Difference between revisions of "Component"
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− | {{ | + | {{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. | ||
− | | | + | | type = Crafted resources |
− | | | + | | type2 = |
− | | | + | | path cost = |
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| stack limit = 50 | | stack limit = 50 | ||
− | | flammability base = | + | | beauty = |
− | | deterioration | + | | flammability = 0.6 |
− | | | + | | marketvalue = 32 |
− | | | + | | mass base = 0.6 |
− | | | + | | hp = 70 |
+ | | deterioration = 2 | ||
+ | | skill 1 = Crafting | ||
+ | | skill 1 level = 8 | ||
+ | | work to make = 5000 | ||
+ | | work speed stat = General Labor Speed | ||
+ | | production facility 1 = Fabrication bench | ||
+ | | resource 1 = Steel | ||
+ | | resource 1 amount = 12 | ||
+ | | 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. | ||
− | + | == Acquisition == | |
+ | {{Acquisition}} | ||
− | + | They can also be obtained by: | |
+ | * [[Mine|Mining]] from [[compacted machinery]]: | ||
+ | ** Distant lumps using the [[long-range mineral scanner]]; each lump yields 100+ | ||
+ | ** Establishing additional "quarry" [[Colony#Multiple colonies|colonies]] to support your primary colony. | ||
+ | * Deconstructing [[ship chunk]]s | ||
+ | * Purchasing them from [[trader]]s | ||
== Ore == | == Ore == | ||
+ | [[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
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
- Stack Limit
- 50
- Mass
- 0.6 kg
- HP
- 70
- Deterioration Rate
- 2
- Flammability
- 60%
Creation
- Skill Required
- Crafting 8
- Work To Make
- 5,000 ticks (1.39 mins)
- Work Speed Stat
- General Labor Speed
- 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:
- Mining from compacted machinery:
- Distant lumps using the long-range mineral scanner; each lump yields 100+
- Establishing additional "quarry" colonies to support your primary colony.
- Deconstructing ship chunks
- Purchasing them from traders
Ore[edit]
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:
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]
- 0.13.1135 - Added.