How to Get Plasteel in RimWorld — Every Source, Scanner Math & Budget Planner
If you searched how to get plasteel rimworld: buy from the next orbital trader, mine any visible compacted plasteel, and push toward a ground-penetrating scanner + deep drill or a long-range mineral scanner for steady supply.
This page uses RimWorld 1.6.4633 Core defs. Every number below is pulled from game XML files.
Emergency Plasteel Triage
Do this right now if your project is stalled:
- Search the map for compacted plasteel — mark every reachable vein.
- Pause low-priority plasteel builds before they consume the last stack.
- Check orbital and settlement trade options before spending a week on research.
- Shred eligible mechanoid corpses after raids instead of letting them rot.
- If scanner tech already exists, activate the route you have.
- Spend the next batch only on bottleneck projects that unlock progress.
Orbital bulk goods and exotic goods traders carry 100-400 plasteel each. That single trade can solve most mid-game shortages instantly.
Fastest Routes by ETA
| Method | ETA | Reliability |
|---|---|---|
| Mine visible vein | Immediate | High (if map has it) |
| Orbital trader | Immediate | Very high |
| Shred mech corpses | Immediate | Medium |
| Settlement trade | Short | High |
| Ground scanner + drill | Medium | Very high (long-term) |
| Long-range scanner | Medium | High & targeted |
| Odyssey asteroids | Medium | Medium-high |
Plasteel is not fancy steel
Treat it like aircraft fuel — spend only on projects that unlock real progress. Ship parts, critical bionics, and key research upgrades deserve it first.
Every Vanilla Way to Get Plasteel (1.6 Core Defs)
| Source | Speed | Control | Tech Required | Typical Yield | Best For |
|---|---|---|---|---|---|
| Compacted plasteel (surface mining) | Fast | Low-Med | None | 40/tile, veins of 2-8 tiles = 80-320 | Early game, mountain maps |
| Orbital trade (bulk/exotic goods) | Fast | High | Comms + beacon | 100-400 per trader | Mid-late game emergencies |
| Settlement / caravan trade | Medium | High | Travel ability | Up to ~200 | Early-mid game buying |
| Ground scanner + deep drill | Medium start | Medium | Research + 700W + 200W | ~2,100 avg per deposit | Settled base steady income |
| Long-range mineral scanner | Medium | High | Research + 700W + travel | 400-600 per site | Targeted refills |
| Mechanoid shredding | Fast (post-fight) | Low | Machining research | 10-20 per corpse | Passive supplement |
| Quest rewards | Variable | Low | Colony strength | Varies widely | Opportunistic bonus |
| Odyssey asteroids | Medium | Medium | Odyssey DLC + travel | Variable (pockets, not solid) | Late-game orbital economies |
| Anomaly Transmute steel | Variable | Low | Anomaly DLC | Random output | Niche support only |
Myth busted: Normal ship chunks give steel + components, not plasteel. Odyssey mechanoid ship chunks give steel + gravlite panels — also no plasteel.
Plasteel Material Properties (Core Def)
Scanner Comparison (Core Defs)
| Attribute | Ground-Penetrating Scanner | Long-Range Mineral Scanner |
|---|---|---|
| What it does | Creates local underground deposits on home map | Finds targeted remote deposits 6-25 tiles away |
| Build cost | 150 steel + 4 components + 1 adv. component | 200 steel + 6 components + 2 adv. components |
| Work to build | 12,000 ticks | 10,000 ticks |
| Power | 700W | 700W |
| Roof rule | Must remain unroofed | Must remain unroofed |
| Mean scan time | 3 days | 4 days (any resource) |
| Max scan time (guaranteed find) | 6 days | 8 days |
| Scan speed stat | ResearchSpeed | ResearchSpeed |
| Plasteel control | Medium — resource is randomized | High — can target plasteel specifically |
| Typical plasteel yield | ~2,100 avg per deposit (300/cell) | 400-600 per remote site |
| Travel required | No | Yes (caravan/shuttle) |
| Site expiry | N/A | 30 days if not entered |
| Sea ice | Blocked in 1.6 | Works (need travel) |
| Research prereq | GroundPenetratingScanner | LongRangeMineralScanner |
Scanner Timing Calculator
Estimate how many scans your colony gets per quadrum (15 days).
Deep Drill Yield Calculator
Estimate plasteel from a scanned deep deposit.
Deep Drill (Core Def)
Pro tip: Both scanners use ResearchSpeed as their scan stat. Your best researcher doubles as your best prospector — protect their schedule.
Mechanoid Shredding Yield (Core Defs)
Shred mechanoid corpses at a machining table or crafting spot. These are the plasteel-yielding mechanoids:
| Mechanoid | Steel | Plasteel | Total Value (plasteel only) | Difficulty |
|---|---|---|---|---|
| Centipede | 30 | 10 | 90 silver | Heavy combatant |
| Tunneler | 30 | 10 | 90 silver | Burrower |
| Termite | 30 | 10 | 90 silver | Breacher |
| Diabolus | 40 | 20 | 180 silver | Boss-tier |
| Centurion | 40 | 20 | 180 silver | Late-game |
| War Queen | 40 | 20 | 180 silver | Boss-tier |
Important: Lancers, scythers, and pikemen do NOT yield plasteel — only slag chunks (steel). Focus salvage on the heavy mechanoids above.
Post-Raid Salvage Calculator
Salvage Discipline
Make salvage automatic
- Set a "Do until you have X" bill for shredding at the machining table.
- Haul mech corpses to a dedicated dump zone near the table.
- 10-20 plasteel per fight adds up — 5 centipede fights = 50 free plasteel.
