RimWorld

RimWorld

[sd] nopower comms console
34 Comments
Gaby_Destroyer 20 Mar, 2021 @ 2:33am 
very cool,
nana_the_ninja 13 Mar, 2020 @ 8:51am 
Thanks Meltup!
Meltup 11 Mar, 2020 @ 12:55am 
Since sulusdacor wrote that he is not going to update Rimworld mods, I have uploaded a variation of this mod that I created and have been using since 1.0:
https://steamproxy.net/sharedfiles/filedetails/?id=2019297016
Xavier0501 8 Mar, 2020 @ 9:26am 
1.1 please! love your work!
nana_the_ninja 1 Mar, 2020 @ 3:52pm 
Hi, is an update to 1.1 planned for the future by any chance?
Loupsolitair3 14 Aug, 2019 @ 7:39am 
i dont think, in vanilla tribe can be contacted with com console, i will try with the rimhammer dwarf and told u if it work.
thank for the tip.
If creator have time to evolve his mod it could be good to change the research tree to a basic of research and change the electricity fonctionnality to a fuel system ie: with kibble
abenlen 6 Jul, 2019 @ 10:12am 
So, I found that Medieval Vanilla pretty much breaks this mod since it takes away all tech that isn't medieval from the game, and this mod's research is pretty much in the spacer column. So, if you are doing a "pure" medieval run this is pretty much useless.

Unless you care to get cheaty, that is. I turned off Medival Vanilla, and the tech for the NP Comms as expected showed up at the end of the tech tree. I Godmode learned it and built the cage, messaging desk, and a few beacons. Then I saved, went back into my mod list list, turned MV back on, and logged back into the game. The required research is now gone from the game again, but the items I cheat-spawned stayed.

I had the game paused the whole time I had MV turned off, if that makes a difference. I don't know yet if any rival factions might have picked up Industrial and beyond tech as a result of my actions, but I have a feeling that the answer is not.
sulusdacor  [author] 3 Nov, 2018 @ 5:36am 
added additional Languages: german, spanish and spanish latin (thx to CANALETA)
Meltup 25 Oct, 2018 @ 10:04am 
Thank you!
bell3636 24 Oct, 2018 @ 5:02pm 
Thanks so much for taking the time to do the update! Really appreciate it!
sulusdacor  [author] 24 Oct, 2018 @ 10:14am 
updated to 1.0

- added kibble to postbird cage fuel list
- had to remove the fertilized eggs exceptions (since the xml feature seems to be removed for the fuel filter) so keep an eye on your eggs XD
(currently takes the whole food raw category and hay+kibble, wanted to spare myself the pain to add each item seperatly and the mod incompatibilities ;/)
Meltup 23 Sep, 2018 @ 4:59am 
Any word from the author?
HumanShell 8 Sep, 2018 @ 7:01am 
b19 plz <3
Dreay 31 Aug, 2018 @ 4:56am 
b19 !b19 !!
"The" SeanMacLeod 15 Jan, 2018 @ 7:52pm 
:steamhappy:!
sulusdacor  [author] 15 Jan, 2018 @ 8:41am 
added modsync
TheVictoryKiwi 9 Jan, 2018 @ 12:53am 
yaaay
sulusdacor  [author] 1 Jan, 2018 @ 6:06am 
is updated btw
Raven 24 Dec, 2017 @ 4:35am 
Merry Christmas everyone! I just uploaded a Fix for this nice Mod in the SteamWorkshop.
Just search for [sd] nopower comms console UPDATED :)
Have a happy new Year!
ZaykoRED 25 Nov, 2017 @ 7:31am 
update ?
Dust 8 Aug, 2017 @ 7:29pm 
SPAAAACE BIRD!
scritchscratch 14 Jul, 2017 @ 5:50pm 
*Reads instructions*

"Please plug in the bird to your new rustic Birdmail communication device."

