Flesh sack
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
| Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
| This article is a stub. You can help RimWorld Wiki by expanding it. Reason: In-game loot verification, plus any missing infobox data. non maintenance category, reports of one always containing a shard, do enemies react to its destruction (note specifically which regardless of if answer is yes or not). |
Flesh sack
A swollen lump of flesh with something inside. These stationary fleshbeasts act as digestive organs, supplying the surrounding fleshmass with nutrients. However, they're unable to break down non-organic matter, meaning that valuable items can occasionally be found within.
Base Stats
Building
- Size
- 2 × 2
Flesh sacks are structures added by the Anomaly DLC that are associated with fleshbeasts and drop loot when destroyed.
Occurrence[edit]
Flesh sacks are only generated within the Pit gate's undercave and the Distress Signal quest map. In both cases, the number spawned depends on the number of threat points, resulting in 1-4 flesh sacks for the distress signal quest and 3-9 for the undercave.
| Threat points | Flesh sacks |
|---|---|
| 0 | 1 |
| 500 | 2 |
| 1500 | 3 |
| 2000 | 4 |
| Threat points | Flesh sacks |
|---|---|
| 0 | 3 |
| 500 | 5 |
| 1000 | 7 |
| 5000 | 9 |
Summary[edit]
Flesh sacks contain items which are dropped when the sack is destroyed. One of the flesh sacks generated by the Distress signal quest will always contain one shard.
Loot[edit]
| This section has been suggested for recoding. Reason: Automate table using tag system if possible. Consider collaboration with User:JuliaCat who created the current list to see how generated.. You can help RimWorld Wiki by improving it. |
A regular flesh sack will yield one of the following items:[Add Details]
| Item | Amount | Chance |
|---|---|---|
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 7.81% | |
| 1 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 15 - 30 | ~ 3.91% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.95% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% | |
| 1 | ~ 1.17% |
Items with quality, such as apparel, tome, or nerve spiker, range from awful to excellent.
Corpses spawn with the same gear as raiders of the same type. Inventory-wise, these particular corpses tend to carry:
- Meals: All corpses carry 2-3 meals, with a 50% chance of being simple meals, and 25% chance each of being fine meals or packaged survival meals.
- Drugs: Corpses of addicts carry 2-5 of one drug they're addicted to. Pirate boss corpses have a 80% chance of carrying 1-2 combat drugs, i.e. go-juice or yayo.
- Medicine: pirate gunner corpses have a 10% chance of carrying 1 medicine.
Analysis[edit]
The summon pit gate ritual can be used to continously generate undercaves which will come with three fleshsacks [Anecdotal] and consumes 75 bioferrite. This means that with a sufficient amount of entities they can be farmed for archotech legs, arms and eyes in a late game colony, which is a far more efficient method than trading for them. Always accepting distress signals can also help with this. Loot is generated when the pit gate is entered for the first time, so can be very easily save scummed if you have the patience to repeatedly clear the undercave.
Gallery[edit]
Version history[edit]
- Anomaly DLC Release - Added.
