Difference between revisions of "Steel"

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{{Infobox main|metallic
 
{{Infobox main|metallic
 
| name = Steel
 
| name = Steel
| image = Steel b.png
+
| image = Steel c.png
 
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
 
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
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| mass base = 0.5
 
| mass base = 0.5
 
| stack limit = 75
 
| stack limit = 75
| path cost = 15
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| path cost = 14
 
| rotatable = false
 
| rotatable = false
 
| terrain affordance = Medium
 
| terrain affordance = Medium
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}}
 
}}
 
{{Info|'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.}}
 
{{Info|'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.}}
 
Steel can be mined out of compacted steel on the map, [[trade|purchased]] from bulk goods traders, extracted from [[steel slag chunk]]s and most [[gear]] made using steel by pawns at an [[electric smelter]], or salvaged by disassembling [[mechanoid]]s. [[Research#Deep drilling|Research]] and construction of [[deep drill]]s in mid-late game allows extraction of large deposits underground. Although steel is common on most maps, it is still a limited resource, and should not be used carelessly.
 
  
 
== Ore ==
 
== Ore ==
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Steel is used in the following crafting recipes:
 
Steel is used in the following crafting recipes:
 
{{Ingredient List}}
 
{{Ingredient List}}
 +
 +
Steel can also be used as a Metallic material for [[stuff]]able items, like [[wall]]s, [[door]]s, and melee [[weapon]]s.
  
 
==Acquisition analysis==
 
==Acquisition analysis==
Comparison of all the ways to get steel. ''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.''
+
{{See also|Steel/Calculations}}
 +
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===
 
===Non-renewable===
 
Sources of steel that are limited on a per-map basis.
 
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 8 Mining skill, it takes {{ticks|1900/40}} per steel(???), not counting travel time.{{Check Tag|Verify speed|Verify ore mining speed. 1900 ticks/ore @ 100 speed is practically a guess}}
+
*'''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 {{ticks|1900/40}} per steel(???), not counting travel time.{{Check Tag|Verify speed|Verify ore mining speed. 1900 ticks/ore @ 100 speed is practically a guess}}
**'''Strip mining'''. Dig out tunnels in large portions of rock to find ore. Inheriently variable, but always worse than just mining exposed ore. Practical in large hills / mountain maps.
+
**'''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.
  
*'''Deconstruction'''. Take apart steel [[wall]]s, [[urn]]s, [[ship chunk]]s, or other items found from [[ruin]]s. A very limited source of steel, but very effective earlygame. Impacted by [[Construction Speed]] and structures available. At 8 Construction skill, it takes {{ticks|135/2.5}} per steel, not counting travel time.
+
*'''Deconstruction'''. Take apart steel [[wall]]s, [[urn]]s, [[ship chunk]]s, or other items found from [[ruin]]s. A very limited source of steel, but very effective early game. Impacted by [[Construction Speed]] and structures available. At 100% Construction Speed (Construction 8), it takes {{ticks|135/2.5}} per steel (when deconstructing walls), not counting travel time.
**[[Ancient danger]]s are... dangerous, but contain [[ancient cryptosleep casket]]s and [[steel tile]]s, alongside its other goodies.
+
**'''[[Ancient danger]]s''' are... dangerous, but contain [[ancient cryptosleep casket]]s and [[steel tile]]s to deconstruct, alongside its other goodies.
 
 
*'''Deconstructing the [[ship to the stars]].''' Take apart the ship from the [[ship to the stars|journey offer]]. Not recommended without the [[farskip]] [[psycast]]{{RoyaltyIcon}}, due to how heavy all the materials are. Specifically, you'll want a farskipper great at Construction, a single [[horse]] or ridable animal, enough food for the journey, and a way to kill raiders (the regular [[skip]] psycast is sufficient). You'll get lots of [[advanced component]]s, [[plasteel]], and [[uranium]], too. It will take a long time to get to the ship, and you'll lose access to your level 5-6 psycaster for the entire trip.
 
