Electric smelter

The electric smelter is a production building used to extract steel from steel slag chunks and metal weapons and armor. Colonists assigned to crafting will make use of it.
== Acquisition ==
== Summary ==
=== Power consumption ===
Electric smelters are placed on the ground and require 700 W of power. The smelter has gizmos for designating toggle power and reconnecting the power supply between circuits just like many other electric appliances, to aid in managing its high power needs.
=== Light and heat ===
While powered, smelters output light in a 6 tile radius; the nearest tiles are above 30% light level and considered "lit", negating the work speed penalty from darkness. Smelters also produce heat per second while in process of smelting things (which is about half of the output of one heater). No heat is produced when idle, even if powered on.
=== Bills ===
Powered electric smelters can convert steel slag chunks, metal weapons, and metallic armor pieces into usable metal. All bills are affected by smelting speed which is not affected by any skill but can be increased by manipulation and global work speed.
==== Smelt metal from slag ====
Steel slag chunks can be melted into 15 steel after of work (modified by the smelting speed of the crafter).
==== Smelt weapon ====
Metallic weapons can be smelted to return 25% of the materials used to craft them, excluding any components or advanced components, after of work (modified by the smelting speed of the crafter). Smelting will produce the same amount of materials, regardless of quality, hit points or biocoding. 
==== Smelt apparel ====
Metallic apparel can be smelted to return 25% of the materials used to craft them, excluding any components, advanced components, or chemfuel, after of work (modified by the smelting speed of the crafter). Smelting will produce the same amount of materials, regardless of quality, hit points or tainting. 
==== Destroy weapon ====
Weapons can be destroyed after of work (modified by the smelting speed of the crafter). This works for smeltable and non-smeltable weapons alike, however no materials are returned. A similar bill is also available for the electric crematorium and campfire.
==== Destroy apparel ====
Weapons can be destroyed after of work (modified by the smelting speed of the crafter). This works for smeltable and non-smeltable apparel alike, however no materials are returned. A similar bill is also available for the electric crematorium and campfire.
== Analysis ==
=== Non-smeltable and unsellable items ===
Destroying apparel and weapons with the electric smelter is rarely worth it. For starters smeltable items can be smelted into useful materials and unless serious wealth management is enforced, sellable items can be sold for profit.
Which pretty much only leaves non-smeltable tainted apparel that needs to be destroyed. Burning them at an electric crematorium or even a campfire is much faster, however. Additionally there are two methods to get rid of unwanted items, that might require even less work:
# Creating a caravan and dropping items on the world map.
# Letting them deteriorate outside, unroofed or – even faster – in water.
=== Smeltable but unsellable items ===
The smelt metal from slag, smelt apparel and smelt weapon are undoubtedly useful for turning steel slag chunks, smeltable tainted apparel and smeltable biocoded weapons respectively, into useful materials, since they are all outright unsellable.
=== Smeltable and sellable items ===
For items that can both be sold and smelted, the table below describes the sales value (excluding the pawns Trade Price Improvement but including the Sell Price Multiplier of the item) of the items at each quality, alongside the sales value of the raw resources that can be attained by smelting. Items that can be made of different kinds of stuff do not have data. In parenthesis are the hit point percentages at which the item's sales value is equal to that of the raw resources. Never means the sales value of the item is never as high as the sales value of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so if you would otherwise have to buy the resources you would get from smelting, it would be better to smelt the items more often than not.
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.
==== Weapons ====
Name	Material	Material Return(on average)	Material Value	Awful Sale Value	Poor Sale Value	Normal Sale Value	Good Sale Value	Excellent Sale Value	Masterwork Sale Value	Legendary Sale Value
==== Apparel ====
Name	Material	Material Return(on average)	Material Value	Awful Sale Value	Poor Sale Value	Normal Sale Value	Good Sale Value	Excellent Sale Value	Masterwork Sale Value	Legendary Sale Value
== Version history ==
* 0.4.460 - Added as Slag Refinery
* 1.3.3087 - Pawns no longer smelt relics , to avoid accidental mishaps.
* 1.4.3523 - Smelted armor no longer returns chemfuel. Fix: Some apparel is smeltable when it would not give anything for smelting.
* 1.4.3641 - Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor) 
Category:Production Category:Resource Production