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.

Value: 9 silver Mass: 0.25 kg Per vein tile: 40 plasteel Armor sharp: 1.14x Flammability: 0 HP multiplier: 2.8x

Emergency Plasteel Triage

Do this right now if your project is stalled:

  1. Search the map for compacted plasteel — mark every reachable vein.
  2. Pause low-priority plasteel builds before they consume the last stack.
  3. Check orbital and settlement trade options before spending a week on research.
  4. Shred eligible mechanoid corpses after raids instead of letting them rot.
  5. If scanner tech already exists, activate the route you have.
  6. 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.

Emergency workflow: check visible ore and trade first, then build toward scanners for long-term supply.

Fastest Routes by ETA

MethodETAReliability
Mine visible veinImmediateHigh (if map has it)
Orbital traderImmediateVery high
Shred mech corpsesImmediateMedium
Settlement tradeShortHigh
Ground scanner + drillMediumVery high (long-term)
Long-range scannerMediumHigh & targeted
Odyssey asteroidsMediumMedium-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)

PlasteelPlasteel
Ground ScannerGround Scanner
Long-Range ScannerLR Scanner
Deep DrillDeep Drill
Comms ConsoleComms Console
Machining TableMachining Table
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.

Ship ChunkShip Chunk = 0 Plasteel
Slag ChunkSlag Chunk = 0 Plasteel

Plasteel Material Properties (Core Def)

Market Value
9 silver
Mass
0.25 kg
Armor (Sharp)
1.14x
Armor (Blunt)
0.55x
Armor (Heat)
0.65x
Max HP Multiplier
2.8x
Flammability
0 (fireproof)
Work Multiplier
2.2x (slower to craft with)
Crafting Commonality
0.05 (rare)
Deep Mining Yield
10 per portion, lumps 2-10

Scanner Comparison (Core Defs)

Side-by-side: Ground-Penetrating Scanner (local deposits) vs Long-Range Mineral Scanner (targeted remote sites).
Attribute Ground-Penetrating Scanner Long-Range Mineral Scanner
What it doesCreates local underground deposits on home mapFinds targeted remote deposits 6-25 tiles away
Build cost150 steel + 4 components + 1 adv. component200 steel + 6 components + 2 adv. components
Work to build12,000 ticks10,000 ticks
Power700W700W
Roof ruleMust remain unroofedMust remain unroofed
Mean scan time3 days4 days (any resource)
Max scan time (guaranteed find)6 days8 days
Scan speed statResearchSpeedResearchSpeed
Plasteel controlMedium — resource is randomizedHigh — can target plasteel specifically
Typical plasteel yield~2,100 avg per deposit (300/cell)400-600 per remote site
Travel requiredNoYes (caravan/shuttle)
Site expiryN/A30 days if not entered
Sea iceBlocked in 1.6Works (need travel)
Research prereqGroundPenetratingScannerLongRangeMineralScanner

Scanner Timing Calculator

Estimate how many scans your colony gets per quadrum (15 days).

Adjusted mean scan time
Adjusted max scan time
Expected scans in period
If plasteel each time (ground ~33%)

Deep Drill Yield Calculator

Estimate plasteel from a scanned deep deposit.

Base plasteel
After yield modifier
Market value (@ 9 silver each)

Deep Drill (Core Def)

Deep DrillDeep Drill
Steel100 Steel
Component2 Components
Build Cost
100 steel + 2 components
Power
200W
Construction Skill
4 minimum
Research Prereq
DeepDrilling

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:

Machining TableMachining Table
PlasteelPlasteel
SteelSteel
Slag ChunkSlag (no plasteel mechs)
Plasteel yield per mechanoid type. Heavy mechs (centipede, tunneler, termite) = 10 each. Boss-tier (diabolus, centurion, war queen) = 20 each.
MechanoidSteelPlasteelTotal Value (plasteel only)Difficulty
Centipede301090 silverHeavy combatant
Tunneler301090 silverBurrower
Termite301090 silverBreacher
Diabolus4020180 silverBoss-tier
Centurion4020180 silverLate-game
War Queen4020180 silverBoss-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

Total plasteel from shredding
Total steel from shredding
Plasteel market value

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.

Total available (stock + income)
Total project demand
Surplus / Deficit
Verdict

Trade Value Calculator

How much silver to buy the plasteel you need?

Base value (9 silver each)
Estimated buy price (with markup)
Mass to haul

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

Comms ConsoleComms Console
Orbital BeaconTrade Beacon
SilverSilver
PlasteelPlasteel
PrioritySpend On
HighestShip parts, key research upgrades, critical bionics
HighCombat gear upgrades, key work-speed improvements
MediumNice bench upgrades, backup advanced gear
LowVanity 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 TypeBest First AnswerBest Long-TermMain Trap
Mountain / Large hillsVisible compacted plasteelGround scanner + deep drillOverdigging unsafe tunnels
Flat temperateSettlement trade + long-range scannerLong-range scanner + orbital tradeWaiting for ore that may not exist
Boreal / TundraTrade + long-range scannerGround scanner if colony settles deepTravel weather and seasonal drag
Desert / AridTrade + targeted scannerAny route power and travel supportAssuming poor plants = poor trade
Sea iceTrade, quests, OdysseyOrbital trade or long-range scannerGround scanner is blocked in 1.6
Odyssey mobileSettlement loops + asteroidsOdyssey mobility stackOvervaluing 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

PlasteelPlasteel
SteelSteel
ComponentComponent
Adv. ComponentAdv. Component

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

Open in This Site's Wiki

Related Guides

Useful Mods

ModWhat It Changes
Better Ground ScannerTarget specific underground resources
Craftable Plasteel 1.6Direct plasteel recipes at workbenches
RimefellerOil-to-industry pipeline for plasteel
Asteroid Mineral ScannerTargeted orbital asteroid hunts

All mods listed are clearly non-vanilla. The rest of this page covers only base game + official DLC behavior.