  
 
===Semi-renewable===
 
===Semi-renewable===
 
Infinite sources of steel, but not ''indefinite'' - you can only obtain so much steel at any given time, regardless of pawn count.
 
Infinite sources of steel, but not ''indefinite'' - you can only obtain so much steel at any given time, regardless of pawn count.
  
*'''[[Trader]]s'''. [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s specifically; visitors carry 200-300 steel, and orbital traders carry 500-800. The advantage is that almost every colony will have ''some'' way of making money. Highly variable based on your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]] (Social skill), [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]).  
+
*'''[[Trader]]s'''. [[Trader#By inventory|Bulk goods traders]] and [[faction base]]s specifically; visitors carry 200-300 steel, and orbital traders carry 500-800. The advantage is that almost every colony will have ''some'' way of making money. Highly variable based on your means of [[money making guide|making money]], the negotiator's [[Trade Price Improvement]] (Social skill), and [[difficulty]] (the setting [[AI_Storytellers#Trade price disadvantage|Trade price disadvantage]]).  
 
**Faction bases require a [[caravan]] to walk there, and you'll need some way to carry all the steel back (usually [[pack animal]]s).
 
**Faction bases require a [[caravan]] to walk there, and you'll need some way to carry all the steel back (usually [[pack animal]]s).
 
**You can call in bulk goods traders to come vist with a [[comms console]] if you are an [[ally]] with a faction. Has a 4 day cooldown, and cost 15 [[goodwill]], though you can gift items to get goodwill back.  
 
**You can call in bulk goods traders to come vist with a [[comms console]] if you are an [[ally]] with a faction. Has a 4 day cooldown, and cost 15 [[goodwill]], though you can gift items to get goodwill back.  
  
*'''[[Electric smelter]]s'''. 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 [[component]]s, which is quite a lot in the early game. Save building one until you can get a return on investment.
+
*'''[[Electric smelter]]s'''. 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 [[component]]s, 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 chunk]]s take {{ticks|400/15 round 1}} per steel, not counting travel time. [[Drop pod]] raids often spawn steel chunks near the edge - i.e., a lot of travel time.
 
**[[Steel slag chunk]]s take {{ticks|400/15 round 1}} per steel, not counting travel time. [[Drop pod]] raids often spawn steel chunks near the edge - i.e., a lot of travel time.
 
**[[Weapon]]s and [[apparel]] vary based on the item smelted - giving 25% of their original cost for 1600 ticks. It takes {{ticks|1600/7 round 1}} per steel for the ''worst'' items, [[autopistol]]s and [[knife|knives]]. It takes ~{{ticks|1600/15 round 1}} per steel for most guns. Make sure not to smelt your own weapons!
 
**[[Weapon]]s and [[apparel]] vary based on the item smelted - giving 25% of their original cost for 1600 ticks. It takes {{ticks|1600/7 round 1}} per steel for the ''worst'' items, [[autopistol]]s and [[knife|knives]]. It takes ~{{ticks|1600/15 round 1}} 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 (see [[Electric smelter#Sell or Smelt|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.
+
**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 [[Electric smelter#Sell or Smelt|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 [[mechanoid]]s'''. 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.  
+
*'''Shredding [[mechanoid]]s'''. 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 {{ticks|300/15}} per steel at 0% missing body parts (a practical impossibility).
 
** At 10 Crafting skill, shredding lancers takes {{ticks|300/15}} per steel at 0% missing body parts (a practical impossibility).
** At 10 Crafting skill, shredding a [[militor]]{{BiotechIcon}}, the smallest possible mech, takes {{ticks|300/5}} per steel at ''50%'' missing body parts.
+
** At 10 Crafting skill, shredding a [[war urchin]]{{BiotechIcon}}, the smallest possible mech, takes {{ticks|300/2.5 round 1}} per steel at ''50%'' missing body parts.
  
