Steel

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Steel

Steel

An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.

Base Stats

Type
MaterialMetal
Stuff Category
Metallic
Market Value
1.9 Silver
Stack Limit
75
Mass
0.5 kg
Beauty
-4
Rotatable
False
Path Cost
15

Building

Terrain Affordance
Medium

Stat Modifiers

Beauty Factor
×1
Beauty Offset
+0
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×1
Flammability
×0.4
Armor - Sharp
×0.9
Armor - Blunt
×0.45
Armor - Heat
×0.6
Insulation - Cold
+3 °C (5.4 °F)
Insulation - Heat
+0 °C (0 °F)
Melee Blunt Damage
×1
Melee Sharp Damage
×1
Melee Cooldown
×1
Door Opening Speed
×1
Rest Effectiveness
×1
Technical
defName
Steel
Color
(102,102,105)


Steel is a raw resource, crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.

Ore[edit]

Compacted steel in game

Compacted steel tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in larger-sized clusters, ranging around 30+ tiles in size. Each mined block has a base yield of 40 steel, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.

Usage[edit]

Steel is used in the following crafting recipes:

  • Name Amount Type
    Hospital bed 80 Building - Furniture
    Standing lamp 20 Building - Furniture
    Sun lamp 40 Building - Furniture
    Comms console 120 Building - Misc
    Cryptosleep casket 180 Building - Misc
    Firefoam popper 75 Building - Misc
    Ground-penetrating scanner 150 Building - Misc
    Long-range mineral scanner 200 Building - Misc
    Moisture pump 75 Building - Misc
    Multi-analyzer 40 Building - Misc
    Orbital trade beacon 40 Building - Misc
    Pod launcher 50 Building - Misc
    Tool cabinet 200 Building - Misc
    Transport pod 60 Building - Misc
    Vitals monitor 50 Building - Misc
    Battery 70 Building - Power
    Chemfuel powered generator 100 Building - Power
    Geothermal generator 340 Building - Power
    Power conduit 1 Building - Power
    Power switch 15 Building - Power
    Solar generator 100 Building - Power
    Watermill generator 80 Building - Power
    Waterproof conduit 10 Building - Power
    Wind turbine 100 Building - Power
    Wood-fired generator 100 Building - Power
    Art bench 50 Building - Production
    Biofuel refinery 150 Building - Production
    Brewery 30 Building - Production
    Deep drill 100 Building - Production
    Drug lab 75 Building - Production
    Electric crematorium 20 Building - Production
    Electric smelter 170 Building - Production
    Electric smithy 100 Building - Production
    Electric stove 80 Building - Production
    Electric tailor bench 50 Building - Production
    Fabrication bench 200 Building - Production
    Fermenting barrel 10 Building - Production
    Fueled smithy 100 Building - Production
    Fueled stove 80 Building - Production
    Hi-tech research bench 100 Building - Production
    Hopper 15 Building - Production
    Hydroponics basin 100 Building - Production
    Machining table 150 Building - Production
    Nutrient paste dispenser 125 Building - Production
    Simple research bench 25 Building - Production
    Stonecutter's table 30 Building - Production
    Flatscreen television 140 Building - Recreation
    Tube television 80 Building - Recreation
    Autocannon turret 350 Building - Security
    Foam turret 70 Building - Security
    Mini-turret 70 Building - Security
    Rocketswarm launcher 200 Building - Security
    Uranium slug turret 300 Building - Security
    Sensor cluster 140 Building - Ship
    Ship computer core 150 Building - Ship
    Ship cryptosleep casket 120 Building - Ship
    Ship engine 260 Building - Ship
