Difference between revisions of "Orbital trade beacon"

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== Summary ==
 
== Summary ==
 
[[File:Orbital trade beacon range.png|thumb|left|Orbital trade beacon range. 15 tiles in diameter.]]
 
[[File:Orbital trade beacon range.png|thumb|left|Orbital trade beacon range. 15 tiles in diameter.]]
To initiate the trade a ship must be in range, which a colonist can communicate with using the [[comms console]]. All [[silver]] and tradeable items within range of a beacon will then be available for trade. Payment towards factions for whatever reason also requires silver near beacons.
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[[Power]]ed orbital trade beacons are required to engage in [[Trade#Orbital|orbital trade]], and can be used to pay factions for ransom or [[persona core]] information. A [[comms console]] is required to find and contact trade ships. All [[silver]] and other tradeable items within a beacon's radius are available to offer. [[Animal]]s don't need to be in the beacon's radius to be traded away.
  
Trade beacons will work outdoors or under a [[roof]]. Solid walls and separate rooms will break the area of influence of a trade beacon, however support columns for larger rooms don't block its effect. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs.
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Trade beacons will work outdoors or under a [[roof]], and do not need to be placed in range of your comms console. Solid walls will break the area of influence of a trade beacon, but [[column]]s and other passible objects don't bloock it. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs.
  
Unroofed beacons can be used to designate the area where goods will be dropped, as the trader will prioritize dropping goods within the area of effect of the beacon.
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40% of center drop pod [[raids]] will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior otherwise.
Drop pod [[raiders]] will also preferentially drop near an unroofed beacon.
 
 
 
Trade beacons do not need to be placed in range of your comms console. You can place them wherever you want throughout your colony.
 
 
 
40% of centerdrop [[pirate]] [[raids]] will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior if one is not present.{{Check Tag|Outlanders?|What about other factions that can do drop pod raids?}}
 
 
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Orbital trade is a significant resource that should be exploited. For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage.     
 
Orbital trade is a significant resource that should be exploited. For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage.     
  
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===Raid Manipulation===
 
Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as [[IED trap]]s around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades.
 
Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as [[IED trap]]s around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades.
  

Revision as of 20:11, 2 November 2022

Orbital trade beacon

Orbital trade beacon

Required for orbital trading. You can only sell goods to orbital traders if they're near an orbital trade beacon. Can be placed indoors.

Base Stats

Type
BuildingMisc
Market Value
111 Silver [Note]
Mass
5 kg
HP
75
Flammability
50%
Path Cost
14 (48%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Cover Effectiveness
15%
Terrain Affordance
Light
Power
-40 W

Creation

Required Research
Microelectronics
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 40 + Component 1
Deconstruct yield
Steel 20 + Component 0 - 1
Destroy yield
nothing
Technical
thingCategories
BuildingsMisc


An orbital trade beacon is a miscellaneous structure that allows items stored within its range to be used for trading with orbital traders.

Acquisition

Orbital trade beacons can be constructed once the Microelectronics research project has been completed. They require Steel 40 Steel, Component 1 Component and 800 ticks (13.33 secs) of work.

Summary

Orbital trade beacon range. 15 tiles in diameter.

Powered orbital trade beacons are required to engage in orbital trade, and can be used to pay factions for ransom or persona core information. A comms console is required to find and contact trade ships. All silver and other tradeable items within a beacon's radius are available to offer. Animals don't need to be in the beacon's radius to be traded away.

Trade beacons will work outdoors or under a roof, and do not need to be placed in range of your comms console. Solid walls will break the area of influence of a trade beacon, but columns and other passible objects don't bloock it. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs.

40% of center drop pod raids will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior otherwise.

Analysis

Orbital trade is a significant resource that should be exploited. For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage.

Raid Manipulation

Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as IED traps around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades.

Version history

  • 0.3.410 - Landing pad replaced by Orbital Trade Beacon.