*'''[[Events#Meteorite|Meteorites]]'''. These [[event]]s 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.
+
*'''[[Events/Incidental#Meteorite|Meteorites]]'''. These [[event]]s 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]]'''.{{RoyaltyIcon}} 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 use on cooldown; not generally worth it due to the value of honor.  
+
*'''Steel drop [[permit]]'''.{{RoyaltyIcon}} 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'''.{{IdeologyIcon}} 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 you have, the bigger the camp.
+
*'''Mining camps'''.{{IdeologyIcon}} 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 complex]]es'''.{{IdeologyIcon}} These spawn like mining camps. 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.
+
*'''[[Ancient complex]]es'''.{{IdeologyIcon}} 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===
 
===Renewable===
 
Infinite sources of steel, so long as you have the equipment and pawn time to spare. Enough steel for lategame and endgame colonies.
 
Infinite sources of steel, so long as you have the equipment and pawn time to spare. Enough steel for lategame and endgame colonies.
 
*'''[[Deep drill]]s'''. Specifically, drills and [[ground-penetrating scanner]]s. 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).  
 
*'''[[Deep drill]]s'''. Specifically, drills and [[ground-penetrating scanner]]s. 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 Intellectual 8, it takes {{ticks|180000}} to find ''any'' deposit. Note that ground scanners cannot be tuned to a specific mineral (53% for steel). Average of {{ticks|180000/9000/0.53 round 1}} per steel. In addition, you may want to wait until you find minerals actually close to your base.
+
** At 100% Research Speed (Intellectual 8), it takes {{ticks|180000}} to find ''any'' deposit. Note that ground scanners cannot be tuned to a specific mineral (53% for steel). Average of {{ticks|180000/9000/0.53 round 1}} per steel. In addition, you may want to wait until you find minerals actually close to your base.
** At Mining 8, {{ticks|14000/35}} per steel just for extraction. Heavily dependent on mining skill; recommended to have multiple miners at once.
+
** At 100% Deep Drilling Speed (Mining 8), {{ticks|14000/35}} per steel just for extraction. Heavily dependent on mining skill; recommended to have multiple miners at once.
  
 
*'''[[Long-range mineral scanner]]s'''. 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 animal]]s, [[transport pod]]s, or [[farskip]]{{RoyaltyIcon}}.
 
*'''[[Long-range mineral scanner]]s'''. 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 animal]]s, [[transport pod]]s, or [[farskip]]{{RoyaltyIcon}}.
** At Intellectual 8, it takes {{ticks|240000}} to scan the steel. At 100% mining yield, this means it takes {{ticks|240000/2200 round 1}} per steel to scan. Unlike ground scanners, long-range scanners can be tuned to a mineral.
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** At 100% Research Speed (Intellectual 8), it takes {{ticks|240000}} to scan the steel. At 100% mining yield, this means it takes {{ticks|240000/2200 round 1}} per steel to scan. Unlike ground scanners, long-range scanners can be tuned to a mineral.
** At Mining 8, {{ticks|1900/40 round 1}} per steel just to mine the ore.
+
** At 100% Mining (Mining 8), {{ticks|1900/40 round 1}} per steel just to mine the ore.
** Time to travel is a lot. [[Transport pod]]s have instant travel time, but cost 50 steel, 1 [[component]], and variable [[chemfuel]] to launch.
+
** Time to travel is a lot. [[Transport pod]]s 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:
 
*'''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 pod]]s usually, or [[pack animal]]s).
+
**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 pod]]s usually, or [[pack animal]]s). Please note that once a settlement is abandoned, that tile becomes a "ruin" and you can never enter that tile again.
**Permament 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.
+
**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.
(Technically not ''infinite'', but there are thousands of tiles even on a 30% coverage map, more than enough for any reasonable playthrough)
+
: (This is technically not ''infinite'', but there are thousands of tiles even on a 30% coverage map, more than enough for any reasonable playthrough)
 +
 
 +
*'''[[Mechanoid commander]] farming.'''{{BiotechIcon}} The [[diabolus]] and [[war queen]] can be summoned, farmed, and shredded for steel and plasteel. Diaboli are free to summon. War queens require {{Required Resources|mechband antenna}} for a [[mechband antenna]], but the resulting steel is always profitable, especially as the antenna creates a couple [[steel slag chunk]]s.
  
