Difference between revisions of "Component"

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{{Define|Crafted Resource
+
{{Infobox main|resource
 +
| name = Component
 +
| image = Component.png
 
| description = Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics.
 
| description = Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics.
| color = (255,235,122)
+
| type = Crafted resources
| always haulable = true
+
| type2 =  
| def name = ComponentIndustrial
+
| path cost =  
| draw gui overlay = true
+
| stack limit = 50
| graphic class = Graphic_Single
+
| beauty =  
| graphic path = Things/Item/Resource/Component
+
| flammability = 0.6
| label = component
+
| marketvalue = 32
| parent name = ResourceBase
+
| mass base = 0.6
| resource readout priority = Middle
+
| hp = 70
| selectable = true
+
| deterioration = 2
| sound drop = Metal_Drop
+
| skill 1 = Crafting
| sound interact = Standard_Drop
+
| skill 1 level = 8
| stack limit = 50.0
+
| work to make = 5000
| flammability base = 1.0
+
| work speed stat = General Labor Speed
| deterioration rate base  = 2
+
| production facility 1 = Fabrication bench
| market value base = 32
+
| resource 1 = Steel
| max hit points base = 70
+
| resource 1 amount = 12
| mass = 0.6
+
| defName = ComponentIndustrial
 +
| thingCategories = Manufactured
 +
| tradeTags =  
 +
| page verified for version = 1.3.3066
 
}}
 
}}
 +
'''Components''' are materials required to build and repair electrical devices, as well as produce [[Weapons#Ranged Weapons|firearms]], [[armor]], and [[ship]] parts.
  
'''Components''' are materials required to build and repair electrical devices (except [[standing lamp]]s and [[sun lamp]]s), as well as to produce [[Weapons#Ranged Weapons|firearms]] and [[armor]], and [[ship]] parts.
+
== Acquisition ==
 +
{{Acquisition}}
  
== Obtaining ==
+
They can also be obtained by:
Components can 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+
+
** Establishing additional "quarry" [[Colony#Multiple colonies|colonies]] to support your primary colony.
**Establishing other "quarry" aimed [[Colony#Multiple colonies|colonies]],
+
* Deconstructing [[ship chunk]]s
*Deconstructing [[ship chunk]]s
+
* Purchasing them from [[trader]]s
*Disassembling [[mechanoid]]s at a machining table
 
*Crafting them at the [[fabrication bench]] for 12 [[steel]]; requires [[Research|Fabrication]] research and a [[Menus#Smith|smith]] with [[Skills|crafting]] skill of 8 or above.
 
  
 
== Ore ==
 
== Ore ==
[[File:Compacted_machinery.png|frameless|Compacted machinery in game]] Compacted machinery comes in veins of 3 up to a possible 6. Every block of ore drops 2 components when mined. They have 2000 health (25 hits) making them moderately easy to mine.
+
[[File:Compacted_machinery.png|frameless|left|Compacted machinery in game]]  
 +
 
 +
'''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|mining yield]] of the pawn.
 +
 
 +
== Usage ==
 +
Components are used in the following crafting recipes:
 +
{{Ingredient List}}
 +
 
 +
Components are also used for repairing component [[breakdown]]s. Every so often, electrical devices may become dysfunctional, until they are replaced with a new component. See [[Breakdown#Affected buildings|List of affected buildings]] for the full list.
 +
 
 +
Components will [[deteriorate]] when left outside.
 +
 
 +
== Analysis ==
 +
For large portions of the game, before you get [[fabrication bench]]es, components will be limited. You will be stuck with [[ship chunk]]s 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 component]]s. 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 ===
 +
* '''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 lamp]]s 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 component]]s 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 drill]]s. 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.
 +
 
 +
== Trivia ==
 +
* In the code, components are called "ComponentIndustrial"
 +
 
 +
== Version history ==
 +
* [[Version/0.13.1135|0.13.1135]] - Added.
 +
 
 +
[[Category: Crafted Resource]]

Latest revision as of 11:27, 1 July 2024

Component

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 Silver
Stack Limit
50
Mass
0.6 kg
HP
70
Deterioration Rate
2
Flammability
60%

Creation

Crafted At
Fabrication bench
Skill Required
Crafting 8
Work To Make
5,000 ticks (1.39 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 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 Steel 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:

Ore[edit]

Compacted machinery in game

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.

