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).

Component Sources at a Glance
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
Early Game: Mine and Deconstruct
Compacted Machinery Ship Chunk

Day-1 spike: compacted machinery + ship chunks can unlock power, comms, and early defenses.

Stockpile: Store Components Safely
Keep Components Inside Roofed + indoors prevents deterioration

Treat components like medicine: indoors, close to benches, and never left in the rain.

Crafting Setup
  • Make Component (FabricationBench)
  • Do until 120, pause at 80
  • 12 steel, 5,000 work ticks
LRMS Extraction
  • LRMS Site: ~110–156 components
  • Delivery: Pods / Shuttle / Gravship
  • Rule: haul first, fight second (when possible)
Troubleshooting
No Machinery?
Yes Scan with LRMS
Yes Relocate map
No Components?
Yes Trade for comps
Yes Expand drills
Trading Tips
  • 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

Components
Base: 2 per tile, then Mining Yield.
Mass
Components are 0.6 kg each.

Ship chunk salvage (deconstruct)

Steel total
From costList 40 steel, deconstruct returns ~50%.
Components total
From costList 11 comps → 5–6 (rounding).

Fabricate components (bench)

Steel required
Recipe: 12 steel per component.
Work + time
Recipe: 5,000 work ticks each (Crafting 8).

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.

Components per site (range)
Computed from 3,500–5,000 value, 32 MV/component, 2 comps/tile.
Scan cadence
Mean 4d, guaranteed 8d (ResearchSpeed affects chance).
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.xmlThingDef 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.xmlThingDef ShipChunk (costList)
Make component recipe 12 steel; 5,000 work; Crafting 8 /game/Data/Core/Defs/RecipeDefs/Recipes_Production.xmlRecipeDef Make_ComponentIndustrial (ingredients, workAmount, skillRequirements)
Fabrication bench 200 steel, 12 components, 2 advanced comps; 250W /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xmlThingDef 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.xmlThingDef 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.xmlGenStepDef PreciousLump (totalValueRange, mineables)
LRMS quest script ties Spawns site parts by tag PreciousLump (and threat tag) /game/Data/Core/Defs/QuestScriptDefs/Script_LongRangeMineralScannerLump.xmlQuestScriptDef LongRangeMineralScannerLump (GetSitePartDefsByTagsAndFaction)
Component stats Market value 32; mass 0.6 kg; stack limit 50 /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Manufactured.xmlThingDef ComponentIndustrial (MarketValue, Mass, stackLimit)
Steel stats Market value 1.9; mass 0.5 kg /game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Stuff.xmlThingDef 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.xmlThingDef 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)