- Do not let corpses rot outdoors while you rebuild.
Zero plasteel myths
- Normal ship chunks = steel + components (no plasteel)
- Odyssey mech ship chunks = steel + gravlite panels (no plasteel)
- Lancers, scythers, pikemen = slag only (no plasteel)
Plasteel Budget Planner
Enter your planned projects to see if current supply + income can cover them.
Trade Value Calculator
How much silver to buy the plasteel you need?
Traders typically charge ~1.4x-1.8x base value. The calculator uses your negotiation factor applied to a 1.5x base markup estimate.
Spending Priority
| Priority | Spend On |
|---|---|
| Highest | Ship parts, key research upgrades, critical bionics |
| High | Combat gear upgrades, key work-speed improvements |
| Medium | Nice bench upgrades, backup advanced gear |
| Low | Vanity builds, duplicate luxury equipment |
What Should Your Colony Do Right Now?
Pick the colony state that matches yours. Each card gives concrete actions.
State 1: Early colony, no scanners, small visible vein
Do: Mine the vein. Buy from nearest settlement. Keep spending narrow.
Don't: Queue more plasteel recipes than the current haul can support.
State 2: Midgame, decent cash, orbital trade online
Do: Buy what you need first. Use breathing room to build scanner infrastructure.
Don't: Spend the bought batch on vanity work. Build scanners without staffing plans.
State 3: Settled mountain colony, scanner research close
Do: Finish scanner research. Lay out unroofed footprint + power. Plan haul routes.
Don't: Assume visible ore means scanners can wait forever.
State 4: Flat map, strong caravan, long-range scanner ready
Do: Use long-range scanner for plasteel spikes. Plan carrying capacity first.
Don't: Romanticize every site as mandatory. Send undersized teams.
State 5: Sea ice or extreme biome (1.6)
Do: Buy aggressively. Treat quests as serious opportunities. Lean on Odyssey travel if available.
Don't: Follow outdated advice about sea-ice ground scanning (blocked in 1.6).
State 6: Odyssey colony with functioning shuttles
Do: Compare asteroids, settlements, and traders as one travel menu. Pick best yield/downtime ratio.
Don't: Chase orbit because it feels advanced. Assume every asteroid is rich.
Biome Strategy Summary
| Map Type | Best First Answer | Best Long-Term | Main Trap |
|---|---|---|---|
| Mountain / Large hills | Visible compacted plasteel | Ground scanner + deep drill | Overdigging unsafe tunnels |
| Flat temperate | Settlement trade + long-range scanner | Long-range scanner + orbital trade | Waiting for ore that may not exist |
| Boreal / Tundra | Trade + long-range scanner | Ground scanner if colony settles deep | Travel weather and seasonal drag |
| Desert / Arid | Trade + targeted scanner | Any route power and travel support | Assuming poor plants = poor trade |
| Sea ice | Trade, quests, Odyssey | Orbital trade or long-range scanner | Ground scanner is blocked in 1.6 |
| Odyssey mobile | Settlement loops + asteroids | Odyssey mobility stack | Overvaluing asteroids as jackpots |
Common Mistakes
- Researching appetite before supply
- Refusing to buy because silver "feels more real"
- Ignoring small visible veins
- Building scanners without the workflow around them
- Not planning hauling for long-range sites
- Letting mech salvage rot in the field
- Spending plasteel like it is fancy steel
- Following old sea-ice scanner advice
- Overrating Odyssey asteroids
- Not deciding what plasteel is for before acquiring it
Core Def Sources
Exact files from RimWorld 1.6 that define the numbers on this page:
ThingDefs_Items/Items_Resource_Stuff.xml
ThingDef Plasteel:
marketValue = 9
mass = 0.25
StuffPower_Armor_Sharp = 1.14
StuffPower_Armor_Blunt = 0.55
StuffPower_Armor_Heat = 0.65
MaxHitPointsFactor = 2.8
Flammability = 0
WorkToMakeFactor = 2.2
commonalityMultiplier = 0.05
deepCommonality = 1, deepCountPerPortion = 10
ThingDefs_Buildings/Buildings_Natural.xml
ThingDef MineablePlasteel:
maxHitPoints = 8000
mineableYield = 40
mineableScatterCommonality = 0.05
mineableScatterLumpSizeRange = 2~8
ThingDefs_Buildings/Buildings_Misc.xml
ThingDef GroundPenetratingScanner:
costList: Steel 150, ComponentIndustrial 4, ComponentSpacer 1
basePowerConsumption = 700
scanFindMtbDays = 3
scanFindGuaranteedDays = 6
scanSpeedStat = ResearchSpeed
ThingDef LongRangeMineralScanner:
costList: Steel 200, ComponentIndustrial 6, ComponentSpacer 2
basePowerConsumption = 700
scanFindMtbDays = 4
scanFindGuaranteedDays = 8
scanSpeedStat = ResearchSpeed
ThingDefs_Buildings/Buildings_Production.xml
ThingDef DeepDrill:
costList: Steel 100, ComponentIndustrial 2
basePowerConsumption = 200
researchPrerequisites: DeepDrilling
constructionSkillPrerequisite = 4
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Related Guides
Useful Mods
| Mod | What It Changes |
|---|---|
| Better Ground Scanner | Target specific underground resources |
| Craftable Plasteel 1.6 | Direct plasteel recipes at workbenches |
| Rimefeller | Oil-to-industry pipeline for plasteel |
| Asteroid Mineral Scanner | Targeted orbital asteroid hunts |
All mods listed are clearly non-vanilla. The rest of this page covers only base game + official DLC behavior.