Usage[edit]

Components are used in the following crafting recipes:

  • Product Ingredients Type [ExpandCollapse]
    Hospital bed Hospital bed Stuff 40 (Metallic, 400 for SMVs) + Steel 80 + Component 5 Building - Furniture
    Comms console Comms console Steel 120 + Component 4 Building - Misc
    Cryptosleep casket Cryptosleep casket Steel 180 + Uranium 5 + Component 4 + Advanced component 1 Building - Misc
    Firefoam popper Firefoam popper Steel 75 + Component 1 Building - Misc
    Ground-penetrating scanner Ground-penetrating scanner Steel 150 + Component 4 + Advanced component 1 Building - Misc
    Long-range mineral scanner Long-range mineral scanner Steel 200 + Component 6 + Advanced component 2 Building - Misc
    Moisture pump Moisture pump Steel 75 + Component 4 Building - Misc
    Multi-analyzer Multi-analyzer Steel 40 + Plasteel 50 + Gold 20 + Component 8 Building - Misc
    Orbital trade beacon Orbital trade beacon Steel 40 + Component 1 Building - Misc
    Pod launcher Pod launcher Steel 50 + Component 1 Building - Misc
    Transport pod Transport pod Steel 60 + Component 1 Building - Misc
    Vitals monitor Vitals monitor Steel 50 + Component 3 Building - Misc
    Battery Battery Steel 70 + Component 2 Building - Power
    Chemfuel powered generator Chemfuel powered generator Steel 100 + Component 3 Building - Power
    Geothermal generator Geothermal generator Steel 340 + Component 8 Building - Power
    Power switch Power switch Steel 15 + Component 1 Building - Power
    Solar generator Solar generator Steel 100 + Component 3 Building - Power
    Watermill generator Watermill generator Wood 280 + Steel 80 + Component 3 Building - Power
    Wind turbine Wind turbine Steel 100 + Component 2 Building - Power
    Wood-fired generator Wood-fired generator Steel 100 + Component 2 Building - Power
    Biofuel refinery Biofuel refinery Steel 150 + Component 3 Building - Production
    Deep drill Deep drill Steel 100 + Component 2 Building - Production
    Drug lab Drug lab Stuff 50 (Metallic/Woody, 500 for SMVs) + Steel 75 + Component 6 Building - Production
    Electric crematorium Electric crematorium Stuff 150 (Stony) + Steel 20 + Component 2 Building - Production
    Electric smelter Electric smelter Steel 170 + Component 2 Building - Production
    Electric smithy Electric smithy Steel 100 + Component 3 Building - Production
    Electric stove Electric stove Steel 80 + Component 2 Building - Production
    Electric tailor bench Electric tailor bench Stuff 75 (Metallic/Woody, 750 for SMVs) + Steel 50 + Component 2 Building - Production
    Fabrication bench Fabrication bench Steel 200 + Component 12 + Advanced component 2 Building - Production
    Hi-tech research bench Hi-tech research bench Stuff 150 (Metallic, 1500 for SMVs) + Steel 100 + Component 10 Building - Production
    Hydroponics basin Hydroponics basin Steel 100 + Component 1 Building - Production
    Machining table Machining table Steel 150 + Component 5 Building - Production
    Nutrient paste dispenser Nutrient paste dispenser Steel 125 + Component 3 Building - Production
    Flatscreen television Flatscreen television Steel 140 + Component 16 Building - Recreation
    Tube television Tube television Steel 80 + Component 4 Building - Recreation
    Autocannon turret Autocannon turret Steel 350 + Plasteel 40 + Component 6 Building - Security
    Foam turret Foam turret Stuff 30 (Metallic, 300 for SMVs) + Steel 70 + Component 3 + Chemfuel 140 Building - Security