In general, deep drill + ground scanners are better with great miners or many miners, while long-range scanners are better with great scanners with only competent miners. Settling on a nearby tile is possibly better than a long-range scanner, especially without transport pods.
+
*'''[[Pit gate]] farming. '''{{AnomalyIcon}} Pit gates can be summoned with the use of void rituals. The undercaves of the pit gates tend to have deposits of steel, among other possible ore spawns.  
  
 
== Gallery ==
 
== Gallery ==

Latest revision as of 23:42, 28 September 2024

Steel

Steel

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

Base Stats

Type
MaterialMetal
Stuff Categories
Metallic
Market Value
1.9 Silver
Stack Limit
75
Mass
0.5 kg
Beauty
-4
Rotatable
False
Path Cost
14 (48%)

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:

  • Product Ingredients Type [ExpandCollapse]
    Grand sculpture Grand sculpture Stuff 400 (Metallic/Woody/Stony, 4000 for SMVs) Art
    Large sculpture Large sculpture Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) Art
    Small sculpture Small sculpture Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) Art
    Animal sleeping box Animal sleeping box Stuff 25 (Metallic/Woody/Stony, 250 for SMVs) Building - Furniture
    Bed Bed Stuff 45 (Metallic/Woody/Stony, 450 for SMVs) Building - Furniture
    Bookcase Bookcase Stuff 20 (Metallic/Woody/Stony, 200 for SMVs) Building - Furniture
    Dining chair Dining chair Stuff 45 (Metallic/Woody, 450 for SMVs) Building - Furniture
    Double bed Double bed Stuff 85 (Metallic/Woody/Stony, 850 for SMVs) Building - Furniture
    Dresser Dresser Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) Building - Furniture
    End table End table Stuff 30 (Metallic/Woody/Stony, 300 for SMVs) Building - Furniture
    Flood light Flood light Steel 50 Building - Furniture
    Hospital bed Hospital bed Stuff 40 (Metallic, 400 for SMVs) + Steel 80 + Component 5 Building - Furniture
    Plant pot Plant pot Stuff 20 (Metallic/Woody/Stony, 200 for SMVs) Building - Furniture
    Royal bed Royal bed Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) + Gold 50 Building - Furniture
    Shelf Shelf Stuff 20 (Metallic/Woody/Stony, 200 for SMVs) Building - Furniture
    Small bookcase Small bookcase Stuff 10 (Metallic/Woody/Stony, 100 for SMVs) Building - Furniture
    Small shelf Small shelf Stuff 10 (Metallic/Woody/Stony, 100 for SMVs) Building - Furniture
    Standing lamp Standing lamp Steel 20 Building - Furniture
    Stool Stool Stuff 25 (Metallic/Woody/Stony, 250 for SMVs) Building - Furniture
    Sun lamp Sun lamp Steel 40 Building - Furniture
    Table (1x2) Table (1x2) Stuff 28 (Metallic/Woody/Stony, 280 for SMVs) Building - Furniture
    Table (2x2) Table (2x2) Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) Building - Furniture
    Table (2x4) Table (2x4) Stuff 95 (Metallic/Woody/Stony, 950 for SMVs) Building - Furniture
    Table (3x3) Table (3x3) Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) Building - Furniture
    Wall lamp Wall lamp Steel 15 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
    Egg box Egg box Stuff 20 (Metallic/Woody, 200 for SMVs) 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
    Pen marker Pen marker Stuff 30 (Metallic/Woody/Stony, 300 for SMVs) Building - Misc
    Pod launcher Pod launcher Steel 50 + Component 1 Building - Misc
    Sarcophagus Sarcophagus Stuff 60 (Woody/Metallic/Stony, 600 for SMVs) Building - Misc
    Tool cabinet Tool cabinet Steel 200 Building - Misc
    Transport pod Transport pod Steel 60 + Component 1 Building - Misc
    Urn Urn Stuff 20 (Metallic/Stony, 200 for SMVs) 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
