|
|
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Line 16: |
Line 16: |
| | skill 1 level = 8 | | | skill 1 level = 8 |
| | work to make = 5000 | | | work to make = 5000 |
| + | | work speed stat = General Labor Speed |
| | production facility 1 = Fabrication bench | | | production facility 1 = Fabrication bench |
| | resource 1 = Steel | | | resource 1 = Steel |
Line 27: |
Line 28: |
| | | |
| == Acquisition == | | == Acquisition == |
− | Components can be obtained by:
| + | {{Acquisition}} |
| + | |
| + | They can also be obtained by: |
| * [[Mine|Mining]] from [[compacted machinery]]: | | * [[Mine|Mining]] from [[compacted machinery]]: |
| ** Distant lumps using the [[long-range mineral scanner]]; each lump yields 100+ | | ** Distant lumps using the [[long-range mineral scanner]]; each lump yields 100+ |
Line 33: |
Line 36: |
| * Deconstructing [[ship chunk]]s | | * Deconstructing [[ship chunk]]s |
| * Purchasing them from [[trader]]s | | * Purchasing them from [[trader]]s |
− | * Crafting them at the [[fabrication bench]] for {{Icon Small|steel}} 12 [[steel]]; requires [[Research#Fabrication|Fabrication]] research and a [[Work#Smith|smith]] with [[Skills|crafting]] skill of 8 or above.
| |
| | | |
| == Ore == | | == Ore == |
Latest revision as of 11:27, 1 July 2024
Component
Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics.
Base Stats
- Type
- Crafted resources
- Market Value
- 32
- Stack Limit
- 50
- Mass
- 0.6 kg
- HP
- 70
- Deterioration Rate
- 2
- Flammability
- 60%
Creation
- Crafted At
- Skill Required
- Crafting 8
- Work To Make
- 5,000 ticks (1.39 mins)
- Work Speed Stat
- General Labor Speed
- Resources to make
- 12
Technical
- defName
- ComponentIndustrial
- thingCategories
- Manufactured
Components are materials required to build and repair electrical devices, as well as produce firearms, armor, and ship parts.
Acquisition[edit]
Components can be crafted at a fabrication bench, each requiring 12 Steel, 5,000 ticks (1.39 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.
They can also be obtained by:
Compacted machinery tiles have 2,000 health each, making them slower to mine than stone or many ores, but still significantly faster than uranium and plasteel ore. They can be found in small veins, ranging from 3 to 6 tiles in size. Each mined block has a base yield of 2 components, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.
Components are used in the following crafting recipes:
Product |
Ingredients |
Type [ExpandCollapse]
|
Hospital bed
|
40 (Metallic, 400 for SMVs) + 80 + 5
|
Building - Furniture
|
Comms console
|
120 + 4
|
Building - Misc
|
Cryptosleep casket
|
180 + 5 + 4 + 1
|
Building - Misc
|
Firefoam popper
|
75 + 1
|
Building - Misc
|
Ground-penetrating scanner
|
150 + 4 + 1
|
Building - Misc
|
Long-range mineral scanner
|
200 + 6 + 2
|
Building - Misc
|
Moisture pump
|
75 + 4
|
Building - Misc
|
Multi-analyzer
|
40 + 50 + 20 + 8
|
Building - Misc
|
Orbital trade beacon
|
40 + 1
|
Building - Misc
|
Pod launcher
|
50 + 1
|
Building - Misc
|
Transport pod
|
60 + 1
|
Building - Misc
|
Vitals monitor
|
50 + 3
|
Building - Misc
|
Battery
|
70 + 2
|
Building - Power
|
Chemfuel powered generator
|
100 + 3
|
Building - Power
|
Geothermal generator
|
340 + 8
|
Building - Power
|
Power switch
|
15 + 1
|
Building - Power
|
Solar generator
|
100 + 3
|
Building - Power
|
Watermill generator
|
280 + 80 + 3
|
Building - Power
|
Wind turbine
|
100 + 2
|
Building - Power
|
Wood-fired generator
|
100 + 2
|
Building - Power
|
Biofuel refinery
|
150 + 3
|
Building - Production
|
Deep drill
|
100 + 2
|
Building - Production
|
