Difference between revisions of "Comms console"

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== Usage ==  
 
== Usage ==  
Select a colonist and right-click the comms console.
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Select a colonist and right-click the comms console.  A pop-up will appear with all currently valid contacts. Once the colonist reaches the console, the selected contact will be activated.
  
[[File:Ludeon Securities.png|500px]]
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[[File:Ludeon Securities.png|400px|thumb|right|Comms console (center) listing an orbital exotic goods trader and local world factions.]]
  
 
==Options==  
 
==Options==  

Revision as of 19:24, 22 March 2022

Comms console

Allows radio contact with other factions and orbital traders.

Base Stats

Type
BuildingMisc
Market Value
365 Silver [Note]
HP
250
Flammability
60%
Path Cost
50

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)
Resources to make
Steel 120 + Component 4
Deconstruct yield
Steel 60 + Component 2
Destroy yield
Steel 30 + Component 1

A comms console is used to trade with passing interstellar trader vessels and for communicating with other factions, and is not available until you have researched Microelectronics. You will not receive any notifications about passing trade ships until it is built, nor if the electric power is cut off (due to power grid/generator failure or solar flare, for example).

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.

It cannot be uninstalled, only deconstructed, so plan before you place it.

Acquisition

Comms consoles can be constructed once the Microelectronics research project has been completed. They require Steel 120 Steel, Component 4 Components, 2,200 ticks (36.67 secs) of work, and a Construction skill of 5.

Usage

Select a colonist and right-click the comms console. A pop-up will appear with all currently valid contacts. Once the colonist reaches the console, the selected contact will be activated.


Comms console (center) listing an orbital exotic goods trader and local world factions.

Options

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

The first option will always be trade ships that are present, if any. Click on it to trade. At least one orbital trade beacon is also required.

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.

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.

Notes

  • re multiple colonies: 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.
  • Due to unsafe weather conditions it may be impossible to call on an ally. This includes temperature, making it more difficult for colonies in extreme hot or cold biomes to rely upon their allies.
  • Comms Old.png

    The old Comms Console graphic