RimWorld

RimWorld

The Dead Man's Switch
1,521 Comments
吱吱宸 14 hours ago 
只要有机械体作为乘员或者驾驶员,发动车辆就会一直爆红字,可能是个bug吧,机械体不应该能开车的
吱吱宸 15 hours ago 
请问下用了这个mod,机械体可以作为乘员进入载具了,但是没法作为货物装车了,有办法解决吗
Blackwolf 22 hours ago 
Would anyone know why that when various mechanoids go into melee combat the game will slow down, Is it a mod confliction with another mod? or an error with this mod
69 Birds in a Trenchcoat Jun 7 @ 8:05pm 
I tested loading order as well, to no avail. Whichever loads first has no effect on the issue.

No other forms of work appear to be impacted? Just constructing and deconstructing
69 Birds in a Trenchcoat Jun 7 @ 8:00pm 
Shaft workers not constructing/deconstructing is a mod incompatibility with Rimworld of Magic, at least for me.

Unloaded everything save for vanilla expanded mods, DMS, and related exosuit stuff. With just this, it's fine. Started adding mods back, broke on RoM. Added all mods back save for RoM, worked beautifully.
The Plague Tracker Jun 7 @ 9:13am 
@Tincan7895 same problem. They can't deconstruct too
RiskyBusiness Jun 6 @ 9:34pm 
@Tincan7895 I'm running with 359 mods and mine are. Likely a mod conflict, you can confirm this by running DMS alone with dependencies.
Tincan7895 Jun 6 @ 8:22pm 
My Shaft Workers ain't doing work. They're not constructing
Winter Jun 6 @ 2:43pm 
@Pungent Pickle All the mods you mention have coexisted happily in my last few colonies. This one doesn't overwrite the empire mechanics, it just adds another faction that has a separate rank advancement. You may get an imperial visitor now and then that has a rank from this mod, but you can clear that up with dev mode, or just ignore it.
Pungent Pickle Jun 6 @ 10:45am 
Before i take the plunge and start a new game with this, i wanted to ask how this mod interacts with Vanilla Expanded, specifically the Warcaskets from VFE Pirates and the Content from VFE Empire, since this seems to overwrite the Vanilla Empire mechanics. I would test it myself, but haven't really got the space to setup a whole separate Rimworld installation.
RiskyBusiness Jun 6 @ 6:25am 
@Skeed This is a vanilla feature. When you select a mechanitor, in the group boxes that contain your mechs, there is an energy symbol with a line through it. Select this, and you can select the minimum energy when they return to recharge, and the maximum energy they charge to.

@flecha You could try using RimPy or RimSorter, or just try moving DMS higher up in your list and testing.

@Wafflasy Try enabling only CE and DMS with dependencies. If the issue persists, then they aren't currently compatible (or it's some mod config still conflicting, you could try completely reinstalling Rimworld). If not, it's another mod.

@Jonathans0 The mod author can't do anything without a log. I don't remember exactly what log though, sorry.
Seven Jun 5 @ 6:31pm 
Is anyone having an issue with the mechs not keeping weapons loaded? I'm not sure what mod might be causing it if it is a conflict.
Simbach Vazo Jun 5 @ 1:43pm 
You are so :3 coded
1475330791 Jun 4 @ 6:25am 
大佬是不是在里面做了能让组载具远征队的时候选择机械体的功能呀
Unhelpful Player Gaming Jun 3 @ 10:06am 
nvm i figured out what weapons it can use
Unhelpful Player Gaming Jun 3 @ 10:05am 
is there a way to enable the weapon system thingy for bots like the soldat?
Jonathans0 Jun 3 @ 8:51am 
I tested it and the game doesn't start...
JageriuS Jun 3 @ 12:44am 
Anyone know how to unequp weapons on bots? I have a Gecko that picked up two big weapons, and I cannot drop them anymore - using CE.
Wafflasy Jun 2 @ 2:55pm 
Hi! I play with CE with ammo turned off, and some weapons seem to still require it while im playing. Especially the weapons of vehicles or mobile tank-esk units rendering them almost useless. Any assistance?
flecha Jun 2 @ 9:06am 
Hello is there any load order required in order to be able to install biomechanical neurocord to my pawns ? Some time ago was able to install the neurocord but now I have it built, but Im unable to find it in the operations section (I can find standard bionics and even other dms bionics)
GravitWry Jun 1 @ 1:59pm 
I'm trying to make use of the Nutrient Port and C-Ration combo, but the problem is that for some god awful reason, C-Ration counts as a drug and not a meal so now I have a set of colonists they rely on a meal using the drug day schedule instead of just eating when ever they feel hungry.

