RimWorld

RimWorld

Nopower Comms Simplified
66 Comments
Meltup  [author] Jun 24 @ 1:29am 
Interesting. Did they change the orbital trader event trigger? :LIS_poker_face:
Legionnaire Jun 21 @ 3:13am 
orbital traders not showing up.
Meltup  [author] Jun 19 @ 12:11am 
Updated mod for Rimworld 1.6

I also looked into the problem of things requiring electricity research... and it does NOT! I was able to start a tribal playthrough, and mod's project was researchable just fine. Therefore, it should be incompatibility with other mods.
Monkey Magic May 21 @ 2:49pm 
I like the idea behind this mod, but...

https://ibb.co/ybVmchc

lmao

All joking aside, does this mod play nice with No Quests without Comms ?

That aside, IMO the orbital trader capability is a bit off. You are sending pigeons/falcons to space ...
Fishkeeper01 Jan 1 @ 11:50am 
Accidentally deleted my previous comment (stupid laggy system -_-) but to restate it: This does seem to demand electricity be researched but doesn't need any to actually use. Which is kind of strange? If you can, I'd suggest reworking the comms system to use the bed-endtable-dresser system if it even can? Maybe roleplay it as the basic message table using passing caravans to deliver messages at their own rate, with the birds used to make deliveries faster? Meh. It works. It's pretty neat. Thanks for the mod haha.
ggfirst Dec 21, 2024 @ 10:22am 
:) mery christmas
Meltup  [author] Dec 21, 2024 @ 10:11am 
@ggfirst
I have not been playing Rimworld in a while. But if I get back into the game, I will look into it! No promises how soon that may be though. I have a lot of things on my plate recently :LIS_poker_face:
ggfirst Dec 21, 2024 @ 2:15am 
I tested with only these 2(3) mods active in the mod list.
I think it would be grateful if you make a patch with this and that mod.
ggfirst Dec 21, 2024 @ 2:13am 
@Meltup
Could you look into Compat patch with [Research Reinvented] mod along with [Research Reinvented Stepping stones] ?

These two mod basically does make Research stuff in RW more like reality.
And I also use mod called [No quest without comms]
So I tried adding this mod so that I could get quests even though in my early tech stage
without electric comm.

:))))))
Meltup  [author] Dec 20, 2024 @ 7:16pm 
@ggfirst
Nope, it does not require 'Electricity'. There is just one new Medieval research project for it, no prerequisites.
ggfirst Dec 20, 2024 @ 6:41am 
I use research Reinvented mod
Does this mod require 'Electricy' As prerequisite?
I am playing full custom Tribal Faction mod (which tech might advance if I do research all the stuff)
and also have locked quests from popping if no Comm is live. (But some local quests appear)

And Now I am open to some outdoor quests and trying to research no power comm
but I can't do because I have to research 'Electricity' First.
Meltup  [author] Dec 19, 2024 @ 5:59pm 
@Dr. Orpheus
Ooooh, there are ship landing beacons now? :ooh: I shall look into it after the holidays, didn't play Rimworld in a while.
Dr. Orpheus Dec 19, 2024 @ 4:52pm 
No, I mean the four beacons for ship landing. Ship beacons.
Meltup  [author] Dec 12, 2024 @ 1:48am 
@Dr. Orpheus
Trade marker works as an orbital trade beacon. It consumes wood though, so you have an incentive to upgrade it later to electrical version!
Dr. Orpheus Dec 9, 2024 @ 6:38pm 
Would you consider adding a power-free ship landing spot beacon alternative? I'd like my natives and medieval rimworlders to have the option to designate a landing zone for friendlies without needing electricity!
Skaadi May 18, 2024 @ 2:50am 
Love the mod. Bird post makes more sense in my medieval/fantasy colonies. :)

I have to ask though, any chance for darklight trade markers to be added for the creepy cave people? :p
Un-Gamer May 7, 2024 @ 1:27pm 
Thanks for updating this. I was hoping to be able to eventually ditch signal fires in my tribal-medieval playthrough after making the transition to the latter tech level.
Meltup  [author] Apr 15, 2024 @ 1:05am 
I updated and tested the code for 1.5

There is some strange new functionality for vanilla comms console related to Diabolus event. I left it out for now. Let me know what it does if you feel like message table should also have it.
xkp92110(orick) Apr 14, 2024 @ 7:13pm 
1.5 plz :P
Vartarhoz Jan 31, 2024 @ 10:38pm 
Yea still useless if there is Sun Flare or EMP. Be careful.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 Aug 30, 2023 @ 2:39pm 
the orbital trade beacon doesnt seem to be wroking it doesnt think anything is in the trade beacons area and wont let me buy or sell
Jet Aug 13, 2023 @ 1:38am 
you could make the bird have a big cooldown before being of use again, having to train the birds to upgrade them for lesser cooldown after use, message intercepted (failed communication, or lowered relations with another faction etc)
Meltup  [author] Feb 22, 2023 @ 4:11pm 
@keepercraft
Oh, yeah, the balance is hardly achievable here. If the message table would need more power... then the bird cage would need to produce more, and we would move into the era of birds producing all the power :hee: Alternatively, if the message table doesn't need power then it is even more op than vanilla comms console
keepercraft Feb 21, 2023 @ 11:11am 
@Meltup Yes, a nice solution. :VBCOOL:
But, i looking for balans in mod, to have reason to upgrade Comms. :bad_beauty:
Meltup  [author] Feb 20, 2023 @ 9:48am 
@keepercraft
That is a work-around to fit the message table into low tech/no gun runs :nepnep:
keepercraft Feb 20, 2023 @ 3:35am 
Nice mod,
But why connected to power cable with 1W?
And bird cage produce 1W energy.
Jet Oct 26, 2022 @ 3:52am 
Dang, sounds tough. If only we could apply vanillas event scenario customization and simply disable them for one specific object instead of the entire colony
Meltup  [author] Oct 26, 2022 @ 2:22am 
@Jet
I took a look at that mod... and nope. This mod here is very simple and based solely on xml (basically, it just provides a reskin of comms console). Tinkering to remove spacer events requires C# assemblies. It can be done by digging into code and creating a completely new comms console object... but there are a lot of major downsides to that. The biggest two problems are compatibility issues (to access/block events from other mods) and update issues (assemblies can and will break after each game update). So, nah, not by me :noire:
Jet Oct 26, 2022 @ 1:09am 
I know this guy removed the refugee event when you dont have a comms console present, since thats how they communicate with you. https://steamcommunity.com/sharedfiles/filedetails/?id=1141032744&searchtext=comms

