// Management · RimWorld Mod

Bio Reclamation Trap

Bio Reclamation Trap mod preview for RimWorld

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)

Fair Warning

This thing can be absurdly overpowered. If that bothers you, the settings above let you tune it down to whatever feels fair for your game. The trap only reacts to hostile humanlike enemies — animals, mechanoids, colonists, and visitors walk right over it without triggering anything.

Requirements

Requires researching Bio Reclamation Trap (Hi-Tech Research Bench + Multi-Analyzer, after Vitals Monitor and Bionics). Each additional mode and the pipe network require their own follow-up research.

Compatibility

Fully supports Japanese and English out of the box (auto-switches with your game language).