    Mini-turret Mini-turret Stuff 30 (Metallic, 300 for SMVs) + Steel 70 + Component 3 Building - Security
    Mortar Mortar Stuff 50 (Metallic, 500 for SMVs) + Reinforced barrel 1 + Component 6 Building - Security
    Rocketswarm launcher Rocketswarm launcher Plasteel 20 + Steel 200 + Component 2 + Chemfuel 180 Building - Security
    Uranium slug turret Uranium slug turret Steel 300 + Plasteel 30 + Uranium 60 + Component 6 Building - Security
    Sensor cluster Sensor cluster Steel 140 + Gold 4 + Component 6 + Advanced component 6 Building - Ship
    Ship cryptosleep casket Ship cryptosleep casket Steel 120 + Uranium 14 + Component 3 + Advanced component 3 Building - Ship
    Ship structural beam Ship structural beam Steel 200 + Plasteel 40 + Component 3 + Advanced component 1 Building - Ship
    Autodoor Autodoor Stuff 25 (Metallic/Woody/Stony, 250 for SMVs) + Steel 40 + Component 2 Building - Structure
    Cooler Cooler Steel 90 + Component 3 Building - Temperature
    Heater Heater Steel 50 + Component 1 Building - Temperature
    Advanced component Advanced component Component 1 + Steel 20 + Plasteel 10 + Gold 3 Crafted resources
    EMP shell EMP shell Steel 15 + Component 2 Crafted resources - Mortar shell
    Assault rifle Assault rifle Steel 60 + Component 7 Equipment - Weapons
    Autopistol Autopistol Steel 30 + Component 2 Equipment - Weapons
    Bolt-action rifle Bolt-action rifle Steel 60 + Component 3 Equipment - Weapons
    Chain shotgun Chain shotgun Steel 70 + Component 5 Equipment - Weapons
    EMP grenades EMP grenades Steel 20 + Component 6 Equipment - Weapons
    EMP launcher EMP launcher Steel 75 + Component 8 Equipment - Weapons
    Heavy SMG Heavy SMG Steel 75 + Component 4 Equipment - Weapons
    Incendiary launcher Incendiary launcher Steel 75 + Component 4 Equipment - Weapons
    LMG LMG Steel 75 + Component 5 Equipment - Weapons
    Machine pistol Machine pistol Steel 45 + Component 3 Equipment - Weapons
    Minigun Minigun Steel 160 + Component 20 Equipment - Weapons
    Pump shotgun Pump shotgun Steel 60 + Component 3 Equipment - Weapons
    Revolver Revolver Steel 30 + Component 2 Equipment - Weapons
    Smoke launcher Smoke launcher Steel 75 + Component 4 Equipment - Weapons
    Sniper rifle Sniper rifle Steel 60 + Component 8 Equipment - Weapons
    Flak helmet Flak helmet Stuff 40 (Metallic, 400 for SMVs) + Component 2 + Plasteel 10 Gear - Armor
    Flak jacket Flak jacket Steel 70 + Cloth 50 + Component 1 Gear - Armor
    Flak pants Flak pants Steel 60 + Cloth 30 + Component 1 Gear - Armor
    Flak vest Flak vest Steel 60 + Cloth 30 + Component 1 Gear - Armor
    Firefoam pop pack Firefoam pop pack Steel 20 + Component 1 + Chemfuel 30 Gear - Utility
    Shield belt Shield belt Steel 50 + Plasteel 20 + Component 2 Gear - Utility
    Smokepop pack Smokepop pack Steel 20 + Component 1 + Chemfuel 40 Gear - Utility
    Centipede blaster Centipede blaster Steel 255 + Plasteel 355 + Component 8 + High subcore 1 Mechanoid
    Centipede burner Centipede burner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Centipede gunner Centipede gunner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Lancer Lancer Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    Pikeman Pikeman Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 Mechanoid
    Scyther Scyther Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    Cochlear implant Cochlear implant Steel 20 + Component 4 Medical Items - Body Parts
    Joywire Joywire Steel 20 + Component 4 Medical Items - Body Parts
