Farming Bioferrite takes a little practice but once you get the hang of it, it's very easy to build up a large amount of nuggets to keep you going. / francisjohn Discord server : / discord
I love how strats like this exemplify the evolution that this dlc implies: From "Oh, the monsters are so scary and mysterious and dangerous!! Help!" horror movie vibes to "So how do we maximize production from these creatures we captured.. Oh I know, inhumane treatment for maximum benefits!" SCP foundation vibes.
I noticed that the bioferrite yield of shamblers is based on the body mass. Meaning you could get a bunch of elephant corpses, death dust them, then knock them back down.
Unfortunately the only shamblers you can capture are the ones that are reserrected by the deathpall event. I tried anesthetizing a megasloth, then I killed it, then I resurrected it with a deathlife pack, it was downed due to anesthetic but the game didn't let me catch it. On my next playthrough I'll try getting a good stock of death anesthetized elephants to resurrect on deathpall.
@dionea97 sad to say I did get to try to capture. It was a Death Pall before I unlocked the monolith. I just happened to notice the bioferrite differences between various animals on the map like oxen, rabbits, deer, and people.
Keeping a bunch of large corpses fresh (thrumbo, megasloth, elephant IIRC), waiting for a death pall, hoping the deathpall raises the large corpses instead of squirrel 52, then hoping you can down the large shambler without killing it... Worst of all, after the deathpall event ends, if the shambler has an entity escape, it's more likely to die than be downed.
Devourers are really easy to keep. In fact you can make nuggets out of them. Due to their giant health pool they can take a lot of beating. Sadly they have no legs you can destroy so that is a no go. However you can just keep shooting them with a gun and keep patching them up. Any brain scar is permanent so give them enough brain damage till they can't move. Only downside is that Devourers aren't as easy to come by as flesh beasts and are a lot more micro to turn into nuggets comparatively.
Francis: dumb question... what about an auto bong? Can you hold higher quality anomalies by constantly keeping them high? ofc it is self-defeating because of the implied cost of running the auto bong, but is it possible?
During my day to day life the narrorator (voice in my head) is my own voice. When I play Rimworld it's Francis speaking in my head, not just his voice but his mannerisms too.
Tynan & Ludeon : haha, you cannot put peg legs and remove them from entities. You have to deal with them legitimately. Francis : hold my air conditioner!
yeah, i notice you sound a bit off today. But i didnt thought it could be a hangover xD love your content and take your time (with or without hangover xD)
Gorehulks and metalhorrors are also nuggetable, though less reliably than toughspikes. Basically, you have to punch them. Pay attention to their vital bites (torso, brain, head, neck) and don't let their health one these parts get too low. The torso from gorehulks tends to take less damage then most creatures thanks to the coverage from their spine chest cluster. In any case, in my experience, I can nuggetify about half the gorehulks I down and maybe 1/3 the metalhorrors I down. Another thing that helps a lot with gorehulks is that I can kite them and let them bleed to unconsciousness, leading to a much higher number of captures.
While light doesn't affect Noctol escape interval, it DOES inflict a pretty nasty debuff that dramatically lowers their combat effectiveness, making them trivial to beat back into containment. Probably the easiest thing to keep contained if you need advanced research and want to collect bioferrite simultaneously.
I think devourers are excellent entities to keep: even If they try to escape, a whole team of pawns can easily down two or three at a time, they are scary only when in big numbers.
bioferrite you get form shambler depends on body size, so you can get up to 4 a day from shambler elephant, megasloth or thrumbo. those three are quite worth while.
What about shambler animals instead of shambler gorehulks? The bioferrite generation scales based on the body size of the animal, and you can make deadlife dust pretty early, so why not make some shambler elephants? Could also make shambler thrumbos if you really want to go crazy.
I wonder if rebelling slaves or escaping prisoners can even use deadlife packs, I know that rebelling slaves can use like the jump pack. It probably doesn't allow you to capture them regardless.
