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[[Steel]]. STEEL.
 
[[Steel]]. STEEL.
  
==Nonrenewable==
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==Limited==
===Mining ore===
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===Mining steel ore===
 
The most straightforward way to get steel, requiring no infrastructure. However, ore is ultimately limited per map. As you mine more ore, each deposit will be further and further away, increasing travel time to and from the deposit.
 
The most straightforward way to get steel, requiring no infrastructure. However, ore is ultimately limited per map. As you mine more ore, each deposit will be further and further away, increasing travel time to and from the deposit.
  
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*135 ticks/2.5 steel = 54 ticks per steel at construction 8
 
*135 ticks/2.5 steel = 54 ticks per steel at construction 8
 
WALK TIME MATTERS MORE. While very slightly less work efficient than mining steel, there is no reason ''not'' to deconstruct when both options are inheriently limited. It's safer to deconstruct ruins early in the game rather than later, as raids are less dangerous.
 
WALK TIME MATTERS MORE. While very slightly less work efficient than mining steel, there is no reason ''not'' to deconstruct when both options are inheriently limited. It's safer to deconstruct ruins early in the game rather than later, as raids are less dangerous.
 
===Strip mining===
 
Strip mining is creating 1-tile wide tunnels around a large area of rock, hoping to find ore inside. This is only really feasible for maps with large hills or mountains. Inheriently worse than mining exposed ores, strip mining may be more efficient than mining ores at the other side of the map
 
 
'''Math'''
 
*Highly variable time to find steel. Otherwise the same as [[#Mining ore]].
 
  
 
==Semi-renewable==
 
==Semi-renewable==
  
 
===Traders===
 
===Traders===
[[Trader#By inventory|Bulk goods traders]] and [[faction base]]s can come with steel. Trade [[caravan]]s come with 200-300 steel, faction bases come with 300-600, and orbital [[trade ship]]s come with 500-800. The amount of trade you can do is ultimately limited by the traders. Caravans come completely at random, until you have [[ally|allied]] with a faction, where it costs [[goodwill]] per. Orbital traders come completely at random and require a [[comms console]] to trade. You must create your own caravan to a faction base, which only restocks once every 30 days. Large quantities of steel are extremely heavy, so [[pack animal]]s are often required for base trading to be reasonable.
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[[Trader#By inventory|Bulk goods traders]] and [[faction base]]s can come with steel. Trade [[caravan]]s come with 200-300 steel, faction bases come with 300-600, and orbital [[trade ship]]s come with 500-800 steel. The amount of trade you can do is ultimately limited by the traders. Caravans come completely at random, until you have [[ally|allied]] with a faction, where it costs [[goodwill]] per. Orbital traders come completely at random and require a [[comms console]] to trade. You must create your own caravan to a faction base, which only restocks once every 30 days. Large quantities of steel are extremely heavy, so [[pack animal]]s are often required for base trading to be reasonable.
  
 
On the colony's end, 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]]), and the distance/quantity of [[faction base]]s affect how viable trade is. The advantage of trade is not that it is any more time-efficient than mining ore, but that there are many, many different ways of making money; most colonies can depend on at least one.
 
On the colony's end, 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]]), and the distance/quantity of [[faction base]]s affect how viable trade is. The advantage of trade is not that it is any more time-efficient than mining ore, but that there are many, many different ways of making money; most colonies can depend on at least one.
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===Shredding mechanoids===
 
===Shredding mechanoids===
The [[corpse]]s of [[mechanoid]]s can either be shredded at a [[machining table]], or smashed at a [[crafting spot]], for a small amount of metal. Using a crafting spot is slower and gives -30% yield, so should only be done in the earlygame if you need the steel. Similarly to the smelter, mech shredding is a supplemental source of steel.
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The [[corpse]]s of [[mechanoid]]s can either be shredded at a [[machining table]], or smashed at a [[crafting spot]], for a small amount of metal. Using a crafting spot is slower and gives -30% yield, so should only be done in the earlygame if you need the steel.
 
 
'''Math'''<br>
 
The type of mechanoid, the Missing Body Parts of the corpse, and [[Mechanoid Shredding Efficiency]] determines yield. Assume machining table is used.
 