Drug lab
|
50 (Metallic/Woody, 500 for SMVs) + 75 + 6
|
Building - Production
|
Electric crematorium
|
150 (Stony) + 20 + 2
|
Building - Production
|
Electric smelter
|
170 + 2
|
Building - Production
|
Electric smithy
|
100 + 3
|
Building - Production
|
Electric stove
|
80 + 2
|
Building - Production
|
Electric tailor bench
|
75 (Metallic/Woody, 750 for SMVs) + 50 + 2
|
Building - Production
|
Fabrication bench
|
200 + 12 + 2
|
Building - Production
|
Hi-tech research bench
|
150 (Metallic, 1500 for SMVs) + 100 + 10
|
Building - Production
|
Hydroponics basin
|
100 + 1
|
Building - Production
|
Machining table
|
150 + 5
|
Building - Production
|
Nutrient paste dispenser
|
125 + 3
|
Building - Production
|
Flatscreen television
|
140 + 16
|
Building - Recreation
|
Tube television
|
80 + 4
|
Building - Recreation
|
Autocannon turret
|
350 + 40 + 6
|
Building - Security
|
Foam turret
|
30 (Metallic, 300 for SMVs) + 70 + 3 + 140
|
Building - Security
|
Mini-turret
|
30 (Metallic, 300 for SMVs) + 70 + 3
|
Building - Security
|
Mortar
|
50 (Metallic, 500 for SMVs) + 1 + 6
|
Building - Security
|
Rocketswarm launcher
|
20 + 200 + 2 + 180
|
Building - Security
|
Uranium slug turret
|
300 + 30 + 60 + 6
|
Building - Security
|
Sensor cluster
|
140 + 4 + 6 + 6
|
Building - Ship
|
Ship cryptosleep casket
|
120 + 14 + 3 + 3
|
Building - Ship
|
Ship structural beam
|
200 + 40 + 3 + 1
|
Building - Ship
|
Autodoor
|
25 (Metallic/Woody/Stony, 250 for SMVs) + 40 + 2
|
Building - Structure
|
Cooler
|
90 + 3
|
Building - Temperature
|
Heater
|
50 + 1
|
Building - Temperature
|
Advanced component
|
1 + 20 + 10 + 3
|
Crafted resources
|
EMP shell
|
15 + 2
|
Crafted resources - Mortar shell
|
Assault rifle
|
60 + 7
|
Equipment - Weapons
|
Autopistol
|
30 + 2
|
Equipment - Weapons
|
Bolt-action rifle
|
60 + 3
|
Equipment - Weapons
|
Chain shotgun
|
70 + 5
|
Equipment - Weapons
|
EMP grenades
|
20 + 6
|
Equipment - Weapons
|
EMP launcher
|
75 + 8
|
Equipment - Weapons
|
Heavy SMG
|
75 + 4
|
Equipment - Weapons
|
Incendiary launcher
|
75 + 4
|
Equipment - Weapons
|
LMG
|
75 + 5
|
Equipment - Weapons
|
Machine pistol
|
45 + 3
|
Equipment - Weapons
|
Minigun
|
160 + 20
|
Equipment - Weapons
|
Pump shotgun
|
60 + 3
|
Equipment - Weapons
|
Revolver
|
30 + 2
|
Equipment - Weapons
|
Smoke launcher
|
75 + 4
|
Equipment - Weapons
|
Sniper rifle
|
60 + 8
|
Equipment - Weapons
|
Flak helmet
|
40 (Metallic, 400 for SMVs) + 2 + 10
|
Gear - Armor
|
Flak jacket
|
70 + 50 + 1
|
Gear - Armor
|
Flak pants
|
60 + 30 + 1
|
Gear - Armor
|
Flak vest
|
60 + 30 + 1
|
Gear - Armor
|
Firefoam pop pack
|
20 + 1 + 30
|
Gear - Utility
|
Shield belt
|
50 + 20 + 2
|
Gear - Utility
|
Smokepop pack
|
20 + 1 + 40
|
Gear - Utility
|
Centipede blaster
|
255 + 355 + 8 + 1
|
Mechanoid
|
Centipede burner
|
255 + 255 + 8 + 1
|
Mechanoid
|
Centipede gunner
|
255 + 255 + 8 + 1
|
Mechanoid
|
Lancer
|
75 + 75 + 4 + 1
|
Mechanoid
|
Pikeman
|
100 + 40 + 4 + 1
|
Mechanoid
|
Scyther
|
75 + 75 + 4 + 1
|
Mechanoid
|
Cochlear implant
|
20 + 4
|
Medical Items - Body Parts
|
Joywire
|
20 + 4
|
Medical Items - Body Parts
|
Painstopper
|
20 + 4
|
Medical Items - Body Parts
|
Power claw
|
40 + 8
|
Medical Items - Body Parts
|
Prosthetic arm
|
40 + 4
|
Medical Items - Body Parts
|
Prosthetic heart
|
25 + 4
|
Medical Items - Body Parts
|
Prosthetic leg
|
40 + 4
|
Medical Items - Body Parts
|
Atmospheric heater
|
2 + 150 + 150 + 8
|
Building - Anomaly (Buildings)
|
Bioferrite harvester
|
50 + 1
|
Building - Anomaly (Buildings)
|
Bioferrite shaper
|
2 + 40 + 50
|
Building - Anomaly (Buildings)
|
Electric inhibitor
|
2 + 25
|
