] but are slow. Their main threat is not as melee units, however: It is both highly desirable and highly difficult to capture a Bulbfreak with traditional means, as they have exceptionally low health, and a near-guaranteed chance (90%) to die on downed. Even a pawn with no melee skill whatsoever and their bare fists can kill a Bulbfreak with ease.

This is, however, not a good thing: The main purpose a Bulbfreak has is to die, for a killed bulbfreak explodes into numerous smaller fleshbeasts, which will instantly swarm a target from multiple sides after a brief stun period upon being spawned. Any stray gunfire into a mass of fleshbeasts can easily miss an intended target to hit a Bulbfreak, standing or downed, and immediately create more problems. Fleshbeasts spawned from a killed bulbfreak are launched a small radius away from it's body, enabling them to spawn over walls, sneaking hostile fleshbeasts past built defenses.

Note that Bulbreaks unleash more fleshbeasts upon death than trispikes and unlike them can even release toughspikes, which is why Bulbfreaks are not to be underestimated.

Analysis[edit]

Since splitting fleshbeasts can not land in an occupied cell, you can pack your fighters tightly and build walls around to prevent them from landing near.

Fight bulbfreaks in a tight room to prevent fleshbeasts from landing inside it



Bulbfreaks are a highly valuable addition to any containment facility for multiple reasons: They provide the second highest Bioferrite per day in containment at 7 units, with the absolute highest being 7.2 from Nociospheres. Bulbfreaks are much better entities to capture for bioferrite, however, as they are much more available, and can be kept on a long term basis, unlike Nociospheres, which will eventually destabilize. In addition, they also provide 2.5 Advanced Research, which can advance any research project (Advanced or Basic, if an Advanced research is not selected).

This high value comes with complications: Electroharvesters should not be used around Bulbfreaks, as they will harm and eventually kill them over time, causing the containment facility to flood with hostile, uncontained fleshbeasts. There are also few ways to down a bulbfreak without causing them to explode, with the only reliable options being a Psychic shock lance or Shard shock lance, the latter being more likely to use on a regular basis, due to being renewable. Shard shock lances are expensive, however, and so minimizing the times a Bulbfreak breaks containment and needs to be psychically shocked into safe capture is desirable.

Between Shard shock lances and Provoke pit gate, the capture of Bulbfreaks is an important part of progressing in Anomaly, both in research and in having Bioferrite to spend.

Health[edit]

The body part table is collapsed due to length. Expand to view.

Body Part Name HP C[1] TC[2] Parent I[3] Capacity[4] Effect if
Destroyed/Removed
FV[5]
Body 12 1 100% 42.1% N/A[6] Ex.png - Death 10
Spine 7.5 1 2.5% 2.5% Body Check.png Moving
−100% Moving[7]
Stomach 6 1 2.5% 2.5% Body Check.png Digestion
−50% Digestion
Heart 4.5 1 2% 2% Body Check.png Blood Pumping
Death
Lung 4.5 2 2.5% 2.5% Body Check.png Breathing
−50% Breathing.
Death if both lost
Kidney 4.5 2 1.7% 1.7% Body Check.png Blood Filtration −50% Blood Filtration.
Death if both lost
Liver 6 1 2.5% 2.5% Body Check.png Digestion
Death
Head 7.5 1 40% 1.2% Body Ex.png - Death
Bleed rate: 2
Skull 7.5 1 18% 1.44% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 3 1 80% 5.76% Skull Ex.png Consciousness
Death
Always scars.
Eye 3 2 2% 0.8% Head Ex.png Sight
−25% Sight.
−100% if both lost.
Always scars.
0% Hit Chance against Blunt damage.
Tentacle 9 5 15% 6% Head Ex.png Manipulation
−20% Manipulation.
−100% if all lost.
Can generate amputated
1
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers. before its own sub-parts claim their own percentage. For example. if the base coverage of the super-part is 100%. and the coverage of the part is 20%. 20% of hits would hit the part. and 80% the super-part. If the part had its own sub-part with 50% coverage. the chances would be 10% sub-part. 10% part. 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance. as different damage types propagate damage in different ways. See that page for details.
  3. Inside. A flag used for some combat calculations. Usually meant for parts inside another one rather than merely attached.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. Frostbite Vulnerability
  6. This is the part that everything else connects to to be considered 'connected'.
  7. If Moving drops below 16% a pawn cannot move.

Attack table

  • Bulbfreak Bulbfreak
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 3
    (1.86)
    - - 8.5% -
    FirstTentacle
    (Blunt)
    3.5
    (2.17)
    7 2s 10% 15%
    SecondTentacle
    (Blunt)
    3.5
    (2.17)
    7 2s 10% 15%
    ThirdTentacle
    (Blunt)
    3.5
    (2.17)
    7 2s 10% 15%
    FourthTentacle
    (Blunt)
    3.5
    (2.17)
    7 2s 10% 15%
    FifthTentacle
    (Blunt)
    3.5
    (2.17)
    7 2s 10% 15%
    HeadAttackTool
    (Blunt)
    1.5
    (0.93)
    3 2s 4% 25%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Version history[edit]