*{{ticks|300}} to shred a mechanoid at [[Mechanoid Shredding Speed]] = 100% (crafting 8)
 
*15 steel per scyther, lancer, etc. Directly impacted by missing body parts.
 
*300 ticks / 15 steel = 20 ticks / steel for human-like mechs, theoretically.
 
 
 
===Meteorites===
 
[[Events#Meteorite|Meteorites]] will rarely appear as an [[event]], and they can contain steel ore. Of course, these cannot be relied upon.
 
 
 
'''Math'''
 
*Exactly the same as [[#Mining ore]].
 
  
 
==Renewable==
 
==Renewable==
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*{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8).
 
*{{ticks|14000}} per extraction cycle at [[Deep Drilling Speed]] = 100% (mining 8).
 
*35 steel per cycle (modified by mining yield??????)
 
*35 steel per cycle (modified by mining yield??????)
*14000 / 35 = 350 ticks per steel at mining 8, not counting scan time
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*14000 / 35 = 350 ticks per steel at mining 8
**[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20, not counting scan time
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**[14000 / 40] / 2.44 = 143.44 ticks per steel at mining 20
*Multiple deep drills can be used at once
 
  
 
===Long-range scanners===
 
===Long-range scanners===
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'''NUMBERS'''<br>
 
'''NUMBERS'''<br>
[[Research Speed]] to find the deposit. [[Mining Speed]] & [[Mining Yield]] to mine ore.  A ''competent'' (Mining >= 6 or so) miner is recommended.
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[[Research Speed]] to find the deposit. [[Mining Speed]] & [[Mining Yield]] to mine ore.
 
*Average of {{ticks|240000}} to find ''a'' deposit with scanner at [[Research Speed]] = 100% (Int. 8).
 
*Average of {{ticks|240000}} to find ''a'' deposit with scanner at [[Research Speed]] = 100% (Int. 8).
 
**Avg 2250 steel/deposit at 100% [[Mining Yield]] @ Strive to Survive. Therefore, an average of {{ticks|240000/2250 round 1}} per steel is spent scanning.
 
**Avg 2250 steel/deposit at 100% [[Mining Yield]] @ Strive to Survive. Therefore, an average of {{ticks|240000/2250 round 1}} per steel is spent scanning.
*Ore speed is the same as [[#Mining ore]], but travel time (in location) is much smaller. For reference - 1900 ticks / 40 steel = 47.5 ticks per steel at mining 8
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*Ore speed is the same as [[#Mining steel ore]], but travel time (in location) is much smaller.
*Caravans often take days to get to location without transport pods. Transport pods cost steel to create and chemfuel to launch. [[Farskip]]{{RoyaltyIcon}} can make the return trip easier.
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** For reference - 1900 ticks / 40 steel = 47.5 ticks per steel at mining 8
 
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*Caravans often take days to get to location without transport pods. Transport pods cost steel to create and chemfuel to launch.
'''Transport pods'''
 
*2250 base steel, -450 steel for 8 transport pods + 1 launcher (1 pod to arrive, 7 pods + 1 launcher for the return trip), -108 steel for 9 components from [[fabrication bench|fabrication]]. 1700 steel per scan, total.
 
*{{ticks|1600*9}} to build 8 pods + 1 launcher (Construction 8). {{ticks|1600*9/1700 round 1}} per steel spent building pods. Not counting chemfuel or component creation time.
 
*{{ticks|(2500*9) + (70*9*370/22) round 1}}  (plants 8) to create 350 chemfuel, enough for a 10-tile trip, from [[corn]] in a [[biofuel refinery]]. {{ticks|((2500*9) + (70*9*370/22))/2200 round 1}} per steel.
 
* 47.5 ticks/mine (mining 8) + 106.7 ticks/scan (int 8) + 7.8 ticks/pods (construction 8) + 15 ticks/chemfuel (corn, plants 8) = {{ticks|188}} per steel.
 
 
 
Compared to the ground-penetrating scanner, long-range scanners require less work to mine, but more time to scan. If you have good researchers, but either a low # of miners or low-skill miners, then the long-range scanner can be superior. However, they force you to bring colonists outside the colony, which can bring inefficiency.
 
  
 
===Settling a new colony===
 
===Settling a new colony===

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