How to Get Components in RimWorld (1.6/Odyssey) — Def‑Backed Planner & One‑Screen Tool
Stop Running Out of Components in RimWorld 1.6/Odyssey — how to get components rimworld
Stop Running Out of Components in RimWorld 1.6/Odyssey
Need comps fast? Mine compacted machinery, deconstruct ship chunks, buy every component, then scan with the LRMS.
Numbers on this page are derived from local game data at /game (1.6.4633 rev1266).
| Source | Yield | Time Cost | Risks |
|---|---|---|---|
|
Compacted Machinery
|
2 per tile | Mining time | Cave-ins, insects |
|
Ship Chunks
|
5–6 + 20 steel | Deconstruction | Enemies |
|
Fabrication Bench
|
1 per 12 steel | Crafting time | Power, steel |
|
LRMS Sites
|
~110–156 | Travel & mine | Ambushes |
|
Traders
|
5–30 per visit | Silver & trade | High prices |
Day-1 spike: compacted machinery + ship chunks can unlock power, comms, and early defenses.
Treat components like medicine: indoors, close to benches, and never left in the rain.
- Make Component (FabricationBench)
- Do until 120, pause at 80
- 12 steel, 5,000 work ticks
- LRMS Site: ~110–156 components
- Delivery: Pods / Shuttle / Gravship
- Rule: haul first, fight second (when possible)
- ABC: Always Buy Components
- Keep silver ready (sell sculptures/drugs/textiles)
- Negotiator with high Social + clean Talking/Hearing
Quick solution route (by colony age)
If you’re dry right now: mine visible compacted machinery, deconstruct every ship chunk, buy components from every trader, then pivot to a fabrication bench bill + LRMS deposit runs.
Early (day 1–15)
- Mine compacted machinery you can see (2 comps/tile).
- Deconstruct Ship chunks as they land (≈20 steel + 5–6 comps).
- Buy components. Keep a silver reserve ready.
- Store components indoors to avoid deterioration.
Mid (day 15–60)
- Build FabricationBench (true gate: 2 advanced comps).
- Run a permanent Do until X component bill.
- Deep drill steel if your map is tapped out.
- Research and place LongRangeMineralScanner.
Late (day 60+)
- Keep LRMS staffed: mean 4 days, guaranteed 8 days to a find.
- Do fast extraction runs (pods/shuttles/gravship).
- Keep buying: components are a bottleneck forever.
- Start buffering advanced components for big projects.
Component Planner (def-backed)
Use the exact Core 1.6 numbers: compacted machinery yield, ship chunk salvage math, and the fabrication recipe (12 steel + 5,000 work per component).
Compacted machinery yield
Ship chunk salvage (deconstruct)
Fabricate components (bench)
LRMS: component lump math (Core defs)
LRMS uses quest script LongRangeMineralScannerLump and spawns a site with tag PreciousLump.
The lump generator uses a total value range, so the component count is derived from market value and mineable yield.
Quick packing list
+- 1–2 miners + escort (or mechanitor + tunnellers)
+- Bedrolls + food + medicine
+- If podding: PodLauncher + TransportPods + chemfuel
+- Mine → stockpile edge → load pods/shuttle/gravship ASAP
Copyable bills (safe defaults)
Bill: Make Component (Make_ComponentIndustrial)
+- Do until: 120
+- Pause when satisfied: ON (unpause at 80)
+- Ingredients: Steel only
+- Crafters: Crafting 8+
+- Notes: keep steel stockpile near the bench
Bill: Make Advanced Component (Make_ComponentSpacer)
+- Do until: 16
+- Pause when satisfied: ON (unpause at 8)
+- Notes: gold/plasteel often become the real bottleneck
Troubleshooting (when you’re dry)
No compacted machinery visible?
+- Mine mountain edges / small hills (3–6 tile veins)
+- If the map is tapped: pivot to fabrication + trade
+- If you need a big refill: run LRMS component sites (pods/shuttle/gravship)
No components at all (grid stalled)?
+- Deconstruct ship chunks first (fastest spike)
+- Buy every component from every trader
+- Temporarily pause component-heavy builds (turrets, batteries, luxuries)
Game code facts (from /game)
These are the exact Core XML files and fields used for the numbers on this page.
| What | Value | Where it comes from |
|---|---|---|
| Compacted machinery | 2 components per tile; vein size 3–6 tiles | /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Natural.xml → ThingDef MineableComponentsIndustrial (mineableYield, mineableScatterLumpSizeRange) |
| Ship chunk | costList: 11 components, 40 steel → ~20 steel + 5–6 components on deconstruct | /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Exotic.xml → ThingDef ShipChunk (costList) |
| Make component recipe | 12 steel; 5,000 work; Crafting 8 | /game/Data/Core/Defs/RecipeDefs/Recipes_Production.xml → RecipeDef Make_ComponentIndustrial (ingredients, workAmount, skillRequirements) |
| Fabrication bench | 200 steel, 12 components, 2 advanced comps; 250W | /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml → ThingDef FabricationBench (costList, basePowerConsumption) |
| Long-range mineral scanner | 200 steel, 6 components, 2 advanced comps; 700W; mean 4d / guaranteed 8d | /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Misc.xml → ThingDef LongRangeMineralScanner (costList, basePowerConsumption, scanFindMtbDays, scanFindGuaranteedDays) |
| LRMS site generator | PreciousLump total value range 3,500–5,000; includes components mineable |
/game/Data/Core/Defs/Sites/Parts/PreciousLump.xml → GenStepDef PreciousLump (totalValueRange, mineables) |
| LRMS quest script ties | Spawns site parts by tag PreciousLump (and threat tag) |
/game/Data/Core/Defs/QuestScriptDefs/Script_LongRangeMineralScannerLump.xml → QuestScriptDef LongRangeMineralScannerLump (GetSitePartDefsByTagsAndFaction) |
| Component stats | Market value 32; mass 0.6 kg; stack limit 50 | /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Manufactured.xml → ThingDef ComponentIndustrial (MarketValue, Mass, stackLimit) |
| Steel stats | Market value 1.9; mass 0.5 kg | /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Stuff.xml → ThingDef Steel (MarketValue, Mass) |
| Pod launcher + Transport pod | Launcher: 50 steel + 1 comp; Pod: 60 steel + 1 comp | /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Misc.xml → ThingDef PodLauncher, ThingDef TransportPod (costList) |
1.6/Odyssey patch timeline (workflow context)
These dates are workflow context. All numbers on this page are derived from local Core defs at /game (1.6.4633 rev1266).
2025-06-11 Odyssey + 1.6 announcement (unstable branch)
2025-07-11 Odyssey DLC + RimWorld 1.6 release
2025-08-28 1.6.4566 (gravship / shuttle QoL)
2025-11-01 1.6.4630 (additional fixes)
2026-02-24 Local Core defs snapshot used by this page (1.6.4633 rev1266)