I want to correct my earlier comment about nuggetifying metalhorrors. I said I could nuggetify about 1/3 of them, but that was because I was doing it wrong. The mistake I was doing was to try to punch too quickly and with too string an attack. If I use a barehanded baseliner to do the punching. If I stop punching as soon as any organ outside of the legs or leg parts gets at 2 hp or less and I wait for it to regenerate a bit, then in my test it worked every single times. To explain a bit why, it's because of how the metalhorror's body is made. Their vital organs have simultaneously a higher HP pool than humans and a lower chance to target. Their legs or subparts though have a massive 20% (which compares to humans 14%) while boasting the same 30hp as humans. In addition, the only subpart for their legs are their feed, (as opposed to humans who have bones and toes) so a much larger portion of the hits to the legs will damage the leg directly, and not a subpart. As a result the legs statistically are much more likely to break any other body part. Still, if you are unlucky with your RNG, it's possible, if you keep punching, that something else could break. That's why you need to keep an eye on them and always stop before they break. If you let organs regenerate a bit, you get to punch again later and over a period of time the legs will virtually always give off first. Importantly, you have to make sure NO body parts other than the legs and feet break, don't just pay attention to the vital parts. That's because of how a body part is selected for damage. If, for example, an arm is missing, then any damage that would have been applied to the arm from that point on will be applied to its parent part, aka the torso. Think of any body in rimworld as a data tree where the root and where everytime a body part gets targetted, then there is a chance to retarget to any subpart (proportional to its coverage). Despite being non-vital in of themselves, the arms protect the torso. And also the arms' subparts (in the case of metalhorrors, the blades) protect the arm, and therefore indirectly the torso. With all their organs, the Metalhorror's torso only has 3% chance to get targetted directly which is is less than the brain 9.5% (their brain have 50HP so it's ok). However, if you break a leg and you accidentally break an arm, suddenly the torso has 39% chance to get targetted, meaning it will take almost 2 times as much damage as the other leg. EDIT: OH!!! MAJOR BREAKTHROUGH! I thought that the about 2/3 death from earlier was still kind of high. I think I found why. Metalhorrors don't have eyes. Instead, the body part responsible for their sight is their brain. So if you melee fight them in the sand or dirt, your pawns will sometimes throw sand to their brain instead of their eyes, which then reduces their brain efficiency by 80%, and if they had less than 20% consciousness (aka sentience) then they die due to low consciousness. Simple solution: when nuggetifying metalhorrors, do so on solid floors. Now I need to test whether melee fighting metalhorrors in sand makes them get downed more often.
Noctols have a movement speed above 8 in the dark. Their escape interval in a dark holding cell is crazy short. solar flare = noctol escape attempt if there is no torch in their holding cell
I'm wondering whether bioferrite generators are really that much better than other options we already have. It's definitely competitive with other options, but is it really strictly better? For comparison, a single boomalope can theoritically provides enough chemfuel for 2.44 chemfuel generators or 2440 watts. You do need to feed the boomalopes, but you can easily do so by cooking twisted meat or insect meat or human meat into simple meals and in fact, in theory, ranching boomalopes is a relatively efficient way to turn unsavory meat into regular meat (though I haven't found any safe way to automate slaughtering the excess animals and it practice I prefer just to sell them). A single fabricator can cook enough simple meals to keep in the order of 100 boomalopes which is to say that the cooking labor is negligible. Yet another comparison: 6 toxifier generators with 3 pollution pumps and a single wastepack atomizer will provide 7400 watts. It does have the side effect of causing pollution infestions, but if you are strategic about where you put your toxifier generators, this can actually be a good thing. If the cocoons are left at the entrance of your base then they can be used to fight your enemies for you. Neither of these options are strictly better than bioferrite generators. They are just comparable. The difference is that there are a lot of other uses for bioferrite and for shards so the opportunity cost of chemfuel or toxifier is lower overall. It's definitely worth farming bioferrite nuggets regardless.
Did you explain why you didnt use the little fingerspike? did it get hyperthermia? They are plentyfull and when you build up your farm they might help...
Can't you use shock lance either or the normal or shard variety to down a bulbfreak without triggering the fleshsplotion ? That sounds worthwhile for their huge bioferrite generation.
Shock lance can do brain damage - which im fairy sure would pop them(if it even works) .And even then , they will escape at some point and you are back to square one . Its not something you can scale up .
I think it would work, butit would be expensive. Bulbfreaks and trispikes only split if they die, and they have very low hp, but if you shock them enough times their conciousnes (sentience for entities) would be so low they would get downed, and would never escape. I'd have to look at the numbers but i think it would take about 3 shocks, so 1.5 shards per bulbfreak, wich is doable.
@@remliqa Until it gives them brain damage and lights them on fire, or one of your colonists auto-melees them, or... I tried keeping one once. It's a doomed endeavor unless you get one with a shattered spine, but that's pure RNG.