    Hidden conduit Hidden conduit Steel 2 Building - Power
    Power conduit Power conduit Steel 1 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
    Waterproof conduit Waterproof conduit Steel 10 Building - Power
    Wind turbine Wind turbine Steel 100 + Component 2 Building - Power
    Wood-fired generator Wood-fired generator Steel 100 + Component 2 Building - Power
    Art bench Art bench Stuff 75 (Metallic/Woody, 750 for SMVs) + Steel 50 Building - Production
    Biofuel refinery Biofuel refinery Steel 150 + Component 3 Building - Production
    Brewery Brewery Wood 120 + Steel 30 Building - Production
    Butcher table Butcher table Stuff 75 (Metallic/Woody, 750 for SMVs) + Wood 20 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
    Fermenting barrel Fermenting barrel Steel 10 + Wood 30 Building - Production
    Fueled smithy Fueled smithy Steel 100 Building - Production
    Fueled stove Fueled stove Steel 80 Building - Production
    Hand tailor bench Hand tailor bench Stuff 75 (Metallic/Woody, 750 for SMVs) Building - Production
    Hi-tech research bench Hi-tech research bench Stuff 150 (Metallic, 1500 for SMVs) + Steel 100 + Component 10 Building - Production
    Hopper Hopper Steel 15 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
    Simple research bench Simple research bench Stuff 75 (Metallic/Woody/Stony, 750 for SMVs) + Steel 25 Building - Production
    Stonecutter's table Stonecutter's table Stuff 75 (Metallic/Woody, 750 for SMVs) + Steel 30 Building - Production
    Billiards table Billiards table Stuff 80 (Metallic/Woody/Stony, 800 for SMVs) + Cloth 80 + Wood 30 Building - Recreation
    Chess table Chess table Stuff 70 (Metallic/Woody/Stony, 700 for SMVs) Building - Recreation
    Flatscreen television Flatscreen television Steel 140 + Component 16 Building - Recreation
    Game-of-Ur board Game-of-Ur board Stuff 35 (Metallic/Woody/Stony, 350 for SMVs) Building - Recreation
    Hoopstone ring Hoopstone ring Stuff 20 (Metallic/Woody/Stony, 200 for SMVs) Building - Recreation
    Horseshoes pin Horseshoes pin Stuff 10 (Metallic/Woody/Stony, 100 for SMVs) Building - Recreation
    Poker table Poker table Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) + Cloth 50 + Wood 25 Building - Recreation
    Tube television Tube television Steel 80 + Component 4 Building - Recreation
    Autocannon turret Autocannon turret Steel 350 + Plasteel 40 + Component 6 Building - Security
    Barricade Barricade Stuff 5 (Metallic/Woody/Stony, 50 for SMVs) 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
    Spike trap Spike trap Stuff 45 (Metallic/Woody/Stony, 450 for SMVs) 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 computer core Ship computer core Steel 150 + Advanced component 4 + Gold 70 + Persona core 1 Building - Ship
    Ship cryptosleep casket Ship cryptosleep casket Steel 120 + Uranium 14 + Component 3 + Advanced component 3 Building - Ship
    Ship engine Ship engine Steel 260 + Plasteel 140 + Uranium 70 + Advanced component 6 Building - Ship
    Ship reactor Ship reactor Steel 350 + Plasteel 280 + Uranium 70 + Advanced component 8 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
    Column Column Stuff 20 (Metallic/Woody/Stony, 200 for SMVs) Building - Structure
    Door Door Stuff 25 (Metallic/Woody/Stony, 250 for SMVs) Building - Structure
    Fence Fence Stuff 1 (Metallic/Woody/Stony, 10 for SMVs) Building - Structure
    Fence gate Fence gate Stuff 25 (Metallic/Woody/Stony, 250 for SMVs) Building - Structure
    Ornate door Ornate door Stuff 75 (Metallic/Woody/Stony, 750 for SMVs) + Gold 50 Building - Structure
    Wall Wall Stuff 5 (Metallic/Woody/Stony, 50 for SMVs) Building - Structure
    Cooler Cooler Steel 90 + Component 3 Building - Temperature
