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{{Infobox main|metallic | {{Infobox main|metallic | ||
| name = Steel | | name = Steel | ||
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| mass base = 0.5 | | mass base = 0.5 | ||
| stack limit = 75 | | stack limit = 75 | ||
− | | path cost = | + | | path cost = 15 |
| rotatable = false | | rotatable = false | ||
| terrain affordance = Medium | | terrain affordance = Medium | ||
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}} | }} | ||
{{Info|'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.}} | {{Info|'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.}} | ||
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+ | Steel can be mined out of compacted steel on the map, [[trade|purchased]] from bulk goods traders, extracted from [[steel slag chunk]]s and most [[gear]] made using steel by pawns at an [[electric smelter]], or salvaged by disassembling [[mechanoid]]s. [[Research#Deep drilling|Research]] and construction of [[deep drill]]s in mid-late game allows extraction of large deposits underground. Although steel is common on most maps, it is still a limited resource, and should not be used carelessly. | ||
== Ore == | == Ore == | ||
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Steel is used in the following crafting recipes: | Steel is used in the following crafting recipes: | ||
{{Ingredient List}} | {{Ingredient List}} | ||
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==Acquisition analysis== | ==Acquisition analysis== | ||
− | + | Comparison of all the ways to get steel. These comparisons all assume a healthy pawn with no [[aritifical body part]]s, full [[light]], and Strive to Survive [[difficulty]]. | |
− | Comparison of all the ways to get steel. | ||
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===Non-renewable=== | ===Non-renewable=== | ||
Sources of steel that are limited on a per-map basis. | Sources of steel that are limited on a per-map basis. | ||
− | *'''Mining ore'''. The most straightforward way to get steel. As you mine ore, each deposit will be further and further away, increasing travel time until there is none left. Impacted by [[Mining Speed]] and [[Mining Yield]] (Mining skill). At | + | *'''Mining ore'''. The most straightforward way to get steel. As you mine ore, each deposit will be further and further away, increasing travel time until there is none left. Impacted by [[Mining Speed]] and [[Mining Yield]] (ie. Mining skill). At 8 Mining skill, it takes {{ticks|1900/40}} per steel(???), not counting travel time.{{Check Tag|Verify speed|Verify ore mining speed. 1900 ticks/ore @ 100 speed is practically a guess}} |
− | **'''Strip mining'''. Dig out tunnels in large portions of rock to find ore. | + | **'''Strip mining'''. Dig out tunnels in large portions of rock to find ore. Inheriently variable, but always worse than just mining exposed ore. Practical in large hills / mountain maps. |
− | *'''Deconstruction'''. Take apart steel [[wall]]s, [[urn]]s, [[ship chunk]]s, or other items found from [[ruin]]s. A very limited source of steel, but very effective | + | *'''Deconstruction'''. Take apart steel [[wall]]s, [[urn]]s, [[ship chunk]]s, or other items found from [[ruin]]s. A very limited source of steel, but very effective earlygame. Impacted by [[Construction Speed]] and structures available. At 8 Construction skill, it takes {{ticks|135/2.5}} per steel, not counting travel time. |
− | ** | + | **[[Ancient danger]]s are... dangerous, but contain [[ancient cryptosleep casket]]s and [[steel tile]]s, alongside its other goodies. |
===Semi-renewable=== | ===Semi-renewable=== | ||
− | Infinite sources of steel, but not ''indefinite'' - you can only | + | Infinite sources of steel, but not ''indefinite'' - you can only have so much steel at any given time, regardless of pawn count. |
− | *'''[[Trader]]s'''. [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s specifically; visitors carry 200-300 steel, and orbital traders carry 500-800. The advantage is that almost every colony will have ''some'' way of making money. Highly variable based on your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]] | + | *'''[[Trader]]s'''. [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s specifically; visitors carry 200-300 steel, and orbital traders carry 500-800. The advantage is that almost every colony will have ''some'' way of making money. Highly variable based on your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]], [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]). |
**Faction bases require a [[caravan]] to walk there, and you'll need some way to carry all the steel back (usually [[pack animal]]s). | **Faction bases require a [[caravan]] to walk there, and you'll need some way to carry all the steel back (usually [[pack animal]]s). | ||
**You can call in bulk goods traders to come vist with a [[comms console]] if you are an [[ally]] with a faction. Has a 4 day cooldown, and cost 15 [[goodwill]], though you can gift items to get goodwill back. | **You can call in bulk goods traders to come vist with a [[comms console]] if you are an [[ally]] with a faction. Has a 4 day cooldown, and cost 15 [[goodwill]], though you can gift items to get goodwill back. | ||
− | *'''[[Electric smelter]]s'''. Smelters can turn [[raider]] weapons into steel, which can net a lot of steel over time. | + | *'''[[Electric smelter]]s'''. Smelters can turn [[raider]] weapons into steel, which can net a lot of steel over time. Faster than a deep drill, but you only have so many items to smelt at a time. Building a smelter requires 170 steel & 2 [[component]]s, which is quite a lot in the early game. Save building one until you can get a return on investment. |