    Painstopper Painstopper Steel 20 + Component 4 Medical Items - Body Parts
    Power claw Power claw Steel 40 + Component 8 Medical Items - Body Parts
    Prosthetic arm Prosthetic arm Steel 40 + Component 4 Medical Items - Body Parts
    Prosthetic heart Prosthetic heart Steel 25 + Component 4 Medical Items - Body Parts
    Prosthetic leg Prosthetic leg Steel 40 + Component 4 Medical Items - Body Parts
    Atmospheric heater Atmospheric heater Content added by the Anomaly DLC Shard 2 + Bioferrite 150 + Steel 150 + Component 8 Building - Anomaly (Buildings)
    Bioferrite harvester Bioferrite harvester Content added by the Anomaly DLC Steel 50 + Component 1 Building - Anomaly (Buildings)
    Bioferrite shaper Bioferrite shaper Content added by the Anomaly DLC Component 2 + Bioferrite 40 + Steel 50 Building - Anomaly (Buildings)
    Electric inhibitor Electric inhibitor Content added by the Anomaly DLC Component 2 + Steel 25 Building - Anomaly (Buildings)
    Electroharvester Electroharvester Content added by the Anomaly DLC Component 1 + Bioferrite 25 + Steel 50 Building - Anomaly (Buildings)
    Proximity detector Proximity detector Content added by the Anomaly DLC Bioferrite 15 + Component 1 Building - Anomaly (Buildings)
    Serum lab Serum lab Content added by the Anomaly DLC Shard 1 + Component 2 + Bioferrite 80 + Steel 100 Building - Anomaly (Buildings)
    Bioferrite generator Bioferrite generator Content added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Building - Power
    Security door Security door Content added by the Anomaly DLC Plasteel 50 + Component 2 Building - Structure
    Hellcat rifle Hellcat rifle Content added by the Anomaly DLC Steel 60 + Bioferrite 20 + Component 7 Equipment - Weapons
    Incinerator Incinerator Content added by the Anomaly DLC Steel 75 + Component 6 + Bioferrite 30 Equipment - Weapons
    Disruptor flare pack Disruptor flare pack Content added by the Anomaly DLC Component 1 + Bioferrite 30 Gear - Utility
    Turret pack Turret pack Content added by the Anomaly DLC Steel 70 + Component 2 Gear - Utility
    Adrenal heart Adrenal heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Corrosive heart Corrosive heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Metalblood heart Metalblood heart Content added by the Anomaly DLC Bioferrite 20 + Component 1 Medical Items - Body Parts
    Basic subcore Basic subcore Content added by the Biotech DLC Steel 50 + Component 2 [[]]
    High subcore High subcore Content added by the Biotech DLC Steel 50 + Component 4 [[]]
    Standard subcore Standard subcore Content added by the Biotech DLC Steel 50 + Component 4 [[]]
    Band node Band node Content added by the Biotech DLC Steel 200 + Component 4 Building - Biotech (Buildings)
    Deathrest accelerator Deathrest accelerator Content added by the Biotech DLC Steel 300 + Component 4 Building - Biotech (Buildings)
    Deathrest casket Deathrest casket Content added by the Biotech DLC Steel 100 + Component 3 Building - Biotech (Buildings)
    Gene assembler Gene assembler Content added by the Biotech DLC Steel 200 + Component 4 Building - Biotech (Buildings)
    Gene bank Gene bank Content added by the Biotech DLC Steel 50 + Component 1 Building - Biotech (Buildings)
    Gene extractor Gene extractor Content added by the Biotech DLC Steel 200 + Component 8 Building - Biotech (Buildings)
    Gene processor Gene processor Content added by the Biotech DLC Steel 100 + Plasteel 25 + Component 2 Building - Biotech (Buildings)
