Difference between revisions of "Comms console"
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== Notes == | == Notes == | ||
− | * While it may seem logical that | + | * re multiple colonies: While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and ''only'' that colony has the option to trade with them. |
− | * Due to unsafe weather conditions it may be impossible to call on an ally. This includes temperature, making it | + | * Due to unsafe weather conditions it may be impossible to call on an ally. This includes temperature, making it more difficult for colonies in extreme hot or cold [[biome]]s to rely upon their allies. |
− | <gallery> | + | : <gallery> |
− | Comms_Old.png|The | + | Comms_Old.png|The old Comms Console graphic |
</gallery> | </gallery> | ||
{{nav|misc|wide}} | {{nav|misc|wide}} |
Revision as of 19:02, 22 March 2022
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Comms console
Allows radio contact with other factions and orbital traders.
Base Stats
Building
- Size
- 3 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- True
- Terrain Affordance
- Medium
- Power
- -200 W
Creation
- Required Research
- Microelectronics
- Skill Required
- Construction 5
- Work To Make
- 2,200 ticks (36.67 secs)
A comms console is used to trade with passing interstellar trader vessels and for communicating with other factions, and is not available until you have researched Microelectronics. You will not receive any notifications about passing trade ships until it is built, nor if the electric power is cut off (due to power grid/generator failure or solar flare, for example).
A comms console should be under a roof, otherwise rain or snow will cause shorts. Take care with placement outdoors, despite them being depicted with satellite dishes on top.
It cannot be uninstalled, only deconstructed, so plan before you place it.
Acquisition
Comms consoles can be constructed once the Microelectronics research project has been completed. They require 120 Steel, 4 Components, 2,200 ticks (36.67 secs) of work, and a Construction skill of 5.
Usage
Select a colonist and right-click the comms console.
Options
Ordering a colonist to use the console will bring up a menu showing the available factions or trade ships.
The first option will always be trade ships that are present, if any. Click on it to trade. At least one orbital trade beacon is also required.
You can request trade caravans from any faction that is an ally. Doing so will cost 15 goodwill and brings up a menu asking which type of trade caravan is desired. After a caravan has been requested, you can make another petition after 4 days.
In addition, you can request immediate military aid from allied factions. This costs 25 goodwill. Only outlanders will send reinforcements in the form of drop pods, while tribes will politely decline.
Notes
- re multiple colonies: While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and only that colony has the option to trade with them.
- Due to unsafe weather conditions it may be impossible to call on an ally. This includes temperature, making it more difficult for colonies in extreme hot or cold biomes to rely upon their allies.
The old Comms Console graphic