    Heater Heater Steel 50 + Component 1 Building - Temperature
    Vent Vent Steel 30 Building - Temperature
    Advanced component Advanced component Component 1 + Steel 20 + Plasteel 10 + Gold 3 Crafted resources
    Component Component Steel 12 Crafted resources
    EMP shell EMP shell Steel 15 + Component 2 Crafted resources - Mortar shell
    Firefoam shell Firefoam shell Steel 25 Crafted resources - Mortar shell
    High-explosive shell High-explosive shell Steel 15 + Chemfuel 15 Crafted resources - Mortar shell
    Incendiary shell Incendiary shell Steel 10 + Chemfuel 20 Crafted resources - Mortar shell
    Smoke shell Smoke shell Steel 25 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
    Breach axe Breach axe Stuff 50 (Metallic, 500 for SMVs) Equipment - Weapons
    Chain shotgun Chain shotgun Steel 70 + Component 5 Equipment - Weapons
    Club Club Stuff 40 (Metallic/Woody/Stony, 400 for SMVs) Equipment - Weapons
    EMP grenades EMP grenades Steel 20 + Component 6 Equipment - Weapons
    EMP launcher EMP launcher Steel 75 + Component 8 Equipment - Weapons
    Frag grenades Frag grenades Steel 20 + Chemfuel 80 Equipment - Weapons
    Gladius Gladius Stuff 50 (Metallic/Woody, 500 for SMVs) Equipment - Weapons
    Heavy SMG Heavy SMG Steel 75 + Component 4 Equipment - Weapons
    Ikwa Ikwa Stuff 50 (Metallic/Woody, 500 for SMVs) Equipment - Weapons
    Incendiary launcher Incendiary launcher Steel 75 + Component 4 Equipment - Weapons
    Knife Knife Stuff 30 (Metallic, 300 for SMVs) Equipment - Weapons
    LMG LMG Steel 75 + Component 5 Equipment - Weapons
    Longsword Longsword Stuff 100 (Metallic/Woody, 1000 for SMVs) Equipment - Weapons
    Mace Mace Stuff 50 (Metallic/Woody, 500 for SMVs) 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
    Spear Spear Stuff 75 (Metallic/Woody, 750 for SMVs) Equipment - Weapons
    Concrete Concrete Steel 1 Floor
    Paved tile Paved tile Steel 2 Floor
    Steel tile Steel tile Steel 7 Floor
    Sterile tile Sterile tile Steel 3 + Silver 12 Floor
    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
    Plate armor Plate armor Stuff 170 (Metallic/Woody, 1700 for SMVs) Gear - Armor
    Simple helmet Simple helmet Stuff 40 (Metallic, 400 for SMVs) 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)
    Holding platform Holding platform Content added by the Anomaly DLC Steel 40 Building - Anomaly (Buildings)
    Serum lab Serum lab Content added by the Anomaly DLC Shard 1 + Component 2 + Bioferrite 80 + Steel 100 Building - Anomaly (Buildings)
    Shard inhibitor Shard inhibitor Content added by the Anomaly DLC Steel 15 + Shard 1 Building - Anomaly (Buildings)
    Sleep suppressor Sleep suppressor Content added by the Anomaly DLC Shard 1 + Bioferrite 100 + Steel 25 Building - Anomaly (Buildings)
    Bioferrite generator Bioferrite generator Content added by the Anomaly DLC Steel 50 + Bioferrite 100 + Component 4 + Shard 1 Building - Power
    Tactical turret Tactical turret Content added by the Anomaly DLC Steel 40 Building - Security
    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
    Turret pack Turret pack Content added by the Anomaly DLC Steel 70 + Component 2 Gear - Utility
    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)
    Mechband dish Mechband dish Content added by the Biotech DLC Steel 75 + Plasteel 25 + Advanced component 2 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)
    Wastepack atomizer Wastepack atomizer Content added by the Biotech DLC Steel 200 + Plasteel 50 + Nano structuring chip 1 Building - Biotech (Buildings)
    Baby decoration Baby decoration Content added by the Biotech DLC Stuff 60 (Woody/Stony/Metallic, 600 for SMVs) Building - Furniture
