// Management · RimWorld Mod
Bio Reclamation Trap
Bio Reclamation Trap Ever wish there were an efficient way to eliminate raiders, then butcher and process them into something useful — all without lifting a finger?
Bio Reclamation Trap
Ever wish there were an efficient way to eliminate raiders, then butcher and process them into something useful — all without lifting a finger? BioReclamationTrap does exactly that: eliminate, break down, and repurpose hostile intruders, all from one hidden trapdoor!How It Works
When a hostile human walks over the trap, it springs open, drops them into a hidden chamber, and mechanical arms restrain them as a blade opens their throat. Death is instant. The trapdoor then seals and locks while the body is processed, drawing power the whole time. Once processing completes, order a colonist to open it and collect the harvested meat, leather, hemogen (with Biotech), and any equipped gear.Processing Modes
Further research unlocks a wide range of togglable processing modes. Several can be combined at once — their time penalties simply add together:- Incineration — cremates the body entirely, 80% faster, but nothing survives to collect
- Organ extraction — surgically removes every healthy organ before processing (+200% time)
- Liquefaction — renders meat into chemfuel instead of dropping it raw (+50% time)
- Melting — melts the captured weapon and armor into raw materials (+50% time)
- Rapid — cuts processing time in half, but meat/leather yield is randomized 50%–100%
- Fabrication — tailors human leather into clothing instead of dropping it raw (+200% time)
- Cooking — cooks meat into lavish meals instead of dropping it raw (+100% time)
- Gene extraction (Biotech) — salvages a genepack, same as a gene extractor (+400% time)
- Softscan / Ripscan (Biotech) — salvages mechanoid subcore chips (+150% time each)
Pipe Network
Also adds a buried, invisible pipe network and a collector terminal: connect multiple traps to one collector and unlock them all at once, either manually or automatically.Mod Settings
- Processing duration (down to instant)
- Trigger chance, and cooldown time after a failed trigger
- Minimum armor rating / weight above which the trap won't bother triggering
- Build cost tier (low / normal / high)