    Glucosoid pump Glucosoid pump Content added by the Biotech DLC Steel 150 + Component 6 + Hemogen pack 5 Building - Biotech (Buildings)
    Growth vat Growth vat Content added by the Biotech DLC Steel 150 + Component 4 Building - Biotech (Buildings)
    Hemogen amplifier Hemogen amplifier Content added by the Biotech DLC Steel 200 + Component 4 + Hemogen pack 5 Building - Biotech (Buildings)
    Hemopump Hemopump Content added by the Biotech DLC Steel 100 + Component 4 + Hemogen pack 5 Building - Biotech (Buildings)
    Large mech gestator Large mech gestator Content added by the Biotech DLC Steel 300 + Component 6 Building - Biotech (Buildings)
    Large mech recharger Large mech recharger Content added by the Biotech DLC Steel 250 + Component 2 Building - Biotech (Buildings)
    Mech booster Mech booster Content added by the Biotech DLC Steel 100 + Component 4 Building - Biotech (Buildings)
    Mech gestator Mech gestator Content added by the Biotech DLC Steel 150 + Component 3 Building - Biotech (Buildings)
    Mech recharger Mech recharger Content added by the Biotech DLC Steel 125 + Component 1 Building - Biotech (Buildings)
    Mechband antenna Mechband antenna Content added by the Biotech DLC Steel 50 + Component 4 Building - Biotech (Buildings)
    Pollution pump Pollution pump Content added by the Biotech DLC Steel 75 + Component 1 Building - Biotech (Buildings)
    Psychofluid pump Psychofluid pump Content added by the Biotech DLC Steel 50 + Plasteel 100 + Component 6 + Hemogen pack 5 Building - Biotech (Buildings)
    Subcore encoder Subcore encoder Content added by the Biotech DLC Steel 100 + Component 3 Building - Biotech (Buildings)
    Subcore ripscanner Subcore ripscanner Content added by the Biotech DLC Steel 200 + Plasteel 150 + Component 6 Building - Biotech (Buildings)
    Subcore softscanner Subcore softscanner Content added by the Biotech DLC Steel 200 + Plasteel 50 + Component 4 Building - Biotech (Buildings)
    Crashed mechanitor ship Crashed mechanitor ship Content added by the Biotech DLC Steel 40 + Plasteel 70 + Component 10 Building - Misc
    Toxifier generator Toxifier generator Content added by the Biotech DLC Steel 125 + Component 3 Building - Power
    Tox grenades Tox grenades Content added by the Biotech DLC Steel 20 + Component 6 Equipment - Weapons
    Toxbomb launcher Toxbomb launcher Content added by the Biotech DLC Steel 75 + Component 4 Equipment - Weapons
    Integrator headset Integrator headset Content added by the Biotech DLC Plasteel 50 + Component 4 + Advanced component 4 + Powerfocus chip 1 Gear - Armor
    Mechcommander helmet Mechcommander helmet Content added by the Biotech DLC Plasteel 60 + Component 6 + Signal chip 1 Gear - Armor
    Airwire headset Airwire headset Content added by the Biotech DLC Steel 50 + Component 4 Gear - Clothing
    Array headset Array headset Content added by the Biotech DLC Steel 50 + Component 8 Gear - Clothing
    Bandwidth pack Bandwidth pack Content added by the Biotech DLC Steel 50 + Component 8 + Signal chip 2 Gear - Utility
    Control pack Control pack Content added by the Biotech DLC Steel 100 + Component 6 Gear - Utility
    Tox pack Tox pack Content added by the Biotech DLC Steel 10 + Component 1 + Chemfuel 35 Gear - Utility
    Legionary Legionary Content added by the Biotech DLC Plasteel 100 + Component 6 + High subcore 1 Mechanoid
    Scorcher Scorcher Content added by the Biotech DLC Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 Mechanoid
