Difference between revisions of "Band node"
Line 34: | Line 34: | ||
== Acquisition == | == Acquisition == | ||
− | Band nodes can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}} | + | Band nodes can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
== Summary == | == Summary == |
Revision as of 11:34, 2 April 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add information inc clarity on range. |
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, 8,000 ticks (2.22 mins) of work, and a Construction skill of 4.
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. If you already have a mechlord helmet, mechlord suit, and bandwidth pack, band nodes are your only option to further increase bandwidth. In a more general sense, having more bandwidth equates to more mechs at any time. Even if you don't have access to mechlord gear, having band nodes can be a large help with progressing through the game.
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
- Biotech DLC Release - Added.