It'd be amazing if someone were to make a very small patch to change the tag or something for C-Ration to a meal, I don't know why it's wasn't like that in the first place.
Renny~~ Jun 1 @ 12:38am 
Ah, I see. So basically, I can setup a standalone outpost on the same map. Think this will be awesome to use with some fog-of-war mod...
Empyrean Mako-Miir May 31 @ 11:56am 
@Renny~~ The field command mechs have their own "command range" like actual mechanitors do, (while also not being limited to their overseer's command range, themselves,) basically acting as a range extender for drafted mechs- and don't provide any actual bonuses to your mechanitors beyond that.
The idea essentially is that you can use them to have your mechs in drafted combat somewhere other than where your overseer is, either so you can have your mech army fighting on multiple fronts, or just to keep your overseer out of harm's way.
Skeed May 31 @ 9:04am 
Minor suggestion, but instead of having to wait for a mech to fully charge or manually removing them by drafting, a setting to only charge to 50 or 75 percent would be really nice
Renny~~ May 31 @ 8:24am 
What does the field command mech actually do? I spawn one to see its function, but I can't link other mechs not does it give bandwidth boost.
Numuhukumakiaki'aialunamor May 30 @ 2:50pm 
im running CE and my robots are able to pickup weapons but when i tell them to reload they dont and just put it into their inventory, after which i can no longer access the weapon that the robot has.
cmt May 29 @ 7:16pm 
Are automatroids not meant to retreat? Whenever I kill a raid that includes them just wander aimlessly in the "fleeing in panic" mental state. They aren't hostile, but it's a big pain to manually kill them all.
BigGovernment May 28 @ 11:37pm 
Anybody have a patch that replaces the unique resources/parts with vanilla resources/components?
궁둥이 May 28 @ 12:39pm 
Hey! Thanks so much for making such an awesome mod. I’ve been having a blast playing with it.

By the way, I recently made and uploaded a small compatibility patch between your mod (Dead Man's Switch) and the EPOE mod. Would it be okay if I keep it up?

Sorry for not asking beforehand! If you’re not okay with it, just let me know and I’ll take it down right away.

Thanks again for your amazing work!
Doom Daddy May 27 @ 2:53pm 
@corpse starch. Make sure the mech has the requirements for the gun to wield it. When it does draft the mech over onto of the gun then undrafy but have the mech selected. Pause the game the equip is what works for me.
Doom Daddy May 27 @ 2:51pm 
Trash bins don't listen to not harvesting command.
궁둥이 May 27 @ 9:16am 
my man this is the most stunning mod I've ever seen in rimworld I love you so much
Corpse Starch May 26 @ 9:37pm 
@The Blue Hat. You shouldn't be getting heavy mechs that early on. Likely another mod causing them to spawn. Or you aren't great at limiting Wealth.
Corpse Starch May 26 @ 9:33pm 
Still having issues where the robots are unable to pick up any weapons, like the option just doesn't appear. Anyone found a fix? Or maybe a mod that was causing it? I would remove mods until it works but with 15+ minute load times its not really an option without it taking ages. The robots themselves are able to hold weapons as I have been using Character Editor to just attach the gun to the robot but its tedious when it comes to ammo.
匀滴.24 May 26 @ 1:51pm 
感谢ciws。自从ce加入了ciws功能之后,我的通古斯卡都能打中人了。
Paladin Dawnheart May 25 @ 10:31pm 
Kool thank you <3
Winter May 25 @ 9:26pm 
@Paladin Dawnheart In the mechs's Information window, click on the 'Supported weapons' line for a list.
Paladin Dawnheart May 25 @ 9:14pm 
Anyone? Mine didn't spawn with their own guns.
Paladin Dawnheart May 25 @ 7:44am 
What weapons do the falcons use?
RiskyBusiness May 24 @ 12:28pm 
@Multiple Birds I asked the same question, I ended up downloading RIMMSqol and changing it to +.5 movement speed.
Multiple Birds May 24 @ 11:34am 
Is the Powered Exoskeleton Unit supposed to reduce speed? It's giving -50 movement speed even though it says it improves running speed.
lukimuki May 24 @ 12:37am 
@Чудной Доктор have the same problem they just look at the stone and do nothing
AOBA  [author] May 23 @ 4:06am 
Bug,修了。
不爱国的请划走 May 23 @ 3:48am 
绝对没错,司令核心大抵是死了
Quantum Fox May 23 @ 1:35am 
@Cephalopod 啊?
Cephalopod May 23 @ 12:21am 
今天的更新怎么把中央司令核心整没了
SAMSARA May 22 @ 4:04pm 
Is there any way to Color the mechs?
Empyrean Mako-Miir May 20 @ 8:49pm 
@Чудной Доктор You mean the shaft worker? That has a very low priority for mining jobs by default, they're more for construction than just mining. The "Mech Work Tab" mod can let you fiddle with mech job priorities, though
Чудной Доктор May 20 @ 12:40pm 
This is a very cool mod, but I ran into a problem: The miner's mechanoid doesn't dig. Has anyone come across this?
Cythisia May 20 @ 11:34am 
Anyway to buff these armor wise? Can just .xml but they get obliterated with CE, Yayo, and even VCE