    Crib Crib Content added by the Biotech DLC Stuff 25 (Woody/Stony/Metallic, 250 for SMVs) Building - Furniture
    School desk School desk Content added by the Biotech DLC Stuff 30 (Woody/Stony/Metallic, 300 for SMVs) Building - Furniture
    Toy box Toy box Content added by the Biotech DLC Stuff 80 (Woody/Stony/Metallic, 800 for SMVs) Building - Furniture
    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 shell Tox shell Content added by the Biotech DLC Steel 10 + Chemfuel 10 Crafted resources - Mortar shell
    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
    Kid helmet Kid helmet Content added by the Biotech DLC Stuff 20 (Metallic, 200 for SMVs) 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
    Gas mask Gas mask Content added by the Biotech DLC Steel 20 + Chemfuel 20 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
    Agrihand Agrihand Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Centurion Centurion Content added by the Biotech DLC Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 Mechanoid
    Cleansweeper Cleansweeper Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Constructoid Constructoid Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Diabolus Diabolus Content added by the Biotech DLC Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 Mechanoid
    Fabricor Fabricor Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Lifter Lifter Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Militor Militor Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Paramedic Paramedic Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Scorcher Scorcher Content added by the Biotech DLC Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 Mechanoid
    Tunneler Tunneler Content added by the Biotech DLC Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    War queen War queen Content added by the Biotech DLC Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 Mechanoid
    War urchin War urchin Content added by the Biotech DLC Steel 25 Mechanoid
    Terror sculpture Terror sculpture Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) Art
    Spikecore floor-star (broad) Spikecore floor-star (broad) Content added by the Ideology DLC Steel 150 Building - Floor
    Spikecore floor-star (medium) Spikecore floor-star (medium) Content added by the Ideology DLC Steel 100 Building - Floor
    Bonsai pot Bonsai pot Content added by the Ideology DLC Stuff 24 (Metallic/Woody/Stony, 240 for SMVs) Building - Furniture
    Darklight brazier Darklight brazier Content added by the Royalty DLCContent added by the Ideology DLC Stuff 50 (Metallic/Stony, 500 for SMVs) Building - Furniture
    Slab bed Slab bed Content added by the Ideology DLC Stuff 30 (Metallic/Woody/Stony, 300 for SMVs) Building - Furniture
    Slab double bed Slab double bed Content added by the Ideology DLC Stuff 85 (Metallic/Woody/Stony, 850 for SMVs) Building - Furniture
    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)
    Christmas tree Christmas tree Content added by the Ideology DLC Wood 70 + Steel 20 Building - Ideology (Buildings)
    Gibbet cage Gibbet cage Content added by the Ideology DLC Stuff 60 (Metallic, 600 for SMVs) Building - Ideology (Buildings)
    Grand altar Grand altar Content added by the Ideology DLC Stuff 300 (Metallic/Woody/Stony, 3000 for SMVs) Building - Ideology (Buildings)
    Ideogram Ideogram Content added by the Ideology DLC Steel 50 Building - Ideology (Buildings)
    Large altar Large altar Content added by the Ideology DLC Stuff 200 (Metallic/Woody/Stony, 2000 for SMVs) Building - Ideology (Buildings)
    Lectern Lectern Content added by the Ideology DLC Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) 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)
