Comms console

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Comms console

Allows radio contact with remote traders as well as other factions for trade and diplomacy.

Base Stats

Type
MiscellaneousTrade
Market Value
365 Silver [Note]
HP
250
Flammability
60%

Building

Size
3 × 2
Placeable
Yes
Power
- 200 W

Creation

Work To Make
2,200 ticks (36.67 secs)
Resources to make
Steel 120 + Component 4
Deconstruct yield
Steel 90 + Component 3

A comms console is used to trade with passing interstellar trader vessels or for communicating with other factions, and is locked behind the microelectronics basics research. You will not receive any notifications about passing trade ships until it is built or if the electric power is cut off due to solar flare. It cannot be reinstalled.

A comms console not under a roof will cause shorts during rain or snow. Take care with placement outdoors, despite them being depicted with satellite dishes on top.

Usage

Select a colonist and right-click the comms console.

Ludeon Securities.png

Options

Ordering a colonist to use the console will bring up a menu showing the available factions or trade ships.


When interacting with an allied faction, you can request trade caravans from them. 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.

Multiple Colonies

While it may seem logical that you could contact a passing trader with a comms console from any colony, the game does not work like that. Every orbital trade request is tied to a specific colony.