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Infinite sources of steel, but not ''indefinite'' - you can only obtain so much steel at any given time, regardless of pawn count.
 
Infinite sources of steel, but not ''indefinite'' - you can only obtain 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]] (Social skill), and [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]).  
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*'''[[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]] (Social skill), [[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. Generally faster than a deep drill, but you only have so many items to smelt at a time. Determined by [[general labor speed]], which no skill affects. 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 - those chunks aren't going anywhere.
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*'''[[Electric smelter]]s'''. Smelters can turn [[raider]] weapons into steel, which can net a lot of steel over time. Generally faster than a deep drill, but you only have so many items to smelt at a time. Determined by [[general labor speed]], which no skill affects. 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 and buying from a trader (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, but smeltable.
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**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.
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*'''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 10 Crafting skill, shredding lancers takes {{ticks|300/15}} per steel at 0% missing body parts (a practical impossibility).
 
** At 10 Crafting skill, shredding lancers takes {{ticks|300/15}} per steel at 0% missing body parts (a practical impossibility).
 
** At 10 Crafting skill, shredding a [[war urchin]]{{BiotechIcon}}, the smallest possible mech, takes {{ticks|300/2.5 round 1}} per steel at ''50%'' missing body parts.
 
** At 10 Crafting skill, shredding a [[war urchin]]{{BiotechIcon}}, the smallest possible mech, takes {{ticks|300/2.5 round 1}} per steel at ''50%'' missing body parts.
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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 for infinite colony duration.
 
*'''[[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 for infinite colony duration.
  
*'''Steel drop [[permit]]'''.{{RoyaltyIcon}} 250 steel for free every 40 days. No work, other than the work for Acolyte [[honor]] (13 total). Only real cost is the permit slot. Costs 4 honor to skip the cooldown; not generally worth it due to the value of honor.  
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*'''Steel drop [[permit]]'''.{{RoyaltyIcon}} 250 steel for free every 40 days. No work, other than the work for Acolyte [[honor]] (13 total). Only real cost is the permit slot. Costs 4 honor to use on cooldown; not generally worth it due to the value of honor.  
  
 
*'''Mining camps'''.{{IdeologyIcon}} Mining camps can randomly spawn as a [[quest]] in the [[Ideology DLC]], which may contain steel. The camp will contain pre-mined steel, as well as enemies to defeat. The steel (and amount of enemies) is dependent on the [[raid points]] mechanic - the more things you have, the bigger the camp.
 
*'''Mining camps'''.{{IdeologyIcon}} Mining camps can randomly spawn as a [[quest]] in the [[Ideology DLC]], which may contain steel. The camp will contain pre-mined steel, as well as enemies to defeat. The steel (and amount of enemies) is dependent on the [[raid points]] mechanic - the more things you have, the bigger the camp.

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