Difference between revisions of "Band node"

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{{Biotech}}
 
{{Stub|reason=Add information}}
 
{{Stub|reason=Add information}}
 
{{infobox main|misc|
 
{{infobox main|misc|
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*Consumes 300 W of [[power]] when tuned, 100 W of power when untuned.
 
*Consumes 300 W of [[power]] when tuned, 100 W of power when untuned.
 
*Increases a [[mechanitor]]'s [[bandwidth]] by {{+|1}} per band node if powered.
 
*Increases a [[mechanitor]]'s [[bandwidth]] by {{+|1}} per band node if powered.
*A band node must be tuned, which takes {{ticks|300}}. The mechanitor does not need to be present for tuning to happen.
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*A band node must be tuned, which takes {{ticks|300}}. This happens autonomously; mechanitor does not need to be present for tuning to happen.
*Band nodes can be retuned to another colonist, but the process takes 3 days.
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*Band nodes can be retuned to another mechanitor, but the process takes 3 days.
  
 
==Analysis==
 
==Analysis==
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*Heavy on both [[power]] and resources.
 
*Heavy on both [[power]] and resources.
 
*Does not block [[wind turbine]]s.
 
*Does not block [[wind turbine]]s.
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==Version history==
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[[Biotech DLC]] release - Introduced.

Revision as of 06:08, 27 November 2022

Band node

Base Stats

Type
[[{{{type}}}]]

Acquisition

Summary

  • Consumes 300 W of power when tuned, 100 W of power when untuned.
  • Increases a mechanitor's bandwidth by +1 per band node if powered.
  • A band node must be tuned, which takes 300 ticks (5 secs). This happens autonomously; mechanitor does not need to be present for tuning to happen.
  • Band nodes can be retuned to another mechanitor, but the process takes 3 days.

Analysis

  • All other ways of increasing bandwidth are limited; they require the mechanitor to wear an item.
  • Allows the use of more mechanoids. Combat mechs can be very useful for defense.
  • Heavy on both power and resources.
  • Does not block wind turbines.

Version history

Biotech DLC release - Introduced.