    Tesseron Tesseron Content added by the Biotech DLC Plasteel 110 + Component 7 + High subcore 1 Mechanoid
    Tunneler Tunneler Content added by the Biotech DLC Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    Control sublink (high) Control sublink (high) Content added by the Biotech DLC Powerfocus chip 1 + Component 3 + Advanced component 3 Medical Items - Body Parts
    Control sublink (standard) Control sublink (standard) Content added by the Biotech DLC Signal chip 1 + Component 4 Medical Items - Body Parts
    Mech gestation processor Mech gestation processor Content added by the Biotech DLC Signal chip 1 + Component 6 Medical Items - Body Parts
    Remote repairer Remote repairer Content added by the Biotech DLC Powerfocus chip 1 + Component 6 Medical Items - Body Parts
    Remote shielder Remote shielder Content added by the Biotech DLC Powerfocus chip 1 + Component 6 Medical Items - Body Parts
    Autobong Autobong Content added by the Ideology DLC Stuff 100 (Metallic/Woody, 1000 for SMVs) + Smokeleaf leaves 25 + Component 3 Building - Ideology (Buildings)
    Biosculpter pod Biosculpter pod Content added by the Ideology DLC Steel 120 + Component 4 Building - Ideology (Buildings)
    Lightball Lightball Content added by the Ideology DLC Steel 30 + Component 1 Building - Ideology (Buildings)
    Loudspeaker Loudspeaker Content added by the Ideology DLC Steel 80 + Component 2 Building - Ideology (Buildings)
    Neural supercharger Neural supercharger Content added by the Ideology DLC Steel 50 + Component 4 Building - Ideology (Buildings)
    Sleep accelerator Sleep accelerator Content added by the Ideology DLC Steel 50 + Component 5 Building - Ideology (Buildings)
    Ship landing beacon Ship landing beacon Content added by the Royalty DLC Steel 40 + Component 1 Building - Misc
    Grenadier armor Grenadier armor Content added by the Royalty DLC Plasteel 100 + Uranium 20 + Advanced component 4 + Steel 75 + Component 4 Gear - Armor
    Locust armor Locust armor Content added by the Royalty DLC Plasteel 120 + Uranium 10 + Advanced component 3 + Component 3 + Chemfuel 100 Gear - Armor
    Phoenix armor Phoenix armor Content added by the Royalty DLC Plasteel 150 + Uranium 50 + Advanced component 6 + Steel 75 + Component 4 + Chemfuel 40 Gear - Armor
    Jump pack Jump pack Content added by the Royalty DLC Plasteel 30 + Component 3 + Chemfuel 100 Gear - Utility
    Low-shield pack Low-shield pack Content added by the Royalty DLC Shield core 1 + Component 1 Gear - Utility
    Drill arm Drill arm Content added by the Royalty DLC Steel 60 + Component 8 Medical Items - Body Parts
    Elbow blade Elbow blade Content added by the Royalty DLC Steel 40 + Component 7 Medical Items - Body Parts
    Field hand Field hand Content added by the Royalty DLC Steel 60 + Component 8 Medical Items - Body Parts
    Hand talon Hand talon Content added by the Royalty DLC Steel 40 + Component 7 Medical Items - Body Parts
    Knee spike Knee spike Content added by the Royalty DLC Steel 40 + Component 7 Medical Items - Body Parts
    Mindscrew Mindscrew Content added by the Royalty DLC Steel 15 + Component 4 Medical Items - Body Parts
    Venom fangs Venom fangs Content added by the Royalty DLC Steel 40 + Component 7 Medical Items - Body Parts
    Venom talon Venom talon Content added by the Royalty DLC Steel 40 + Component 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.

    Trivia[edit]

    • In the code, components are called "ComponentIndustrial"

    Version history[edit]