Difference between revisions of "Band node"
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== Summary == | == Summary == | ||
− | + | When tuned to a mechanitor, a band node gives {{+|1}} [[bandwidth]] at the cost of 300 W of power. If the node is turned off, then the bandwidth will be retracted. If bandwidth is reduced below a mechanitor's current bandwidth demand, then any unsupported mechs will enter the Uncontrolled state. After 24 hours of being Uncontrolled, mechs have a chance of going feral and permanently leaving the player. | |
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− | + | Band nodes start untuned. When untuned, you can tune the node to any present mechanitor in {{ticks|300}} of time. This process is activated by the player and requires no colonist interaction. If the band node is already tuned, then retuning it instead takes 3 days of time. In the untuned state, band nodes only consume 100 W of power. | |
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== Analysis == | == Analysis == | ||
− | + | Band nodes are the only ''scalable'' means of obtaining bandwidth. The other ways to increase bandwidth require wearing an item. You can only wear one item per slot, but you can build many band nodes. If you want more mechs past the {{+|33}} bandwidth from having a [[mechlord helmet]], [[mechlord armor]], and [[bandwidth pack]], then you will need band nodes. Before you have these items, nodes can also be useful for increasing general mech capacity. | |
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*Allows the use of more mechanoids. Combat mechs can be very useful for defense. | *Allows the use of more mechanoids. Combat mechs can be very useful for defense. | ||
*Heavy on both [[power]] and resources. Large quantities of nodes are heavy on space. | *Heavy on both [[power]] and resources. Large quantities of nodes are heavy on space. |
Revision as of 03:15, 16 January 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Band node
A mechanoid-band signal amplifier. Band nodes must be tuned to a specific mechanitor. This will add 1 bandwidth to that mechanitor's total bandwidth, allowing them to control more mechanoids.
Once a band node is constructed, it can be quickly tuned to a mechanitor. However, retuning a band node to a different mechanitor takes significantly longer.
Base Stats
- Type
- Building
- Mass
- 25 kg
- HP
- 150
- Flammability
- 50%
Building
- Size
- 2 × 2
- Passability
- PassThroughOnly
- Cover Effectiveness
- 40%
- Blocks Wind
- False
- Power
- -300 W
Creation
- Required Research
- Basic mechtech
- Skill Required
- Construction 4
- Work To Make
- 8,000 ticks (2.22 mins)
A band nodes is a building added by the Biotech DLC that increases the bandwidth of the mechanitor tuned to it.
Acquisition
Band nodes can be constructed once the Basic mechtech research project has been completed. Each requires 200 Steel, 4 Components and 8,000 ticks (2.22 mins) of work.
Summary
When tuned to a mechanitor, a band node gives +1 bandwidth at the cost of 300 W of power. If the node is turned off, then the bandwidth will be retracted. If bandwidth is reduced below a mechanitor's current bandwidth demand, then any unsupported mechs will enter the Uncontrolled state. After 24 hours of being Uncontrolled, mechs have a chance of going feral and permanently leaving the player.
Band nodes start untuned. When untuned, you can tune the node to any present mechanitor in 300 ticks (5 secs) of time. This process is activated by the player and requires no colonist interaction. If the band node is already tuned, then retuning it instead takes 3 days of time. In the untuned state, band nodes only consume 100 W of power.
Analysis
Band nodes are the only scalable means of obtaining bandwidth. The other ways to increase bandwidth require wearing an item. You can only wear one item per slot, but you can build many band nodes. If you want more mechs past the +33 bandwidth from having a mechlord helmet, mechlord armor, and bandwidth pack, then you will need band nodes. Before you have these items, nodes can also be useful for increasing general mech capacity.
- Allows the use of more mechanoids. Combat mechs can be very useful for defense.
- Heavy on both power and resources. Large quantities of nodes are heavy on space.
- Risk of wild mechs during long bouts of power loss, such as EMI condition causers or disruption to infrastructure.
- Solar flares are never long enough to have mechs go feral, though you'll lose command of any affected mechs for its duration.
- Does not block wind turbines.
Version history
- Biotech DLC Release - Added.
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