Electric smelter
This article is suggested to be rewritten. Reason: Format standardization (Analysis summary split). You can help the RimWorld Wiki by improving it. |
Electric smelter
Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Heavy
- Power
- -700 W
- Light Radius
- 3.44
- Heat Per Second
- 9
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 3,500 ticks (58.33 secs)
- thingCategories
- BuildingsProduction
The Electric smelter is used to extracts steel from steel slag chunks and metal weapons and armor. Colonists assigned to crafting will make use of it. Metallic weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,
Acquisition
It is built with 170 Steel, 2 Components in 3,500 ticks (58.33 secs) after the research Electricity has been completed.
Analysis
Electric smelters produce heat in process of smelting things (amount comparable to output of one heater). No heat is produced when idle, even if powered on.
It outputs light in a 6 tile radius while it is powered on, with the nearest 3.442 tiles being above 50% light level and considered lit. As the the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high qualities and hit points. However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, biocoding or tainting it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.
For an unmodified, healthy pawn, smelting a steel slag chunk takes 400 ticks (6.67 secs) of work, as does destroying items, while smelting a weapon or piece of apparel takes 1,600 ticks (26.67 secs) of work. The Smelting Speed of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased manipulation. Therefore bionic and archotech arms are the primary method of improving smelting rates. Additionally, traits that improve Global Work Speed, such as Industrious are also useful in this regard.
Sell or Smelt
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
The specifics of which items to designate for smelting and which should be kept for sale are still undetermined. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively. Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected.
Name | Material return | Sell Quality^ |
---|---|---|
Steel slag chunk | 15 | N/A |
Gladius | 12 (125*) | ? |
Longsword | 25 (250*) | ? |
Knife | 7 (75*) | ? |
Ikwa | 13 (125*) | ? |
Spear | 19 (188*) | ? |
Mace | 13 (125*) | ? |
Club | 10 (100*) | ? |
Axe | 13 (125*) | ? |
Warhammer | 37 (375*) | ? |
Autopistol | 7 | 79.5(3) |
Revolver | 7 | 81(3) |
Pump shotgun | 15 | 76.3(4) |
Machine pistol | 12 | 73(4) |
Bolt-action rifle | 15 | 88(3); 71.2(4) |
Assault rifle | 15 | 71(2);60.3(3) |
Sniper rifle | 15 | 86(1);67(2);59(3) |
LMG | 19 | 74(3) |
Heavy SMG | 19 | 83(3) |
Frag grenades | 10 | ? |
Molotov cocktails | 10 | ? |
EMP grenades | 10 | ? |
Chain shotgun | 18 | 73.7(3) |
Minigun | 40 | 64.3(3) |
Incendiary launcher | 19 | 85(3) |
EMP launcher | 19 | ? |
Smoke launcher | 19 | ? |
Charge rifle | 13 | ? |
Charge lance | 15 | ? |
Shield belt | 12 + 5 | 66(1);57.5(2);6(3) |
Simple helmet | 10 (100*) | ? |
Flak helmet | 10 (100*) + 2 | ? |
Recon helmet | 8 | ? |
Marine helmet | 10 | ? |
Cataphract helmet | 13 | ? |
Prestige recon helmet | 10 + 3 + 1 | ? |
Prestige marine helmet | 13 + 5 + 2 | ? |
Prestige cataphract helmet | 19 + 12 + 2 | ? |
Plate armor | 43 (425*) | ? |
Flak vest | 15 + 8 | ? |
Flak pants | 15 + 7 | ? |
Flak jacket | 17 + 13 | ? |
Recon armor | 20 + 3 | ? |
Marine armor | 25 + 5 | ? |
Cataphract armor | 37 + 13 | ? |
Prestige recon armor | 25 + 3 + 3 | ? |
Prestige marine armor | 30 + 5 + 3 | ? |
Prestige cataphract armor | 48 + 12 + 4 | ? |
Locust armor | 30 + 3 + 25 | ? |
Grenadier armor | 25 + 5 + 19 | ? |
Phoenix armor | 38 + 12 + 18 + 10 | ? |
Visage mask | 4 | ? |
* return for small materials (gold, silver, uranium)
^ The hit points and quality where sale price for a Social 10 pawn would gain more silver than would be required to buy equivalent amount of materials(3 is normal quality; 7 is legendary). Assuming player sell for 60% of price and buy for 140% price.