    Ship reactor 350 Building - Ship
    Ship structural beam 200 Building - Ship
    Autodoor 40 Building - Structure
    Cooler 90 Building - Temperature
    Heater 50 Building - Temperature
    Vent 30 Building - Temperature
    Advanced component 20 Crafted Resources
    Component 12 Crafted Resources
    EMP shell 15 Crafted Resources - Mortar shell
    Firefoam shell 25 Crafted Resources - Mortar shell
    High-explosive shell 15 Crafted Resources - Mortar shell
    Incendiary shell 10 Crafted Resources - Mortar shell
    Smoke shell 25 Crafted Resources - Mortar shell
    Tox shell 10 Crafted Resources - Mortar shell
    Assault rifle 60 Equipment - Weapons
    Autopistol 30 Equipment - Weapons
    Bolt-action rifle 60 Equipment - Weapons
    Chain shotgun 70 Equipment - Weapons
    EMP grenades 20 Equipment - Weapons
    EMP launcher 75 Equipment - Weapons
    Frag grenades 20 Equipment - Weapons
    Heavy SMG 75 Equipment - Weapons
    Incendiary launcher 75 Equipment - Weapons
    LMG 75 Equipment - Weapons
    Machine pistol 45 Equipment - Weapons
    Minigun 160 Equipment - Weapons
    Pump shotgun 60 Equipment - Weapons
    Revolver 30 Equipment - Weapons
    Smoke launcher 75 Equipment - Weapons
    Sniper rifle 60 Equipment - Weapons
    Concrete 1 Floor
    Paved tile 2 Floor
    Steel tile 7 Floor
    Sterile tile 3 Floor
    Flak jacket 70 Gear - Armor
    Flak pants 60 Gear - Armor
    Flak vest 60 Gear - Armor
    Firefoam pop pack 20 Gear - Utility
    Shield belt 50 Gear - Utility
    Smokepop pack 20 Gear - Utility
    Centipede blaster 255 Mechanoid
    Centipede burner 255 Mechanoid
    Centipede gunner 255 Mechanoid
    Lancer 75 Mechanoid
    Pikeman 100 Mechanoid
    Scyther 75 Mechanoid
    Cochlear implant 20 Medical Items - Body Parts
    Joywire 20 Medical Items - Body Parts
    Painstopper 20 Medical Items - Body Parts
    Power claw 40 Medical Items - Body Parts
    Prosthetic arm 40 Medical Items - Body Parts
    Prosthetic heart 25 Medical Items - Body Parts
    Prosthetic leg 40 Medical Items - Body Parts
    Basic subcore Content added by the Biotech DLC 50 [[]]
    High subcore Content added by the Biotech DLC 50 [[]]
    Standard subcore Content added by the Biotech DLC 50 [[]]
    Band node Content added by the Biotech DLC 200 Building
    Gene extractor Content added by the Biotech DLC 200 Building
    Growth vat Content added by the Biotech DLC 150 Building
    Large mech gestator Content added by the Biotech DLC 300 Building
    Large mech recharger Content added by the Biotech DLC 250 Building
    Mech gestator Content added by the Biotech DLC 150 Building
    Mech recharger Content added by the Biotech DLC 125 Building
    Mechband antenna Content added by the Biotech DLC 50 Building
    Mechband dish Content added by the Biotech DLC 75 Building
    Pollution pump Content added by the Biotech DLC 75 Building
    Subcore encoder Content added by the Biotech DLC 100 Building - Biotech
    Subcore ripscanner Content added by the Biotech DLC 200 Building - Biotech
    Subcore softscanner Content added by the Biotech DLC 200 Building - Biotech
    Wastepack atomizer Content added by the Biotech DLC 200 Building - Biotech
    Deathrest casket Content added by the Biotech DLC 100 Building - Furniture
    Deathrest accelerator Content added by the Biotech DLC 300 Building - Misc
    Gene assembler Content added by the Biotech DLC 200 Building - Misc
    Gene processor Content added by the Biotech DLC 100 Building - Misc
    Glucosoid pump Content added by the Biotech DLC 150 Building - Misc
    Hemogen amplifier Content added by the Biotech DLC 200 Building - Misc
