RimWorld

RimWorld

[sd] nopower comms console
34 kommentarer
Gaby_Destroyer 20. mar. 2021 kl. 2:33 
very cool,
nana_the_ninja 13. mar. 2020 kl. 8:51 
Thanks Meltup!
Meltup 11. mar. 2020 kl. 0:55 
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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019297016
Xavier0501 8. mar. 2020 kl. 9:26 
1.1 please! love your work!
nana_the_ninja 1. mar. 2020 kl. 15:52 
Hi, is an update to 1.1 planned for the future by any chance?
Loupsolitair3 14. aug. 2019 kl. 7:39 
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. juli 2019 kl. 10:12 
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  [ophavsmand] 3. nov. 2018 kl. 5:36 
added additional Languages: german, spanish and spanish latin (thx to CANALETA)
Meltup 25. okt. 2018 kl. 10:04 
Thank you!
bell3636 24. okt. 2018 kl. 17:02 
Thanks so much for taking the time to do the update! Really appreciate it!
sulusdacor  [ophavsmand] 24. okt. 2018 kl. 10:14 
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 kl. 4:59 
Any word from the author?
HumanShell 8. sep. 2018 kl. 7:01 
b19 plz <3
Dreay 31. aug. 2018 kl. 4:56 
b19 !b19 !!
"The" SeanMacLeod 15. jan. 2018 kl. 19:52 
:steamhappy:!
sulusdacor  [ophavsmand] 15. jan. 2018 kl. 8:41 
added modsync
TheVictoryKiwi 9. jan. 2018 kl. 0:53 
yaaay
sulusdacor  [ophavsmand] 1. jan. 2018 kl. 6:06 
is updated btw
Raven 24. dec. 2017 kl. 4:35 
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 kl. 7:31 
update ?
Dust 8. aug. 2017 kl. 19:29 
SPAAAACE BIRD!
scritchscratch 14. juli 2017 kl. 17:50 
*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. juli 2017 kl. 11:16 
It's brilliant concept! Thank you very much!
Popo Bigles 26. juni 2017 kl. 10:12 
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  [ophavsmand] 31. maj 2017 kl. 13:06 
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. maj 2017 kl. 6:42 
Update coming soon? really digged this mod for my tribal/medi playthroughs
Grimelord82 18. jan. 2017 kl. 8:41 
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  [ophavsmand] 18. jan. 2017 kl. 0:43 
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 kl. 16:39 
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 kl. 21:27 
Trading...without a comms console, MADNESS. My medieval fortress will never be the same.
Zubat Man 31. dec. 2016 kl. 12:20 
What... is the air-speed velocity of an unladen swallow?

Depends, is it a African or European or Space swallow?
sulusdacor  [ophavsmand] 23. dec. 2016 kl. 2:11 
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 kl. 19:09 
"..... you're using....."
LordZarmack 15. dec. 2016 kl. 15:23 
Space Hawk. - not bad man.