*Attaches plug to the bird*

*Bird turns on*

*Slot opens*

*Inserts popcorn*

*The bird enters jump drive into the selected spaceship to transmit to.*

*Bird relays to the nearest faction*

*The message is recived via quill and ink*

*They write back*

*Bird instantaniously teleports home*

*Re-reads instructions*

"Your new RUSTIC Birdmail communication device"

*Looks at the bird*

*Grabs the nearest anti-hallucination pills and proceeds to consume them all*
Данил 9 Jul, 2017 @ 11:16am 
It's brilliant concept! Thank you very much!
Popo Bigles 26 Jun, 2017 @ 10:12am 
Can you do like a Insect-type Comms? Like a giant wasp that wont maul your face off with it's mandibbles or make you pop immediatly with it's poison stingers?

*Lmao when I finished writing this is thought of the possibilities of what it'd do*
sulusdacor  [author] 31 May, 2017 @ 1:06pm 
updated to a17

- added a recipe to "craft" crystals at stonecutter table for the case you have bad luck with traders

the recipe is 25 steel, 50 silver, 10 gold at the moment, same workamount like components (uses a unfinished item so colonists can work on it over multiple days), restricted to crafting skill 10 or higher.it's intended as a bit of a fall back option (exotic traders can still have crystals).

as for the ressouce amounts not sure if it is way to low, but i had always less ressouces in medieval runs then normal so thats why its not 1k ressouces. it depends a lot on the mods you are using and how easy/hard they make it to get money/ressouces.
JvJ 31 May, 2017 @ 6:42am 
Update coming soon? really digged this mod for my tribal/medi playthroughs
Grimelord82 18 Jan, 2017 @ 8:41am 
I can confirm that I had the same problem Cucu had, with both this console and the original. Comms console could not be used to call trade ships or factions when powered.
Supposedly the problem doesn't go away if you somehow remove the faction from that save either.
Faction mods currently working for me:
1) Rimsenal Feral
2) Medieval Times
3) Glittertech
4) Call of Cthulhu - Cosmic Horrors (can't call them, but why would you want to?!)

Rimworld Medieval Edition was the mod I removed that seemed to get things working again. It was causing other issues as well.
sulusdacor  [author] 18 Jan, 2017 @ 12:43am 
not that i'm aware of.

there is a bit of one isse with the comms console in general. since a16 fractions are required to have a leader decleared in there xml files, this wasn't the case before. if you using a fraction mod, that is missing that you can't use/get an error with the comms console. can't remember excatly, just read about it on the forums. so this might be the case.

either way, you might want to test the vanilla comms console. my mod uses the same buildingclass (basiclly like a blueprint for building determening ther properties in a way). so if the vanilla comms has the same issue, you have a general bug with comms. if it's only the mod's comms table and the vanilla version works fine, then my mod has a problem somehow.
❤ Cucu 17 Jan, 2017 @ 4:39pm 
Not sure what I'm doing wrong, but I have the station "powered" (love that by the way) and all the beacons in place, but I can't actually use it, no option comes up to interact with it in anyway. Are there any known mod conflicts I should be aware of?
Grimelord82 11 Jan, 2017 @ 9:27pm 
Trading...without a comms console, MADNESS. My medieval fortress will never be the same.
Zubat Man 31 Dec, 2016 @ 12:20pm 
What... is the air-speed velocity of an unladen swallow?

Depends, is it a African or European or Space swallow?
sulusdacor  [author] 23 Dec, 2016 @ 2:11am 
updated this mod for new rimworld alpha 16

This will break save games!

If you want to use a previous Rimworld alpha and saves were you used this mod, please check the forum topic for download links and install the older version manually.

changes:
- updated to a16, added mass
- some filestructure changes

the research is moved to the end of the vanilla tree (x row 16). i know the tree is a big mess with mods, so i hope this prevents that a bit. but you can never be sure and can only hope tynan fixes this soon.
"The" SeanMacLeod 16 Dec, 2016 @ 7:09pm 
"..... you're using....."
LordZarmack 15 Dec, 2016 @ 3:23pm 
Space Hawk. - not bad man.