-
Notifications
You must be signed in to change notification settings - Fork 0
Biomaterial Recovery Guide
This guide explains the corpse biomaterial recovery workflow in Rimgate: what you need, how to start the job, what controls success, and what you actually gain.
For progression context, see Research and Progression. For item-level references, see Items and Resources.
- Biomaterial recovery is a right-click corpse action, not a bench bill.
- You need a
biomaterial procurement kitfor every attempt. - The kit is consumed on attempt (success or failure).
- Success chance is
base chance x surgery success stat. - Recovery options are grouped by the research that unlocks them.
- Each recovery def can target multiple implants; the job uses the first matching one on the corpse.
- Progress Tau'ri research to
Tau'ri medical procedures. - Complete
biomaterial recovery. - Build/use
Drug LaborFabrication Benchfor kit crafting. - Unlock specific recovery categories via their own research (table below).
- For archotech-tier extraction, complete
advanced biomaterial recoveryand its prerequisites. - Acquire a valid corpse that contains at least one targeted implant for the selected recovery option.
biomaterial procurement kit now has two recipe variants:
| Recipe | Medicine Input | Other Inputs | Skills | Work | Output |
|---|---|---|---|---|---|
assemble bio-procurement kit (medicine) |
4 industrial medicine |
5 steel, 5 cloth, 5 chemfuel
|
Crafting 5, Medicine 6
|
2400 |
1 kit |
assemble bio-procurement kit (glitter) |
1 ultratech medicine |
5 steel, 5 cloth, 5 chemfuel
|
Crafting 5, Medicine 4
|
1800 |
1 kit |
Both recipes currently require biomaterial recovery research and can be crafted at Drug Lab or Fabrication Bench.
- Select a colonist.
- Right-click a corpse.
- Choose a recovery option if available (for example
recover cortical stackorrecover bionic implant).
The float-menu option appears only when the corpse is valid and has at least one implant listed in that recovery def.
A recovery option is enabled only if all checks pass:
- Corpse is valid (not destroyed, not forbidden, has an inner pawn).
- Corpse has at least one targeted implant from that recovery def’s
removesHediffslist. - Required research for that recovery def is complete.
- The selected pawn meets skill requirements defined on the recovery def.
- At least one reachable/reservable procurement kit is available.
- Rotten corpses are rejected.
- Pawn reserves the corpse.
- If not already carrying a kit, pawn finds and picks up the nearest valid kit.
- Pawn goes to the corpse and performs timed recovery work.
- On finish, one kit is consumed and success is rolled.
- On success:
- The first matching implant from that def’s list is selected.
- Output item for that matched implant is spawned (or
spawnThingOverrideif configured). - The matched implant is removed from the corpse’s inner pawn.
- On failure:
- No output item.
- Corpse implants remain unchanged.
- You still lose the kit.
Work duration uses:
workAmount / workSpeedStat- Current base defs use:
workAmount = 2000workSpeedStat = MedicalOperationSpeed- baseline skill requirements:
Medicine 6,Intellectual 6
Success roll uses:
successChance x actor.GetStatValue(successChanceStat)
Practical takeaway: higher surgery success improves expected output per kit.
Current definitions are grouped by unlock research:
| Recovery Option | Target Scope | Research Gate |
|---|---|---|
recover cortical stack |
Unas cortical implants | Unas biology |
recover prosthetic |
Basic prosthetics/cochlear set | prosthetics |
recover bionic implant |
Core bionics set (eyes, limbs, spine, organs, jaw, etc.) | bionics |
recover specialized limb implant |
Drill arm / field hand / power claw | specialized limbs |
recover compact weaponry implant |
Talon / elbow blade / knee spike | compact weaponry |
recover venom synthesis implant |
Venom fangs / venom talon | venom synthesis |
recover detox implant |
Detoxifier lung / kidney | tox filtration |
recover flesh shaping implant |
Aesthetic / social-body mods | flesh shaping |
recover artificial metabolism implant |
Stomach metabolism mods | artificial metabolism |
recover circadian influence implant |
Circadian assistant / half-cycler | circadian influence |
recover neural implant |
Neurocalculator / learning assistant | neural computation |
recover molecular implant |
Gastro analyzer / immunoenhancer | molecular analysis |
recover healing implant |
Coagulator / healing enhancer | healing factors |
recover skin implant |
Tough/armor/stone/vac skin glands | skin hardening |
recover brain wiring implant |
Mindscrew / joywire / painstopper | brain wiring |
recover archotech implant |
Archotech eyes/arms/legs | advanced biomaterial recovery |
recover ghoul implant |
Ghoul enhancement implant set | ghoul enhancements |
- No kit on-map or kit is forbidden/unreachable.
- Corpse is rotten for defs that disallow rotten recovery.
- Pawn fails skill checks.
- Corpse does not contain any targeted implant for the selected recovery option.
- Research prerequisite is not complete.
- Keep kits near kill-processing/storage areas to reduce travel overhead.
- Assign a dedicated high-medical operator for better success efficiency.
- Prioritize fresh corpse processing before rot risk blocks the option.
- Keep at least a small emergency buffer of kits (
3-6) for opportunistic recoveries.