Comms console
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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 orbital trader vessels and communicate with other factions.
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.
Summary
Ordering a colonist to use the console via right-clicking it will bring up a menu showing the available factions or trade ships. Selecting an option will send the pawn to the console. Once the colonist reaches the console, the selected contact will be activated. Pawns that are incapable of Social will not be able to call anyone.
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.
Trade ships
You will be automatically notified when a trade ship appears if a comms console is powered (which can fail due to a solar flare, for example). Trade ships from the Empire will only appear if a colonist holds the title of Baron or higher. In any case, the ship leaves in 16 hours, or 40,000 ticks (11.11 mins), after arrival.
The first option in the menu will always be trade ships that are present, if any. Click on it to trade. At least one orbital trade beacon is also required. 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.
Factions
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.
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.
Once Starflight Basics has been researched, you can ask a faction with 40+ goodwill for the location of an AI Persona Core. This costs 1500 silver.
Due to unsafe weather conditions, it may be impossible to call on an ally. This is mainly from temperature making it more difficult for colonies in extreme hot or cold biomes to rely upon their allies.
Diabolus
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
A mechanitor can use a powered comms console to summon a diabolus, which will eventually arrive at your colony. This has a cooldown of 2 days and does not consume the building.
Analysis
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It cannot be uninstalled, only deconstructed, so plan before you place it.
Version history
- Comms Old.png
The old comms console texture