How To Make Plasteel Rimworld
They also need at least 10 crafting to turn the leaf into plasteel at the electric smelting bench. If this is too easy for you (personally I like playing with high difficulty, so it balances out as I need the plasteel and even more advanced resources to deal with powerful invasions), then try cupro pandas quarry mod. The Vegetable Garden Mod adds a great deal of content to RimWorld, making it way more interesting when it comes to gardening and cooking. If you’re into cooking, you’re gonna love this mod. If not, the amounts of new recipes to cook might seem a little overwhelming. Pawns with a crafting skill level of 8 or higher can make components (even advanced components) at the fabrication bench for 12 steel and 5,000 ticks of in-game time (83.3 seconds). This will probably be your go-to method in late-game Rimworld. All the ship chunks that spawned will have been deconstructed and all the compacted machinery mined. 8 Ways to get Plasteel in Rimworld 1. Smelt the Starting Knife. The first choice of getting some plasteel is to smelt the starting knife - you won’t get much out of it, but it is something anyway. Buld a Long Range Scanner. Building this thing allows your scientists to search for some plasteel chunk. Rimworld provides endless replayability on its own.The Steam Workshop and modding community provide even more with their endless stream of creative ideas. One of the things you can find on the Steam Workshop are different scenarios players have come up with and made available for other players.
Plasteel is a rare material that exists in a form of mountain veins, and it is quite difficult to be found on a map - you may get one such vein on a large map, though.
But often, when you find such a vein it should have a large deposit of the material; the same with deep drilling. Once you discover a large deposit, it can cover almost all your needs (turrets, space ship).
8 Ways to get Plasteel in Rimworld
1. Smelt the Starting Knife
The first choice of getting some plasteel is to smelt the starting knife - you won’t get much out of it, but it is something anyway.
2. Buld a Long Range Scanner
Building this thing allows your scientists to search for some plasteel chunk. The chunk will probably be guarded, but since it is very light, you will be able to bring the whole thing to your base.
So once you discover it, send a mining party - a single deposit can have around 1000-2000 of plasteel.
Long range scanner is one of the most efficient ways to get plasteel. It usually takes around 8-9 days to find a plasteel meteorite that will give you around 300-500 of the material.
To set up a mining camp will take another 3 days, so it all takes around 11 days, and in the end you will be getting 27-45 plasteel per day.
3. Deep Drilling
You can try finding a plasteel vein with deep drilling, but the downside is that deep drills can spawn mini-infestations. Of course, the drilling in the open shouldn’t give you much headache, but if done inside the base, it may not be very pleasant. If you happen to discover a deposit near your turrets, that may relieve your from some pain.
The benefit of deep drilling is that it is a consistent way of getting plasteel: you will be getting about 7 plasteel per “cycle” (depending on mining skill), and there are around 4 cycles per day. So with this method you will have about 14 units of this material per day. And deep drilling is easier to manage than the long range scanner.
4. Mechanoid Raid
If you have a disassemble table, you can wait for a mechanoid raid or provoke it, and then disassemble them to get some plasteel. While provoking mechanoids in ancient dangers is probably not the most efficient way to achieve your goal, it this quite funny nonetheless.
5. Caravan
Yet another way is to make a caravan to a friendly colony for trading (but not a tribal one). Actually, this can be quite effective - not only for plasteel, but for uranium and gold as well.
To give you an example, with a month’s caravan journey with enough pack beasts you can bring back over 1000 of each of these materials.
6. Mining Colony
You can establish a new colony dedicated solely for mining. For that you will need to enable multiple colonies in the options menu. But keep in mind that abandoning it afterwards will turn it into an obstacle.
7. Trading
Also sometimes there are trade ships that pass by your place, and they often have some plasteel for trade. Trading with a spaceship would be the best choice, but bulk good traders might also have some.
Trading can bring home a few hundreds of the material, but it might be expensive and your economy should be good enough for a successful trading, so probably, this method can become more useful later in the game.
For trading you can sell slaves, clothes, or even make some stuff solely for this purpose, like human leather dusters, various drugs, or even wooden grand sculptures. If you scale it nicely, you will get lots of the material and gold.
8. Rimworld Dev Mode
Ultimately, just try using a dev mode to spawn in some plasteel if you are desperate or think that your game has bugged out the whole thing.
Mortar
'Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged.'
- Type
- Structure – Security
- Size
- 2 ˣ 2
- HP
- 180
- Market Value
- 1500
- Beauty
- -60
- Mass
- 30 kg
- Cover Effectiveness
- 40%
- Mode
- Single-shot
- Warm-Up
- 500 ticks (8.33 secs)
- Cooldown
- 1,680 ticks (28 secs)
- Range
- 500 tile(s)
- Minimum Range
- 30 tiles
- Velocity
- 41 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 13 tile(s)
- Resources to make
- 150 + 75 + 6
- Deconstruct yield
- 112 + 56 + 4
- For additional guidance, see Defense structures#Mortars .
The Mortar is a manned stationary siege defense mechanism. It launches 1-round artillery mortar shells at any enemy that enters its 500-tile firing radius, or at a target set by the player. Once an enemy has entered within 30 tiles of the mortar, it will cease fire. The range indicator of mortars is not its actual range, but the size of its blind spot. It cannot fire if covered by a roof. It has a 4-second warmup time, a 28-second cooldown, and a 13-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed, dealing 50 damage.
Loading different shells into it will produce different effects. These shells can be manually extracted from the mortar. Mortars can be set to accept different types of shell. Make sure the shells you need are in an 'allowed' zone for your mortar-operators; a set of shelves works well to store mortar shells.
Mortars require a pawn each to load and fire shells. Their skills have no effect on accuracy, however pawns incapable of violence will refuse to man them. Unlike drafted colonists, mortar personnel do not relieve their position once the battle is over and must be manually unassigned. There is no way to increase mortar accuracy.
Plasteel Az
Enemy sieges typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). Following a siege, it is possible to loot mortars from siege attacks, so long as the enemy builders complete construction, by reinstalling them in your base. Pawns assigned to construction will haul them to their new location.
Image Gallery
Plan grid: Mortar sits between 4 tiles
Manning a mortar
Setting a forced target
Version history
- 0.5.492 - Added as the Incendiary Mortar and Explosive Mortar
- 0.6.532 - EMP mortar added.
- 0.9.722 - Now requires shells to fire.
- Beta 18 - the three types of mortars (Incendiary, EMP and explosive) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the firefoam shell and the antigrain warhead.
- 1.1.2618 - the cost was increased from 100 steel, 50 materials and 4 components.
Rimworld Plasteel Production
- Security
- Barricade • Sandbags • Spike trap
- (research)
- Mini-turret • Autocannon turret • Uranium slug turret • Mortar • IED trap • IED incendiary trap • IED EMP trap • IED firefoam trap • IED smoke trap • IED antigrain warhead trap