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Allows radio contact with other factions and orbital traders.
- 3 ˣ 2
- pass through only
- Cover Effectiveness
- Blocks Wind
- Terrain Affordance
- -200 W
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.
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.
You will be automatically notified when a trade ship appears unless comms console is not present or not powered (due to power grid/generator failure or solar flare, for example). In any case, the ship leaves in 16 hours, or 40,000 ticks ( , 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.
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.
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.
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It cannot be uninstalled, only deconstructed, so plan before you place it.