Difference between revisions of "Electric smelter"

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<sup>&#42; return for small materials (gold, silver, uranium) <br>
 
<sup>&#42; return for small materials (gold, silver, uranium) <br>
^ The quality where sale price for a [[Skills|Social]] 10 pawn would gain more silver than would be required to buy equivalent amount of materials.</sup>  
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^ The quality and hit points where sale price for a [[Skills|Social]] 10 pawn would gain more silver than would be required to buy equivalent amount of materials.</sup>  
 
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Revision as of 18:36, 5 April 2021

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

Work To Make
3,500 ticks (58.33 secs)
Resources to make
Steel 170 + Component 2
Deconstruct yield
Steel 128 + Component 1

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,

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.

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

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 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 ?
    Revolver Steel 7 ?
    Pump shotgun Steel 15 ?
    Machine pistol Steel 12 ?
    Bolt-action rifle Steel 15 ?
    Assault rifle Steel 15 ?
    Sniper rifle Steel 15 ?
    LMG Steel 19 ?
    Heavy SMG Steel 19 ?
    Frag grenades Steel 10 ?
    Molotov cocktails Steel 10 ?
    EMP grenades Steel 10 ?
    Chain shotgun Steel 18 ?
    Minigun Steel 40 ?
    Incendiary launcher Steel 19 ?
    EMP launcher Steel 19 ?
    Smoke launcher Steel 19 ?
    Charge rifle Plasteel 13 ?
    Charge lance Plasteel 15 ?
    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 quality and hit points where sale price for a Social 10 pawn would gain more silver than would be required to buy equivalent amount of materials.