    Hemopump Content added by the Biotech DLC 100 Building - Misc
    Psychofluid pump Content added by the Biotech DLC 50 Building - Misc
    Toxifier generator Content added by the Biotech DLC 125 Building - Power
    Gene bank Content added by the Biotech DLC 50 Building - Production
    Mech booster Content added by the Biotech DLC 100 Building - Production
    Tox grenades Content added by the Biotech DLC 20 Equipment - Weapons
    Toxbomb launcher Content added by the Biotech DLC 75 Equipment - Weapons
    Airwire headset Content added by the Biotech DLC 50 Gear - Clothing
    Array headset Content added by the Biotech DLC 50 Gear - Clothing
    Gas mask Content added by the Biotech DLC 20 Gear - Clothing
    Bandwidth pack Content added by the Biotech DLC 50 Gear - Utility
    Control pack Content added by the Biotech DLC 100 Gear - Utility
    Tox pack Content added by the Biotech DLC 10 Gear - Utility
    Agrihand Content added by the Biotech DLC 50 Mechanoid
    Centurion Content added by the Biotech DLC 300 Mechanoid
    Cleansweeper Content added by the Biotech DLC 50 Mechanoid
    Constructoid Content added by the Biotech DLC 50 Mechanoid
    Diabolus Content added by the Biotech DLC 300 Mechanoid
    Fabricor Content added by the Biotech DLC 100 Mechanoid
    Lifter Content added by the Biotech DLC 50 Mechanoid
    Militor Content added by the Biotech DLC 50 Mechanoid
    Paramedic Content added by the Biotech DLC 100 Mechanoid
    Scorcher Content added by the Biotech DLC 80 Mechanoid
    Tunneler Content added by the Biotech DLC 150 Mechanoid
    War queen Content added by the Biotech DLC 600 Mechanoid
    War urchin Content added by the Biotech DLC 25 Mechanoid
    Spikecore floor-star (broad) Content added by the Ideology DLC 150 Building - Floor
    Spikecore floor-star (medium) Content added by the Ideology DLC 100 Building - Floor
    Neural supercharger Content added by the Ideology DLC 50 Building - Ideology
    Biosculpter pod Content added by the Ideology DLC 120 Building - Misc
    Christmas tree Content added by the Ideology DLC 20 Building - Misc
    Ideogram Content added by the Ideology DLC 50 Building - Misc
    Lightball Content added by the Ideology DLC 30 Building - Misc
    Loudspeaker Content added by the Ideology DLC 80 Building - Misc
    Sleep accelerator Content added by the Ideology DLC 50 Building - Misc
    Styling station Content added by the Ideology DLC 30 Building - Misc
    Hex tile Content added by the Ideology DLC 12 Floor
    Spikecore plates Content added by the Ideology DLC 12 Floor
    Ship landing beacon Content added by the Royalty DLC 40 Building - Misc
    Piano Content added by the Royalty DLC 120 Building - Recreation
    Grenadier armor Content added by the Royalty DLC 75 Gear - Armor
    Phoenix armor Content added by the Royalty DLC 75 Gear - Armor
    Drill arm Content added by the Royalty DLC 60 Medical Items - Body Parts
    Elbow blade Content added by the Royalty DLC 40 Medical Items - Body Parts
    Field hand Content added by the Royalty DLC 60 Medical Items - Body Parts
    Hand talon Content added by the Royalty DLC 40 Medical Items - Body Parts
    Knee spike Content added by the Royalty DLC 40 Medical Items - Body Parts
    Mindscrew Content added by the Royalty DLC 15 Medical Items - Body Parts
    Venom fangs Content added by the Royalty DLC 40 Medical Items - Body Parts
    Venom talon Content added by the Royalty DLC 40 Medical Items - Body Parts
  • Steel can also be used as a Metallic material for stuffable items, like walls, doors, and melee weapons.

