RimWorld

RimWorld

The Dead Man's Switch
2,098 Comments
Imperialism 2 hours ago 
Is there a bot that can do plant work which is available earlier on? I seem to recall the only one's capable of doing it in the past were the trashbins before they got changed.
tontonmax510 5 hours ago 
Bonjour je voudrais savoir comment avoir les titre sur le mod ?
ALM 12 hours ago 
我进行了一系列的mod排序调整,发现可以解决机械体长期等待的问题wvc似乎可以适配
qiang_shen 16 hours ago 
和WVC - Work Modes一起加载会导致敌对机兵站在原地发呆
笨蛋奶妈 16 hours ago 
运输框架有个bug:无法正确识别可视化储存这个mod中的所有物品架,CE的子弹或某些货物不会搬入物品架内,会一直带在身上
ce下技能的那个反电荷烟雾会飞很长时间才落地
Sanakara 18 hours ago 
there is a typo, that could be corrected: "Verlingbrid drone belt" guess should be "Verlingbird"
tommanley102 22 hours ago 
yeah mine isnt even attacking anything now,
ALM Oct 1 @ 9:53am 
似乎出现了一种奇怪的bug,寄居蟹等部分机械体会进入持续等待状态,但大姐头依旧可以正常工作,不太清楚是mod之间的相互冲突还是其他的原因:(
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryFindAndStartJob_Patch1 (Verse.AI.Pawn_JobTracker)
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
作者你好,狱卒塔盾手机兵今天突然全体卡等待中,错误代码如下:DMS_Mech_HermitCrab3314249 threw exception while determining job (main)
System.NullReferenceException: Object reference not set to an instance of an object
[Ref EBF1D26E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Blackwolf Sep 30 @ 6:53pm 
Sorry but i dont know what this Rebound is, is it a mod conflicting with another mod?
tommanley102 Sep 30 @ 7:06am 
@Blackwolf @AOBA im also having the same issue. mechs not wanting to melee an enemy even when it says it is undertaking that task.

and unsure what you mean when you say 'rebound'?
是Soifie啊 Sep 30 @ 6:24am 
今天更新调整了重型机兵的武器位置了吗,突然发现位置调整后看不见枪口火焰而且炮弹是从机兵身体里飞出来的
AOBA  [author] Sep 29 @ 9:01pm 
@Blackwolf rebound
Blackwolf Sep 28 @ 4:16pm 
Exception ticking DMS_Drone_Trashpan135176 (at (191, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object (Repeated 85 times - So this only happens when any mechs from this mod go into melee against a "Threat" of any kind, any fixes for this? been having this for a few months.
我永远喜欢维内托 Sep 28 @ 10:56am 
机械冲压机更新后,就算指定了操作的人,其他人也会去操作,导致最终成品品质不佳
AbsurdGerbil Sep 28 @ 4:30am 
To better explain what I mean, here's some images of what I'm talking about

https://postimg.cc/tZwZCSNP
https://postimg.cc/zb6bXtFT
This one shows the info card when inspecting the item build card and then the item info itself (I.e. from the Machine Printer)

https://postimg.cc/PpPvHsY2
This one shows the module once created, and then inspected (What I can't see in the previous two, before I make it, is the "Module slot" info I've highlighted
AbsurdGerbil Sep 28 @ 4:24am 
Really like the concept and it runs really well, integration is great and the enemy pawns utilisation is thematically great too, I've just encountered one issue (more info related)

Is there any way I can view what slot the weapon/utility goes on to, before creating it?

Once I've made it, I can view the module and it will tell me what "Module slot" it goes into (right shoulder, left shoulder, utility slot etc) but I can't seem to find any information about this from the construction info card (I.e. the one selected from the machine printer) to see what Module slot it goes into *before* I make it.

Can that detail be seen anywhere? Thanks :)
Winter Sep 27 @ 7:28pm 
@Reaverslayer In the permit window, there's a pair of arrows in the upper-left. Click that to select the faction you want to pick permits for.
Reaverslayer Sep 27 @ 7:55am 
Does anyone have the problem with the Permit system? It opens the Permit system from Vanilla Factions Extended - Empire not the one from this Mod. I think they are incompatible.
arctic_seal Sep 24 @ 8:49pm 
@BottledDew Thank you so much. I knew I was missing a master but couldn't find which one and just happened to read your comment
Colezeveryepik Sep 23 @ 2:40pm 
So the Shaft worker is red erroring whenever it attempts to mine compacted steel. Is this a known issue or is it something on my end?
marcsmin Sep 23 @ 9:55am 
the trashcan didnt get nerfed. its smaller and thus harder to hit lol
SpaceBadjur Sep 22 @ 6:40pm 
why did trashbins get nerfed? :(
pakeru Sep 19 @ 1:51am 
Mechs cannot use a lot of the mod weapons. How do we customize that?
Dr.Doge Sep 18 @ 10:36pm 
为什么我在申请许可里点扩编新机兵和新士兵没有新人加入?
匀滴.24 Sep 18 @ 8:50pm 
还是希望能够获取通古斯卡和猎手,这对于我的后勤很重要 XD
Godot Sep 18 @ 1:26am 
报告一个穿梭机相关的bug,在殖民地呼叫失能机关的许可穿梭机前往其他据点之后,远行队货物里会生成一个失能机关外貌的穿梭机,然后在此状态下再次呼叫失能机关的许可穿梭机返回殖民地时,穿梭机依然是原版帝国穿梭机的外观,然后在卸货卸到一半的时候,会有一个失能机关外貌的穿梭机凭空生成在卸货区然后起飞离开,这个过程中卸货区的物品会直接被吞消失
ꙮktober Sep 17 @ 5:39pm 
Can't find it mentioned anywhere in the changelogs but it looks like the Tunguska is removed? Looks like it should be easy enough to uncomment to add back in, just find it curious.
TZ-7753 Sep 16 @ 1:23pm 
1.6,遇到了载具的bug。包含运兵车“军马”的载具远行队无法在全球视图下选择路径点并出发,错误名是: System.IndexOutOfRangeException: Index was outside the bounds of the array.