Building - Anomaly (Buildings)
|
Electroharvester
|
1 + 25 + 50
|
Building - Anomaly (Buildings)
|
Proximity detector
|
15 + 1
|
Building - Anomaly (Buildings)
|
Serum lab
|
1 + 2 + 80 + 100
|
Building - Anomaly (Buildings)
|
Bioferrite generator
|
50 + 100 + 4 + 1
|
Building - Power
|
Security door
|
50 + 2
|
Building - Structure
|
Hellcat rifle
|
60 + 20 + 7
|
Equipment - Weapons
|
Incinerator
|
75 + 6 + 30
|
Equipment - Weapons
|
Disruptor flare pack
|
1 + 30
|
Gear - Utility
|
Turret pack
|
70 + 2
|
Gear - Utility
|
Adrenal heart
|
20 + 1
|
Medical Items - Body Parts
|
Corrosive heart
|
20 + 1
|
Medical Items - Body Parts
|
Metalblood heart
|
20 + 1
|
Medical Items - Body Parts
|
Basic subcore
|
50 + 2
|
[[]]
|
High subcore
|
50 + 4
|
[[]]
|
Standard subcore
|
50 + 4
|
[[]]
|
Band node
|
200 + 4
|
Building - Biotech (Buildings)
|
Deathrest accelerator
|
300 + 4
|
Building - Biotech (Buildings)
|
Deathrest casket
|
100 + 3
|
Building - Biotech (Buildings)
|
Gene assembler
|
200 + 4
|
Building - Biotech (Buildings)
|
Gene bank
|
50 + 1
|
Building - Biotech (Buildings)
|
Gene extractor
|
200 + 8
|
Building - Biotech (Buildings)
|
Gene processor
|
100 + 25 + 2
|
Building - Biotech (Buildings)
|
Glucosoid pump
|
150 + 6 + 5
|
Building - Biotech (Buildings)
|
Growth vat
|
150 + 4
|
Building - Biotech (Buildings)
|
Hemogen amplifier
|
200 + 4 + 5
|
Building - Biotech (Buildings)
|
Hemopump
|
100 + 4 + 5
|
Building - Biotech (Buildings)
|
Large mech gestator
|
300 + 6
|
Building - Biotech (Buildings)
|
Large mech recharger
|
250 + 2
|
Building - Biotech (Buildings)
|
Mech booster
|
100 + 4
|
Building - Biotech (Buildings)
|
Mech gestator
|
150 + 3
|
Building - Biotech (Buildings)
|
Mech recharger
|
125 + 1
|
Building - Biotech (Buildings)
|
Mechband antenna
|
50 + 4
|
Building - Biotech (Buildings)
|
Pollution pump
|
75 + 1
|
Building - Biotech (Buildings)
|
Psychofluid pump
|
50 + 100 + 6 + 5
|
Building - Biotech (Buildings)
|
Subcore encoder
|
100 + 3
|
Building - Biotech (Buildings)
|
Subcore ripscanner
|
200 + 150 + 6
|
Building - Biotech (Buildings)
|
Subcore softscanner
|
200 + 50 + 4
|
Building - Biotech (Buildings)
|
Crashed mechanitor ship
|
40 + 70 + 10
|
Building - Misc
|
Toxifier generator
|
125 + 3
|
Building - Power
|
Tox grenades
|
20 + 6
|
Equipment - Weapons
|
Toxbomb launcher
|
75 + 4
|
Equipment - Weapons
|
Integrator headset
|
50 + 4 + 4 + 1
|
Gear - Armor
|
Mechcommander helmet
|
60 + 6 + 1
|
Gear - Armor
|
Airwire headset
|
50 + 4
|
Gear - Clothing
|
Array headset
|
50 + 8
|
Gear - Clothing
|
Bandwidth pack
|
50 + 8 + 2
|
Gear - Utility
|
Control pack
|
100 + 6
|
Gear - Utility
|
Tox pack
|
10 + 1 + 35
|
Gear - Utility
|
Legionary
|
100 + 6 + 1
|
Mechanoid
|
Scorcher
|
80 + 32 + 3 + 1
|
Mechanoid
|
Tesseron
|
110 + 7 + 1
|
Mechanoid
|
Tunneler
|
150 + 75 + 4 + 1
|
Mechanoid
|
Control sublink (high)
|
1 + 3 + 3
|
Medical Items - Body Parts
|
Control sublink (standard)
|
1 + 4
|
Medical Items - Body Parts
|
Mech gestation processor
|
1 + 6
|
Medical Items - Body Parts
|
Remote repairer
|
1 + 6
|
Medical Items - Body Parts
|
Remote shielder
|
1 + 6
|
Medical Items - Body Parts
|
Autobong
|
100 (Metallic/Woody, 1000 for SMVs) + 25 + 3
|
Building - Ideology (Buildings)
|
Biosculpter pod
|
120 + 4
|
Building - Ideology (Buildings)
|
Lightball
|
30 + 1
|
Building - Ideology (Buildings)
|
Loudspeaker
|
80 + 2
|
Building - Ideology (Buildings)
|
Neural supercharger
|
50 + 4
|
Building - Ideology (Buildings)
|
Sleep accelerator
|
50 + 5
|
Building - Ideology (Buildings)
|
Ship landing beacon
|
40 + 1
|
Building - Misc
|
Grenadier armor
|
100 + 20 + 4 + 75 + 4
|
