Summary
Dark energies and sinister creatures roam the planet inRimWorld: Anomalyand you must learn to overcome the new dangers you and your colonists will face. By harnessing the power of archotech technology and the very dangerous beasts that hunt you, you will be able to take the fight to them.
When fighting off the hordes of fleshbeasts or shamblers that attack you, you will be given opportunities to capture and study these entities. You can also build harvesters that net you electricity or bioferrite from these captured entities, a powerful resource. Some creatures are better captured and farmed than others, so bear that in mind when making your decisions.

10Shamblers
These zombie-like entities are not a bad choice to capture and study. They are plentiful and relatively slow-moving, so fighting off even a horde of shamblers isn’t too big of a challenge. The biggest problem with them, however, is their inability to feel pain.
They will continue to come after you until you have killed them, which makes capture hard. Damaging their legs is one of the few ways to knock them down, so if you manage that, they can bea good source of research and bioferrite early on.

9Fingerspike
The least deadly of the fleshbeasts, the fingerspike makes a good capture for an initial void study early on. They are relatively weak and easily fought off, so engaging them in combat isn’t too much of a threat. Make sure to be prepared for their fast movement speed.
Due to being relatively weak, fingerspikes don’t yield as many resources as other fleshbeasts. You will want to capture bigger and stronger entities once you have the facilities to do so. Despite that, they are still a good choice in the early game.

8Toughspike
Toughspikes are quite a good entity to capture. Not only do they offer a modest amount of bioferrite and research if you harvest from them, but because of their armored bodies, they can take quite a beating before dying, meaning you have more chances to knock them down.
Bear in mind, however, that their tougher, stronger bodies come with an issue: they are more likely to attempt to escape from their holding cells than other fleshbeasts. You will need a stronger containment facility to house them because of that.

7Trispike
These three-tentacled monstrosities are the best of both worlds when talking about fleshbeast containment. They offer similar resource output that toughspikes do, but are much easier to fight and contain like fingerspikes.
The hard part is actually capturing them. Trispikes are more prone to explode into multiple fingerspikes when damaged than when knocked down. If you do manage to capture one though, it will be a fantastic source of basic research, bioferrite, and a modicum of power.

6Sightstealer
These skeletal entities are great choices for study due to their frail bodies. Once a sightstealer has revealed itself, they are capable of being quickly dealt with and are very easy to knock down and capture.
Make sure to have proximity detectors in key locations around your base so that a sightstealer’s invisibility doesn’t catch you completely off guard. If you don’t have any detectors, other methods like having security turrets set up in key locations might help.

5Gorehulk
While they might look big and intimidating, gorehulks can offer great rewards for managing to capture and contain them. They have one of the best research and bioferrite ratios out of all the basic entities before moving into more advanced and dangerous creatures.
Containing them isn’t much harder than other basic entities, like the toughspike, but they can be quite bulky when confronting them in combat. Make sure your colonists and defenses are prepared before engaging and you should be fine.

4Devourer
This giant behemoth of an entity is incredibly dangerous, capable of ingesting an entire colonist whole. If you manage to capture one, you will be generously rewarded with plenty of bioferrite and advanced void research.
Fortunately, since devourers are so large, they aren’t too difficult to hit, so knocking them down isn’t an entirely impossible task. Make sure to rescue any colonists that get eaten quickly before they are digested. Also, due to their high strength,make sure your containment facilities are strong enough to house them.

3Revenant
Revenants will be one of the best entities to farm, especially once you start needing advanced research. They produce a large amount of bioferrite and knowledge, and while still very dangerous, they are one of the easier to capture entities due to their frail nature.
The best part about revenants is that you don’t need to go out of your way to knock them down. Once a revenant has been killed, they dissolve into a pile of goo, leaving behind their spine. you’re able to then either destroy the spine or capture it, which turns back into the revenant once under lock and key.

2Metalhorror
Metalhorrors are very good choices to capture and farm. They provide some of the best amounts of bioferrite and advanced void research out of the advanced entities. The only problem with farming them is their inherent danger to the colony.
These metallic monsters will find a home inside one of your colonists, growing inside them and taking over their minds, looking for more people to infect. Once they burst from a colonist’s chest, you can then attack and try to capture them, but that is easier said than done.

1Nociosphere
If you are looking for a way to farm a lot of bioferrite and get some advanced void research in the process, than the nociosphere is for you. These orbs of pure pain will produce a huge amount of bioferrite while being contained and can be instantly captured as long as you don’t attack them.
While nociospheres are very good entities to capture for their resources, they aren’t without risk. Not only do they release a constant aura of pain that affects anyone who gets too close, but they need to be managed, or their activity will hit 100 percent, and they will go berserk. Carefully keep an eye on them while harvesting for the best results.