    Medium altar Medium altar Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) Building - Ideology (Buildings)
    Neural supercharger Neural supercharger Content added by the Ideology DLC Steel 50 + Component 4 Building - Ideology (Buildings)
    Pew Pew Content added by the Ideology DLC Stuff 100 (Metallic/Woody/Stony, 1000 for SMVs) Building - Ideology (Buildings)
    Reliquary Reliquary Content added by the Ideology DLC Stuff 300 (Metallic/Stony, 3000 for SMVs) + Gold 75 Building - Ideology (Buildings)
    Skullspike Skullspike Content added by the Ideology DLC Stuff 25 (Woody/Metallic, 250 for SMVs) + Skull 1 Building - Ideology (Buildings)
    Sleep accelerator Sleep accelerator Content added by the Ideology DLC Steel 50 + Component 5 Building - Ideology (Buildings)
    Small altar Small altar Content added by the Ideology DLC Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) Building - Ideology (Buildings)
    Styling station Styling station Content added by the Ideology DLC Stuff 80 (Metallic/Woody, 800 for SMVs) + Steel 30 Building - Ideology (Buildings)
    Hex tile Hex tile Content added by the Ideology DLC Steel 12 Floor
    Spikecore plates Spikecore plates Content added by the Ideology DLC Steel 12 Floor
    Slave collar Slave collar Content added by the Ideology DLC Stuff 25 (Metallic/Leathery, 250 for SMVs) Gear - Clothing
    Slicecap Slicecap Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SMVs) Gear - Clothing
    Torture crown Torture crown Content added by the Ideology DLC Stuff 25 (Metallic/Woody, 250 for SMVs) Gear - Clothing
    Visage mask Visage mask Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SMVs) Gear - Clothing
    Brazier Brazier Content added by the Royalty DLC Stuff 50 (Metallic/Stony, 500 for SMVs) Building - Furniture
    Grand meditation throne Grand meditation throne Content added by the Royalty DLC Stuff 300 (Metallic/Stony, 3000 for SMVs) + Gold 75 Building - Furniture
    Meditation throne Meditation throne Content added by the Royalty DLC Stuff 125 (Metallic/Woody/Stony, 1250 for SMVs) Building - Furniture
    Large nature shrine Large nature shrine Content added by the Royalty DLC Stuff 300 (Metallic/Woody/Stony, 3000 for SMVs) Building - Misc
    Ship landing beacon Ship landing beacon Content added by the Royalty DLC Steel 40 + Component 1 Building - Misc
    Small nature shrine Small nature shrine Content added by the Royalty DLC Stuff 150 (Metallic/Woody/Stony, 1500 for SMVs) Building - Misc
    Piano Piano Content added by the Royalty DLC Steel 120 + Wood 220 Building - Recreation
    Axe Axe Content added by the Royalty DLC Stuff 50 (Metallic/Woody, 500 for SMVs) Equipment - Weapons
    Warhammer Warhammer Content added by the Royalty DLC Stuff 150 (Metallic/Woody, 1500 for SMVs) Equipment - Weapons
    Grenadier armor Grenadier armor Content added by the Royalty DLC Plasteel 100 + Uranium 20 + Advanced component 4 + Steel 75 + Component 4 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
    Coronet Coronet Content added by the Royalty DLC Stuff 50 (Metallic, 500 for SMVs) Gear - Clothing
    Crown Crown Content added by the Royalty DLC Stuff 75 (Metallic, 750 for SMVs) Gear - Clothing
    Stellic crown Stellic crown Content added by the Royalty DLC Stuff 85 (Metallic, 850 for SMVs) Gear - Clothing
    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
  • 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)
    • Pit gate farming. Content added by the Anomaly DLC Pit gates can be summoned with the use of void rituals. The undercaves of the pit gates tend to have deposits of steel, among other possible ore spawns.

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