Gear - Armor
|
Locust armor
|
120 + 10 + 3 + 3 + 100
|
Gear - Armor
|
Phoenix armor
|
150 + 50 + 6 + 75 + 4 + 40
|
Gear - Armor
|
Jump pack
|
30 + 3 + 100
|
Gear - Utility
|
Low-shield pack
|
1 + 1
|
Gear - Utility
|
Drill arm
|
60 + 8
|
Medical Items - Body Parts
|
Elbow blade
|
40 + 7
|
Medical Items - Body Parts
|
Field hand
|
60 + 8
|
Medical Items - Body Parts
|
Hand talon
|
40 + 7
|
Medical Items - Body Parts
|
Knee spike
|
40 + 7
|
Medical Items - Body Parts
|
Mindscrew
|
15 + 4
|
Medical Items - Body Parts
|
Venom fangs
|
40 + 7
|
Medical Items - Body Parts
|
Venom talon
|
40 + 7
|
Medical Items - Body Parts
|
Components are also used for repairing component breakdowns. Every so often, electrical devices may become dysfunctional, until they are replaced with a new component. See List of affected buildings for the full list.
Components will deteriorate when left outside.
Analysis[edit]
For large portions of the game, before you get fabrication benches, components will be limited. You will be stuck with ship chunks and compacted machinery, and once that runs out, trade is all you have left. Almost every electrical device in the game uses components, so they present a very real bottleneck to most colonies. In the late game, components remain in high demand because they are used to create advanced components. With Fabrication, your colony can still be limited by the steel required to make components.
You should always keep a couple components (3-5) in reserve, in case your devices breakdown. If your geothermal generator breaks down, for instance, then you'll be out of power until you can replace them.
Acquisition analysis[edit]
- Conserve your components. Often, the simplest way to have components is to not use them. Don't build unnecessary power generators. Hydroponics are unnecessary if you can just use sun lamps and soil. "Rerolling" weapons for quality consumes a lot of components.
- ABC - (Always) Buy Components. Traders are, for a significant part of the game, the only renewable source of components. Excess food, leathers, drugs, and other resources can be used to buy components. Even if you have a large stash right now, your component supply can run out surprisingly quickly. Even when you have Fabrication, trade allows you to turn excess and otherwise useless resources into useful components.
- Research Fabrication quickly. Fabrication is an important and useful technology, but requires Microelectronics and Multi-analyzer before it is available. You will also need to buy or obtain 2 advanced components before you can build the actual fabrication bench. You may want to research other technologies, like Machining and Gas Operation, before you dive straight into Fabrication. As mentioned above, you will also need steel to make components, and steel can run out quickly.
- The preferred way to get steel is using a ground-penetrating scanner and deep drills. Once you have the ground scanner, deep drills, and a fabrication bench, obtaining components should be much less of an issue. Note that the process of crafting components takes a chunk of time on its own.
- Long-range mineral scanner. Unlike the ground-penetrating scanner, the long-range mineral scanner can find components directly. Every scan brings 100 - 140 components (before Mining Yield and difficulty), ready to be used. Note that the long-range scanner requires its own research and 2 advanced components to make. In addition, colonists must travel to and from this deposit; the weight of components can be an issue.
- In the code, components are called "ComponentIndustrial"
Version history[edit]