Any chance we can get this mod without spacer events?
Jet Apr 16, 2022 @ 1:32pm 
@Arcimbaldo Yesss that would be perfect. I was just about to install this but Arcimbaldo's comment made me think twice for that reason. Spacers communication with birds seems odd
Lucifel Nov 5, 2021 @ 9:19pm 
Hi, thanks for the nice mod.

I made a sub-mod translated into Japanese for Japanese users.
I hope Japanese users can enjoy your nice mod more.
Thank you.

Nopower Comms Simplified Japanese translation
https://steamcommunity.com/sharedfiles/filedetails/?id=2647060215
Arcimbaldo Oct 28, 2021 @ 10:37pm 
Looks great. Would love a version that doesn't let you communicate with orbital traders tho - feels potentially immersion breaking.
Martina Oct 14, 2021 @ 1:54pm 
makes sense , nice of the neighbours .
also ty , guess ill just have to wait for the fix
Meltup  [author] Oct 14, 2021 @ 1:52pm 
@Martina
Yeah, any mod, that patches original trade beacons, needs to patch these trade markers too. As for how how it works with orbital traders - I imagine that your colony contacts it through other settlements that have space tech.
Martina Oct 14, 2021 @ 12:38pm 
Seems to not recognize that you have money when wanting to order mercenaries from Mercenaries mod , other traders including orbital work just fine (how does the bird even get to a spaceship?)
Vartarhoz Sep 21, 2021 @ 11:45pm 
I made mod like this when game was in beta, didn't know how to prevent Solar Flares blocking comm console because 1w electricity.
qux May 9, 2021 @ 12:37pm 
Hi, is it possible to give us a pattern for make translation please ?
thanks
Meltup  [author] Apr 30, 2021 @ 11:26am 
@Neosuduno bird cage acts a normal power generator that produces 1 power and consumes Raw Food, Hay, Kibble (and Silage if you use VGP Vegetable Garden). Just click the option to refuel, and it should work! :nepnep:
Neosuduno Apr 30, 2021 @ 12:04am 
The mod is broken. It requires electricity, and you cannot feed the bird smart. The attempt to simplify it made it non-functional.
DonBaTzu Mar 18, 2021 @ 10:56pm 
For some reason I cant feed my bird hay or meat
Gliese581 Feb 2, 2021 @ 9:25pm 
I would second [RTB] Sarianos request to toggle orbital trading on/off. Would be awesome if you had tech-progression for comms console from tribal signal fire to this to vanilla comms console. Especially since I use the No Quests without Coms mod. It would gradually unlock quests from more and more advanced factions as your research progressed.
thc1138 Dec 22, 2020 @ 6:06pm 
ooga booga
sou Nov 2, 2020 @ 5:45am 
Thnx for the mod as I like playing medieval locked scenario. One thing I like to request is smaller message table. It's really huge, considering that this is supposed to be just a table.
[RTB] Sarianos Oct 4, 2020 @ 4:14am 
That bit of 'overlap' is actually part of why I asked given that now TSF has an option to restrict contacts just tribal factions and with this mod there's almost no reason to ever use the powered comms console but with a toggle to disallow orbital trade it gives those that like a bit of tech progression an actual reason to eventually build a vanilla comms console, just my thoughts on it.
Meltup  [author] Oct 3, 2020 @ 10:08am 
@[RTB] Sarianos
Some people have been asking for it but there is Tribal Signal Fire (Continued) for limited communications. I don't really want to overlap in functionality with that mod.
[RTB] Sarianos Oct 2, 2020 @ 8:50am 
Ahh, fair enough I suppose, this is probably a bit of a moon shot but would you be willing to consider adding a toggle option for orbital trade communication any any point?

Also accidentally nuked the prior comment so:
"Kind of curious as to how exactly a messenger Pidgeon communicates with an orbital trade ship if I'm honest..."
Meltup  [author] Oct 2, 2020 @ 8:47am 
@[RTB] Sarianos
My explanation is cross-settlement communication. Your settlement sends goods/messages to other factions that have actual orbital trade beacon and thus you are able to trade with orbit. Obviously there can be other explanations.
ab1815195 Aug 23, 2020 @ 3:41am 
Oh..wow I did not expect a response or a patch that fast..thank you so much!!!
Meltup  [author] Aug 22, 2020 @ 11:48pm 
@ab1815195
Just updated mod to include patch for it. Enjoy!