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Biomaterial Recovery Guide

DESKTOP-5KM6RA3\david edited this page Mar 1, 2026 · 3 revisions

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.

At a Glance

  • Biomaterial recovery is a right-click corpse action, not a bench bill.
  • You need a biomaterial procurement kit for 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.

Unlock Path

  1. Progress Tau'ri research to Tau'ri medical procedures.
  2. Complete biomaterial recovery.
  3. Build/use Drug Lab or Fabrication Bench for kit crafting.
  4. Unlock specific recovery categories via their own research (table below).
  5. For archotech-tier extraction, complete advanced biomaterial recovery and its prerequisites.
  6. Acquire a valid corpse that contains at least one targeted implant for the selected recovery option.

Crafting the Recovery Kit

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.

How to Start Recovery In-Game

  1. Select a colonist.
  2. Right-click a corpse.
  3. Choose a recovery option if available (for example recover cortical stack or recover bionic implant).

The float-menu option appears only when the corpse is valid and has at least one implant listed in that recovery def.

Eligibility Rules

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 removesHediffs list.
  • 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.

What Happens During the Job

  1. Pawn reserves the corpse.
  2. If not already carrying a kit, pawn finds and picks up the nearest valid kit.
  3. Pawn goes to the corpse and performs timed recovery work.
  4. On finish, one kit is consumed and success is rolled.
  5. On success:
    • The first matching implant from that def’s list is selected.
    • Output item for that matched implant is spawned (or spawnThingOverride if configured).
    • The matched implant is removed from the corpse’s inner pawn.
  6. On failure:
    • No output item.
    • Corpse implants remain unchanged.
    • You still lose the kit.

Work Time and Success Chance

Work duration uses:

  • workAmount / workSpeedStat
  • Current base defs use:
    • workAmount = 2000
    • workSpeedStat = 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.

Recovery Categories

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

Common Failure Cases

  • 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.

Strategy Checklist

  • 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.

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