    Acquisition analysis[edit]

    Comparison of all the ways to get steel. For large stretches of the game, steel is a limited resource in high demand. Note that one of the better ways to have enough steel is to not use it carelessly.

    Math comparisons all assume a healthy pawn with no artificial body parts, full light, and Strive to Survive difficulty. All methods except trade and mining camps are affected by Manipulation, Sight (if <100%), and Global Work Speed. Trade, mining camps, and all means of mining compacted steel, are affected by difficulty.

    Non-renewable[edit]

    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 100% speed (Mining 8), it takes 47.5 ticks (0.79 secs) per steel(???), not counting travel time.[Verify speed]
      • Strip mining. Dig out tunnels in large portions of rock to find ore. Inherently variable, but always worse than just mining exposed ore. Practical in large hills / mountain maps.

    Semi-renewable[edit]

    Infinite sources of steel, but not indefinite - you can only obtain so much steel at any given time, regardless of pawn count.

    • Electric smelters. 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 components, 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.
      • Steel slag chunks take 26.7 ticks (0.45 secs) per steel, not counting travel time. Drop pod raids often spawn steel chunks near the edge - i.e., a lot of travel time.
      • Weapons and apparel vary based on the item smelted - giving 25% of their original cost for 1600 ticks. It takes 228.6 ticks (3.81 secs) per steel for the worst items, autopistols and knives. It takes ~106.7 ticks (1.78 secs) 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 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.
    • Shredding mechanoids. 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 20 ticks (0.33 secs) per steel at 0% missing body parts (a practical impossibility).
      • At 10 Crafting skill, shredding a war urchinContent added by the Biotech DLC, the smallest possible mech, takes 120 ticks (2 secs) per steel at 50% missing body parts.
    • Meteorites. These events 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.Content added by the Royalty DLC 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.
    • Mining camps.Content added by the Ideology DLC 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.
    • Ancient complexes.Content added by the Ideology DLC These spawn like mining camps, though you can also use a ritual to generate one. Complexes are usually made out of steel walls and concrete floor, which can be deconstructed. Highly variable. Need time to get to the complex, and a way to bring the steel back.

    Renewable[edit]

    Infinite sources of steel, so long as you have the equipment and pawn time to spare. Enough steel for lategame and endgame colonies.

    • Deep drills. Specifically, drills and ground-penetrating scanners. 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 (Intellectual), Deep Drilling Speed for the drill (Mining).
      • At 100% Research Speed (Intellectual 8), it takes 180,000 ticks (50 mins) to find any deposit. Note that ground scanners cannot be tuned to a specific mineral (53% for steel). Average of 37.7 ticks (0.63 secs) per steel. In addition, you may want to wait until you find minerals actually close to your base.
      • At 100% Deep Drilling Speed (Mining 8), 400 ticks (6.67 secs) per steel just for extraction. Heavily dependent on mining skill; recommended to have multiple miners at once.
    • Long-range mineral scanners. 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. Each lump may come with a small threat, so bring more than 1 pawn. Research Speed impacts scanning (Intellectual), and mining ore is the same as any ore (Mining). You will need some way to bring that steel back, whenever it'd be pack animals, transport pods, or farskipContent added by the Royalty DLC.
      • At 100% Research Speed (Intellectual 8), it takes 240,000 ticks (66.67 mins) to scan the steel. At 100% mining yield, this means it takes 109.1 ticks (1.82 secs) per steel to scan. Unlike ground scanners, long-range scanners can be tuned to a mineral.
      • At 100% Mining (Mining 8), 47.5 ticks (0.79 secs) per steel just to mine the ore.
      • Time to travel is a lot. Transport pods have near-instant travel time, but cost 50 steel, 1 component, and variable chemfuel to launch.

    In general, deep drill + ground scanners are better with great miners or many miners, while long-range scanners are better with great scanners but only competent miners. Settling on a nearby tile is possibly better than a long-range scanner, especially without transport pods.

    Ground scanners also have the advantage of requiring no micromanagement after a nearby ore deposit is found. This means that it can satiate an endgame colony's needs without nearly as much hassle as the other options.

    • Settling on another tile. Available as soon as you enable multiple colonies (Settings/Gameplay). Incredibly variable. Ideally, you'd want to settle on a large hills or mountain tile almost directly adjacent to your colony. There are two strategies with settlement:
      • Temporary settlement. Mine any exposed ores, raid ancient dangers you see, and then abandon it. Ideal if you have a great single miner who can take lowered mood, and some way to bring the steel back (transport pods usually, or pack animals). Please note that once a settlement is abandoned, that tile becomes a "ruin" and you can never enter that tile again.
      • Permanent settlement. If you want a permanent 2nd colony, you could always send the steel back. Ideally, you'd want a good planter and constructor alongside your miner; a pawn can fulfill multiple roles at a time. There is a lot of strategy with another colony that is not mentioned here.
    (This is technically not infinite, but there are thousands of tiles even on a 30% coverage map, more than enough for any reasonable playthrough)

    Gallery[edit]

    Version history[edit]