“鳄龟”和载人版的“骡马”在组件远行队时都没有遇到这个bug。怀疑是注册载具时出了问题。
Empyrean Mako-Miir Sep 15 @ 2:30pm 
@jonesmd Biotech is literally required.
jonesmd Sep 15 @ 7:23am 
is this biotech compatible?
Blackwolf Sep 13 @ 11:41am 
does anyone no why the game drop's in frames when any mech from this mod goes into melee even after they leave melee the mech continues to bug out slowing the game until you kill them, friend and foe.
青雨天 Sep 13 @ 1:14am 
我在ce环境下游玩的时候发现,机兵能够装备武器,但不能卸下武器。如果想要给机兵更换武器,就会导致机兵的背包里面存有原先的武器而不是把原先的武器扔到地上。我觉得这似乎是一个设计缺陷
Winter Sep 12 @ 9:17pm 
@suarezwalther Between their stats, abilties, and weapon selection, most of mechs have enough of a niche that I wouldn't say any one of them is overall best. The answer varies by how much you value speed, durability, firepower, and extra abilities.
For me, I always like to build a sergeant as soon as possible, to allow the mechs to operate without needing a mechanitor right there, but one sergeant is usually sufficient. Grenadiers are handy for their ability to stun opponents (though they'll stun friendlies by the target, too), so one or two of them can make fights easier for the rest of your troops. Apes are available fairly early, have decent armor, and can use some strong weapons, but they're pretty slow. Soldats are somewhat weak, but they're cheap to build and rebuild, and easy to arm.
For the most part, mechs aren't too expensive, so maybe try building one of each and see how they work for you.
suarezwalther Sep 12 @ 6:26pm 
I was wondering, what's the best all-rounder mech in this mod?
LotLP Sep 11 @ 5:49am 
So there appears to be an okhotnik turret you can start with with the veteran start bases (and unlock with the autocannon turret tech) but even when I research it I can't build any of my own? I was really hoping to cause they kick ass :)
⭕⃤ 星辉Star Sep 11 @ 12:35am 
Error:Config error in DMS_Mech_Armiman: Cheapest weapon with one of my weaponTags costs 3005 but weaponMoney min is 3000, so could end up weaponless.

English(英):Hello, I'm getting a config error during game loading, so could end up weaponless. This seems to be a small typo in the pawnKindDef. Thanks for your great mod!

Chinese(中):这个错误正是由 The Dead Man's Switch 这个模组本身引起的。它是一个内容添加模组,其中包含了新的派系、武器和 pawnkind(单位种类定义)。DMS_Mech_Armiman 就是它新增的一个单位,但在其配置中,weaponMoney(武器生成资金)的最小值设置得略低于其武器库中最便宜武器的价格,导致了逻辑冲突。
TurtleShroom Sep 9 @ 6:44pm 
> Could not resolve cross-reference to Verse.ThingDef named DMS_Machine_Hound (wanter=recipeUsers)

YOU CHANGED ALL THE DEF NAMES. WHY IN THE NAMES OF ALL THINGS HOLY DID YOU CHANGE ALL THE DEF NAMES?!

I wrote Patches for this stuff, dozens of them. I'm going to have to start over!!
Alex Sep 8 @ 5:58am 
BottledDew you're a legend. Was remaking my modlist and was wondering why the hell this mod wasn't working. Cheers bro.
Necak Sep 7 @ 2:46pm 
Sometimes the called in recruits have imperial titles instead of the DMS ones
LotLP Sep 7 @ 12:16pm 
Thanks Winter, no more will my lifter mech gobble up my spare pistols.
Eragon Sep 7 @ 3:33am 
I would like to ask, I play on version 1.5 with CE becouce it wasnt updated for 1.6 and works fine but when the faction that comes with this comes to my settlement, they do not have ammunition to their weapons. To clarify more I also use world tech lvl mod and setted it into medieval so they come with bows and without arrows. Vanila factions have no problem of this just the moded one

So I would like to ask does CE have to be in load order AFTER this mod or does it not matter ?
Br Spider Sep 6 @ 6:55pm 
Saurus? Is this a weapon to surpass the metal gear?
BottledDew Sep 6 @ 5:25pm 
Currently, Rimsort V1.0.41 does not automatically add and sort this mod's dependent mod "Fortified Features Framework" into the active mod list. This makes rimworld crash on startup.

Posting in case anyone is running into the same issues
Dep Sep 6 @ 2:57pm 
So I got a quick question, I found a gene-pack for the "Wetware gestation" and I was wondering how it works. I haven't really messed around with biotech gene editing so I'm wondering if i need to extract the wetware gene after its safe to do so, or is it something that occasionally pops out? is it for children pawns? Pregnant pawns? Hope to hear from someone soon!
Winter Sep 5 @ 9:54am 
@LotLP In character editor, at the top of the pawn list, if you switch the filter to your own faction's name, you should get mechs in the pawn list so you can work with their inventory.
LotLP Sep 5 @ 8:03am 
While using combat extended and simple sidearms, I cannot seem to be able to drop weapons they can equip from the inventory of any of my automatroids. My escort lifter hauled a baton to put into a transport pod, but now will not drop the baton. I cannot force them to drop these items in any way - I cannot select the automatroids with character editor either which is how I would usually solve this.
excuse me but where the fuck is the half of the vanilla weapons