Electric smelter

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Electric smelter

Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.

Base Stats

Type
ProductionResources
Market Value
400 Silver [Note]
HP
180

Building

Size
1 × 3
Placeable
Yes
Power
-700 W

Creation

Skill Required
Construction 4
Work To Make
3,500 ticks (58.33 secs)
Resources to make
Steel 170 + Component 2

The Electric smelter is used to extracts steel from Steel slag chunks and metal weapons and armor. Colonists assigned to crafting will make use of it. Metallic weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,

Acquisition

It is built with Steel 170 Steel, Component 2 Components in 3,500 ticks (58.33 secs) after the research Electricity has been completed.

Analysis

Electric smelters produce heat in process of smelting things (amount comparable to output of one heater). No heat is produced when idle, even if powered on.

Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high qualities and hit points. However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, biocoding or tainting it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.

For an unmodified, healthy pawn, smelting steel slag chunk takes 400 ticks (6.67 secs) of work, as does destroying items, while smelting a weapon or piece of apparel takes 1,600 ticks (26.67 secs) of work. The Smelting Speed of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased manipulation. Therefore bionic and archotech arms are the primary method of improving smelting rates. Additionally, traits that improve Global Work Speed, such as Industrious are also useful in this regard.

Sell or Smelt

This graph shows dependence item sell price multiplier($) from item hit points.

The specifics of which items to designate for smelting and which should be kept for sale are still undetermined. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively. Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected.

  • Name Material return Sell Quality^
    Steel slag chunk Steel 15 N/A
    Gladius Building Material (steel, wood, plasteel, etc.) 12 (125*) ?
    Longsword Building Material (steel, wood, plasteel, etc.) 25 (250*) ?
    Knife Building Material (steel, wood, plasteel, etc.) 7 (75*) ?
    Ikwa Building Material (steel, wood, plasteel, etc.) 13 (125*) ?
    Spear Building Material (steel, wood, plasteel, etc.) 19 (188*) ?
    Mace Building Material (steel, wood, plasteel, etc.) 13 (125*) ?
    Club Building Material (steel, wood, plasteel, etc.) 10 (100*) ?
    Axe Building Material (steel, wood, plasteel, etc.) 13 (125*) ?
    Warhammer Building Material (steel, wood, plasteel, etc.) 37 (375*) ?
    Autopistol Steel 7 79.5(3)
    Revolver Steel 7 81(3)
    Pump shotgun Steel 15 76.3(4)
    Machine pistol Steel 12 73(4)
    Bolt-action rifle Steel 15 88(3); 71.2(4)
    Assault rifle Steel 15 71(2);60.3(3)
    Sniper rifle Steel 15 86(1);67(2);59(3)
    LMG Steel 19 74(3)
    Heavy SMG Steel 19 83(3)
    Frag grenades Steel 10 ?
    Molotov cocktails Steel 10 ?
    EMP grenades Steel 10 ?
    Chain shotgun Steel 18 73.7(3)
    Minigun Steel 40 64.3(3)
    Incendiary launcher Steel 19 85(3)
    EMP launcher Steel 19 ?
    Smoke launcher Steel 19 ?
    Charge rifle Plasteel 13 ?
    Charge lance Plasteel 15 ?
    Shield belt Steel 12 + Plasteel 5 66(1);57.5(2);6(3)
    Simple helmet Building Material (steel, wood, plasteel, etc.) 10 (100*) ?
    Flak helmet Building Material (steel, wood, plasteel, etc.) 10 (100*) + Plasteel 2 ?
    Recon helmet Plasteel 8 ?
    Marine helmet Plasteel 10 ?
    Cataphract helmet Plasteel 13 ?
    Prestige recon helmet Plasteel 10 + Uranium 3 + Gold 1 ?
    Prestige marine helmet Plasteel 13 + Uranium 5 + Gold 2 ?
    Prestige cataphract helmet Plasteel 19 + Uranium 12 + Gold 2 ?
    Plate armor Building Material (steel, wood, plasteel, etc.) 43 (425*) ?
    Flak vest Steel 15 + Cloth 8 ?
    Flak pants Steel 15 + Cloth 7 ?
    Flak jacket Steel 17 + Cloth 13 ?
    Recon armor Plasteel 20 + Uranium 3 ?
    Marine armor Plasteel 25 + Uranium 5 ?
    Cataphract armor Plasteel 37 + Uranium 13 ?
    Prestige recon armor Plasteel 25 + Uranium 3 + Gold 3 ?
    Prestige marine armor Plasteel 30 + Uranium 5 + Gold 3 ?
    Prestige cataphract armor Plasteel 48 + Uranium 12 + Gold 4 ?
    Locust armor Plasteel 30 + Uranium 3 + Chemfuel 25 ?
    Grenadier armor Plasteel 25 + Uranium 5 + Steel 19 ?
    Phoenix armor Plasteel 38 + Uranium 12 + Steel 18 + Chemfuel 10 ?

    * return for small materials (gold, silver, uranium)
    ^ The hit points and quality where sale price for a Social 10 pawn would gain more silver than would be required to buy equivalent amount of materials(3 is normal quality; 7 is legendary). Assuming player sell for 60% of price and buy for 140% price.