Electric smelter

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Electric smelter

Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.

Base Stats

Type
BuildingProduction
Market Value
400 Silver [Note]
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)
Resources to make
Steel 170 + Component 2
Deconstruct yield
Steel 85 + Component 1
Destroy yield
Steel 42 - 43 + Component 0 - 1
Technical
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 Steel 170 Steel, Component 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 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 graph shows dependence item sell price multiplier($) from item hit points.

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 Steel 15 N/A
    Gladius Stuff 12 (125*) ?
    Longsword Stuff 25 (250*) ?
    Knife Stuff 7 (75*) ?
    Ikwa Stuff 13 (125*) ?
    Spear Stuff 19 (188*) ?
    Mace Stuff 13 (125*) ?
    Club Stuff 10 (100*) ?
    Axe Stuff 13 (125*) ?
    Warhammer Stuff 37 (375*) ?
    Autopistol Steel 7 79.5(3)
    Revolver Steel 7 81(3)
    Pump shotgun Steel 15 76.3(4)
    Machine pistol Steel 11 73(4)
    Bolt-action rifle Steel 15 88(3); 71.2(4)
    Assault rifle Steel 15 71(2);60.3(3)
    Sniper rifle Steel 15 86(1);67(2);59(3)
    LMG Steel 19 74(3)
    Heavy SMG Steel 19 83(3)
    Frag grenades Steel 10 ?
    Molotov cocktails Steel 10 ?
    EMP grenades Steel 10 ?
    Chain shotgun Steel 18 73.7(3)
    Minigun Steel 40 64.3(3)
    Incendiary launcher Steel 19 85(3)
    EMP launcher Steel 19 ?
    Smoke launcher Steel 19 ?
    Charge rifle Plasteel 13 ?
    Charge lance Plasteel 15 ?
    Shield belt Steel 12 + Plasteel 5 66(1);57.5(2);6(3)
    Simple helmet Stuff 10 (100*) ?
    Flak helmet Stuff 10 (100*) + Plasteel 2 ?
    Recon helmet Plasteel 8 ?
    Marine helmet Plasteel 10 ?
    Cataphract helmet Plasteel 13 ?
    Prestige recon helmet Plasteel 10 + Uranium 3 + Gold 1 ?
    Prestige marine helmet Plasteel 13 + Uranium 5 + Gold 2 ?
    Prestige cataphract helmet Plasteel 19 + Uranium 12 + Gold 2 ?
    Plate armor Stuff 43 (425*) ?
    Flak vest Steel 15 + Cloth 8 ?
    Flak pants Steel 15 + Cloth 7 ?
    Flak jacket Steel 17 + Cloth 13 ?
    Recon armor Plasteel 20 + Uranium 3 ?
    Marine armor Plasteel 25 + Uranium 5 ?
    Cataphract armor Plasteel 37 + Uranium 13 ?
    Prestige recon armor Plasteel 25 + Uranium 3 + Gold 3 ?
    Prestige marine armor Plasteel 30 + Uranium 5 + Gold 3 ?
    Prestige cataphract armor Plasteel 48 + Uranium 12 + Gold 4 ?
    Locust armor Plasteel 30 + Uranium 3 + Chemfuel 25 ?
    Grenadier armor Plasteel 25 + Uranium 5 + Steel 19 ?
    Phoenix armor Plasteel 38 + Uranium 12 + Steel 18 + Chemfuel 10 ?
    Visage mask Stuff 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.