Difference between revisions of "Band node"
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{{Biotech}} | {{Biotech}} | ||
− | {{ | + | {{Infobox main|building |
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| name = Band node | | name = Band node | ||
| image = BandNode.png | | image = BandNode.png | ||
− | | description = 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.<br>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. | + | | description = 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.<br/>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. |
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Biotech (Buildings) |
| placeable = | | placeable = | ||
| path cost = | | path cost = | ||
− | | passability = | + | | passability = pass through only |
| blockswind = false | | blockswind = false | ||
| cover = 0.4 | | cover = 0.4 | ||
Line 34: | Line 33: | ||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | + | {{Stub|section =1|reason=What happens when mechanitlr leaves the map that has the nodes on it? Add information inc clarity on range}} | |
− | + | 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 {{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. | |
− | |||
== Analysis == | == Analysis == | ||
− | + | Band nodes are the only ''scalable'' means of obtaining bandwidth. That is, if you already have a [[mechlord helmet]], [[mechlord suit]], and [[bandwidth pack]], band nodes are your only option to further increase bandwidth and bandwidth can be increased so long as there are sufficient resources, power, and map space. In a more general sense, having more bandwidth equates to more mechs at any time. No matter what stage in the game you are in, having extra mechs can be a large help. Band nodes are also the only way to increase bandwidth beyond the {{+|9}} provided by the [[mechlink]] and [[airwire headset]] without facing the mech commanders. | |
− | + | ||
− | *Heavy on both [[power]] and resources. Large quantities of nodes are heavy on space. | + | Combat mechs can be very useful for defense. Getting that 1-2 extra bandwidth to build a [[centipede]] can go a long way. 300 W and some steel/components for an extra [[agrihand]], [[fabricor]], etc. is useful in a different manner. |
− | *Risk of wild mechs during long bouts of power loss, such as EMI [[condition causers]]{{RoyaltyIcon}} or disruption to infrastructure. | + | |
+ | * 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]] {{RoyaltyIcon}} or disruption to infrastructure. | ||
** [[Solar flare]]s are never long enough to have mechs go feral, though you'll lose command of any affected mechs for its duration. | ** [[Solar flare]]s 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 turbine]]s. | + | * Does not block [[wind turbine]]s. |
− | ==Version history== | + | == Version history == |
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | + | {{Nav|biotech|wide}} | |
+ | [[Category:Biotech (Buildings)]] |
Latest revision as of 03:49, 29 October 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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 – Biotech (Buildings)
- Mass
- 25 kg
- HP
- 150
- Flammability
- 50%
Building
- Size
- 2 × 2
- Passability
- pass through only
- 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[edit]
Band nodes can be constructed once the basic mechtech research project has been completed. Each requires 200 Steel, 4 Components, 8,000 ticks (2.22 mins) of work modified by the construction speed of the builder, and a construction skill of 4.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What happens when mechanitlr leaves the map that has the nodes on it? Add information inc clarity on range. |
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[edit]
Band nodes are the only scalable means of obtaining bandwidth. That is, if you already have a mechlord helmet, mechlord suit, and bandwidth pack, band nodes are your only option to further increase bandwidth and bandwidth can be increased so long as there are sufficient resources, power, and map space. In a more general sense, having more bandwidth equates to more mechs at any time. No matter what stage in the game you are in, having extra mechs can be a large help. Band nodes are also the only way to increase bandwidth beyond the +9 provided by the mechlink and airwire headset without facing the mech commanders.
Combat mechs can be very useful for defense. Getting that 1-2 extra bandwidth to build a centipede can go a long way. 300 W and some steel/components for an extra agrihand, fabricor, etc. is useful in a different manner.
- 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[edit]
- Biotech DLC Release - Added.