132 ratings
[sd] nopower comms console
Mod, 1.0
File Size
1.998 MB
Dec 15, 2016 @ 11:47am
Nov 3, 2018 @ 5:34am
8 Change Notes ( view )

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[sd] nopower comms console

In 1 collection by sulusdacor
[sd] mods
13 items
not doing anymore updates for any rimworld mods.

"no power comms console"

"well technicly you're using animals to power your stuff"

- adds 1 message table (comms console)
- adds 1 bird cage (needs food to feed him, powers comms console literaly)
- adds 2 type of trade markers (orbital trade beacons, one fueled, one not)
- adds 1 research project (all buildings in this mod needs this as prerequisite)
- adds 1 ressource (glow crystal), can be bought from exotic goods traders (or traders dealing with such wares)
- adds 1 recipe to stonecutters table to craft glow crystals (req lv10 crafting) (more a alternate way to get them if u have bad luck on traders)

There are several different textures for the trademarkers and bird cage. you can switch between them by rotating your buildling.

(To be correct the message table needs 1 power and the bird cage produces one. It's a bit of a workaround. you can totaly abuse this i know, as always it's your game, so do to your liking. i just wanted a comms console, which fits with low tech/no gun runs and needs building from the electricity)

additional Languages: german, spanish and spanish latin (thx to CANALETA)


This mostly a cosmetic mod. it is intended for tribe/medieval runs. you can still use it during your tech progression. it does not override the vanilla comms console/orbital trade beacons. i know with the 1 power thing you can abuse the mod in normal runs, but use or abuse to your liking. it is your game ;)

All buildings are rotatable/minfieable and can be build out of stuff. the 1x1 buildings change the textures by rotating. you can not change the light colors at this moment.

All the buildings have the breakdownable tag not included, so this should be fine in terms of low tech and not getting components. Since this is purely a xml mod you have some problems/features: you can still get solar flares, so you might want to disable the event if you dont want this (or the solar flare effects the birds when traveling?). You can get orbital traders with this, so disable the event if this is unwanted. since the bird cage produces the power you must place one near the message table, same restrictions like other electric buildings in terms of connectiong to stuff.

the trade marker take wood as fuel and have the same stats (consume/light/heat) as torches. the fueled trade markers still seem to work even when not fueled, kinda an xml problem, since i would need to change the oribtal trade beacons code for that.

the bird cage takes all raw food and hay. i disabled the fertilized eggs, so that you dont lose them if your pawns accidently feed them to the birds.

added mass as of alpha 16. messager table is 25, both trademarker variants are 50, the birdcage is 15.

the research is located at the end of the vanilla tree (x row 16). i hope this solves some problems. but i'm aware that the tree is a mess with mods.

Ludeon forum topic:
(has dropbox links,since steam don't seem to like them for soem reason -.-)

Dropbox: https://www.dropbox.com/s/hym08d246186s7q/sd_nopowercoms_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_nopowercoms/releases

Dropbox link to folder with old mods in forum topic for the mod.
Changelog in forumtopic or about folder of mod.
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nana_the_ninja Mar 13 @ 8:51am 
Thanks Meltup!
Meltup Mar 11 @ 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:
Xavier0501 Mar 8 @ 9:26am 
1.1 please! love your work!
nana_the_ninja Mar 1 @ 3:52pm 
Hi, is an update to 1.1 planned for the future by any chance?
Nicolas Aug 14, 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 Jul 6, 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] Nov 3, 2018 @ 5:36am 
added additional Languages: german, spanish and spanish latin (thx to CANALETA)
Meltup Oct 25, 2018 @ 10:04am 
Thank you!
bell3636 Oct 24, 2018 @ 5:02pm 
Thanks so much for taking the time to do the update! Really appreciate it!
sulusdacor  [author] Oct 24, 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 ;/)