**[[Steel slag chunk]]s take {{ticks|400/15 round 1}} per steel, not counting travel time. [[Drop pod]] raids often spawn steel chunks near the edge - i.e., a lot of travel time. | **[[Steel slag chunk]]s take {{ticks|400/15 round 1}} per steel, not counting travel time. [[Drop pod]] raids often spawn steel chunks near the edge - i.e., a lot of travel time. | ||
**[[Weapon]]s and [[apparel]] vary based on the item smelted - giving 25% of their original cost for 1600 ticks. It takes {{ticks|1600/7 round 1}} per steel for the ''worst'' items, [[autopistol]]s and [[knife|knives]]. It takes ~{{ticks|1600/15 round 1}} per steel for most guns. Make sure not to smelt your own weapons! | **[[Weapon]]s and [[apparel]] vary based on the item smelted - giving 25% of their original cost for 1600 ticks. It takes {{ticks|1600/7 round 1}} per steel for the ''worst'' items, [[autopistol]]s and [[knife|knives]]. It takes ~{{ticks|1600/15 round 1}} per steel for most guns. Make sure not to smelt your own weapons! | ||
− | **Weapons sell for 0.2x market value. But even with this modifier, you can get more steel for selling guns with high% HP | + | **Weapons sell for 0.2x market value. But even with this modifier, you can get more steel for selling guns with high% HP (see [[Electric smelter#Sell or Smelt|Sell or Smelt]]). However, you'll either need to trade to a faction base, or wait for a combat supplier to sell to ''and then'' a bulk goods to buy from. Tainted apparel and biocoded weapons are unsellable. |
− | *'''Shredding [[mechanoid]]s'''. Mechanoids can be shredded at a [[machining table]], or, much less efficiently, smashed at a [[crafting spot]]. Even faster than a smelter, but like the smelter, you'll only have so many mechanoids to shred at one time. The mechanoid type & missing body parts matter. | + | *'''Shredding [[mechanoid]]s'''. Mechanoids can be shredded at a [[machining table]], or, much less efficiently, smashed at a [[crafting spot]]. Even faster than a smelter, but like the smelter, you'll only have so many mechanoids to shred at one time. The mechanoid type & missing body parts matter. At 8 Crafting skill, shredding lancers takes {{ticks|300/15}} per steel at 0% missing body parts (a practical impossibility). |
− | + | ** Shredding a [[militor]]{{BiotechIcon}}, the smallest possible mech, takes {{ticks|300/5}} per steel at ''50%'' missing body parts. (And 8 Crafting skill) | |
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− | *'''[[Events#Meteorite|Meteorites]]'''. These [[event]]s can sometimes generate steel ore on your map. Exactly the same time as steel ore, because it is made of steel ore. This event cannot be relied upon, but is technically infinite | + | *'''[[Events#Meteorite|Meteorites]]'''. These [[event]]s can sometimes generate steel ore on your map. Exactly the same time as steel ore, because it is made of steel ore. This event cannot be relied upon, but is technically infinite. |
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===Renewable=== | ===Renewable=== | ||
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− | *''' | + | *'''[[Deep drill]]s'''. Specifically, drills and [[ground-penetrating scanner]]s. Each scan can give a deposit of up to 12000 steel, and the ground will never run out of deposits. The scanner requires an [[advanced component]] and quite a bit of research. Multiple scanners/drills can run at a time [{Research Speed]] impacts scanning, [[Deep Drilling Speed]] for the drill. |
− | + | ** At Intellectual 8, it takes {{ticks|180000}} to find ''any'' deposit. Note that ground scanners cannot be tuned to a specific mineral (53% for steel). In addition, you may want to wait until you find minerals actually close to your base. True average of {{ticks|180000/9000/0.53 round 1}} | |
− | ** | + | ** At Mining 8, {{ticks|14000/35}} per steel just for extraction. |
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− | *'''[[ | + | *'''[[Long-range mineral scanner]]s'''. Long-range scanners will find minerals out in the world, from 55-60 ore tiles (2200 - 2400 steel at 100% [[Mining Yield]]) at a time. The scanner requires an [[advanced component]] and the same research as deep drill + ground scanner. Multiple scanners/drills can run at a time [{Research Speed]] impacts scanning, plus the same factors as ores. You will need some way to bring that steel back, whenever it'd be [[pack animal]]s, [[transport pod]]s, or [[farskip]]{{RoyaltyIcon}}. |
+ | ** At Intellectual 8, it takes {{ticks|240000}} to scan the steel. At 100% mining yield, this means it takes {{ticks|240000/2200}} per steel to scan. Unlike ground scanners, long-range scanners can be tuned to a mineral. | ||
+ | ** At Mining 8, {{ticks|1900/40}} per steel just to mine the ore. | ||
+ | ** Time to travel is a lot. [[Transport pod]]s cost 50 [[steel]], 1 [[component]], and ? [[chemfuel]] to launch. | ||
*'''[[Pit gate]] farming. '''{{AnomalyIcon}} Pit gates can be summoned with the use of void rituals. The undercaves of the pit gates tend to have deposits of steel, among other possible ore spawns. | *'''[[Pit gate]] farming. '''{{AnomalyIcon}} Pit gates can be summoned with the use of void rituals. The undercaves of the pit gates tend to have deposits of steel, among other possible ore spawns. |