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{{Biotech}}
 
{{Biotech}}
{{Stub|reason=Add information inc clarity on range}}
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{{Stub|reason=Add information}}
{{Infobox main|building
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{{infobox main|building|
 
| name = Band node
 
| name = Band node
 
| image = BandNode.png
 
| image = BandNode.png
| description = 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.<br/>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.
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| description = 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.<br>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.
 
| type = Building
 
| type = Building
| type2 = Biotech (Buildings)
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| type2 =  
 
| placeable =  
 
| placeable =  
 
| path cost =  
 
| path cost =  
| passability = pass through only
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| passability = PassThroughOnly
 
| blockswind = false
 
| blockswind = false
 
| cover = 0.4
 
| cover = 0.4
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== 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}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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Band nodes can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
  
 
== Summary ==
 
== Summary ==
{{Stub|section =1|reason=What happens when mechanitlr leaves the map that has the nodes on it?}}
 
 
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.
 
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 {{Ticks|300}} 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.
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Band nodes start untuned. When untuned, you can tune the node to any present mechanitor in {{ticks|300}} 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 ==
 
== Analysis ==
Band nodes are the only ''scalable'' means of obtaining bandwidth. That is, 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. No matter what stage in the game you are in, having extra mechs can be a large help.
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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. Even if you don't have access to mechlord gear, having band nodes can help a lot.
  
 
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.
 
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.
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*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]] {{RoyaltyIcon}} or disruption to infrastructure.  
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*Risk of wild mechs during long bouts of power loss, such as EMI [[condition causers]]{{RoyaltyIcon}} or disruption to infrastructure.  
 
** [[Solar flare]]s are never long enough to have mechs go feral, though you'll lose command of any affected mechs for its duration.
 
** [[Solar flare]]s 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 turbine]]s.
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*Does not block [[wind turbine]]s.
  
== Version history ==
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==Version history==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
  
{{Nav|biotech|wide}}
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<NAV AND CATEGORIES HERE>
[[Category:Biotech (Buildings)]]
 

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