Flesh sack

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Flesh sack

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

Type
StructureFleshmass
HP
300
Flammability
70%

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.

Distress signal quest
Threat points Flesh sacks
0 1
500 2
1500 3
2000 4
Undercave
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]

A regular flesh sack will yield one of the following items:[Add Details]

Item Amount Chance
Pirate1557.png Pirate corpse 1 ~ 7.81%
Villager1557.png Villager corpse 1 ~ 7.81%
Elite1557.png Pirate boss corpse 1 ~ 7.81%
Tome Tome 1 ~ 7.81%
Harbinger seed Harbinger seed 1 ~ 7.81%
Shard Shard 1 ~ 3.91%
Gold Gold 15 - 30 ~ 3.91%
Plasteel Plasteel 15 - 30 ~ 3.91%
Hyperweave Hyperweave 15 - 30 ~ 3.91%
Bionic eye Bionic eye 1 ~ 1.95%
Bionic arm Bionic arm 1 ~ 1.95%
Bionic leg Bionic leg 1 ~ 1.95%
Bionic spine Bionic spine 1 ~ 1.95%
Bionic heart Bionic heart 1 ~ 1.95%
Bionic stomach Bionic stomach 1 ~ 1.95%
Archotech arm Archotech arm 1 ~ 1.95%
Archotech eye Archotech eye 1 ~ 1.95%
Archotech leg Archotech leg 1 ~ 1.95%
Recon helmet Recon helmet 1 ~ 1.95%
Shield belt Shield belt 1 ~ 1.95%
Marine helmet Marine helmet 1 ~ 1.95%
Flak jacket Flak jacket 1 ~ 1.95%
Plate armor Plate armor 1 ~ 1.95%
Nerve spiker Nerve spiker 1 ~ 1.95%
Turret pack Turret pack 1 ~ 1.95%
Antigrain warhead Antigrain warhead 1 ~ 1.17%
Shard animal pulser Shard animal pulser 1 ~ 1.17%
Psychic soothe pulser Psychic soothe pulser 1 ~ 1.17%
Biomutation pulser Biomutation pulser 1 ~ 1.17%
Doomsday rocket launcher Doomsday rocket launcher 1 ~ 1.17%
Triple rocket launcher Triple rocket launcher 1 ~ 1.17%
Shard insanity lance Shard insanity lance 1 ~ 1.17%
Shard shock lance Shard shock lance 1 ~ 1.17%
Biomutation lance Biomutation lance 1 ~ 1.17%
Void sculpture Void sculpture 1 ~ 1.17%
Psychic emanator Psychic emanator 1 ~ 1.17%
Disruptor flare pack Disruptor flare pack 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]