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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
{{Spoiler}}
{{Stub|reason= General}}
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{{Infobox main|building
 
{{Infobox main|building
 
| name = Bioferrite generator
 
| name = Bioferrite generator
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== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Bioferrite generators can be built once the Bioferrite generator Anomaly research project is finished, which requires study of Advanced Anomaly [[Entities]]. It requires 100 [[Bioferrite]], 50 [[Steel]], 4 [[Components]], and 1 [[Shard]].
  
 
== Summary ==
 
== Summary ==
A bioferrite generator consumes {{Icon Small|bioferrite}} 6 [[bioferrite]] per day and generates a constant 4000W as long as it is switched on and fueled. It can hold up to 10 days worth of fuel.
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A Bioferrite generator produces 4000W of power. It consumes 6 Bioferrite per day, and can hold up to 10 days worth of fuel.
  
 
Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, [[Psychic Sensitivity]] does not effect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
 
Pawns that are near the generator will gain a -6 "Bioferrite Generator" mood thought. Despite the description, [[Psychic Sensitivity]] does not effect the mood penalty, and even Psychically Deaf pawns will experience the debuff.
  
 
== Analysis ==
 
== Analysis ==
Once available, bioferrite generators are capable of sustaining significant power operations, producing '''x4''' the power of other fueled generators.
 
  
The Bioferrite Generator can be considered an upgrade to the [[Electroharvester]] in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like [[Shambler|Shamblers]] and [[Sightstealer|Sightstealers]]. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like [[Revenant|Revenants]], [[Devourer|Devourers]] and/or [[Fleshmass nucleus]], which produce more Bioferrite for their mass, before making the switch.
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The Bioferrite Generator can be considered an upgrade to the [[Electroharvester]] in terms of generating power from any captive entities, as it can generate more potential power without increasing the chance for escape or risk outright killing the entity through occasional damage, even for entities that produce very little Bioferrite for their mass, like [[Shambler|Shamblers]] and [[Sightstealer|Stightstealers]]. However, this comes comes at the cost of consuming some of the Bioferrite being produced, while the Electroharvester only effects Anomaly Research. Thus it might be better to wait until you can acquire later entities like [[Revenant|Revenants]], [[Devourer|Devourers]] and/or [[Fleshmass nucleus]], which produce more Bioferrite for their mass, before making the switch.
  
 
== Version history ==
 
== Version history ==
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
  
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Categories here
[[Category:Power]]
 

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