RimWorld

RimWorld

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The Dead Man's Switch
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Mod, 1.4, 1.5
File Size
Posted
Updated
29.319 MB
Dec 24, 2023 @ 7:16am
May 28 @ 11:29pm
72 Change Notes ( view )
You need DLC to use this item.

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The Dead Man's Switch

In 1 collection by AOBA
Universe of the Dead Man's Switch
6 items
Description


Millennia earlier, the threat of archotech war machines, pirates, and awry bio-organic weapons arose. Nara an Interstellar Industries Complex initiated the project of semi-automated war-machines, which aimed at creating a legion of war-machines with low technology and maintenance requirements to aid humans in all galaxies in the war against all those threats.

It was a quite successful project, and as countless fleets of unknown generations of ships marched toward the borders of human civilization, the production technology of these weapons also spread in the edge world... until today.

Introduction
This is a large-scale mod that was created around the cyberpunk theme of the 1990s. It has a lot of content, including heavy metallic weapons, industrial-tactical robots, and bio-mech bionic, so I don’t intend to teach you how to play it. You experience the story you want to play with the new choices! I believe you will find the joy you want.

Content

A new Scenario
A standalone technology tree
An Ideology style pack
A well-prepared interstellar colonization company
A royalty Title system based on military organization
A cargo load of heavy weapons and more than 20 types of military-industrial-style killing machines.
Mechanoids that have customizable weapons.
Cheap but costly bionic
lots of new clothes
CE compatibility

Try it for yourself, I guarantee it's worth a try.

FAQ
Q:how to equip mech weapon? (For mech)
A:Select Mech and right-click the weapon, if the weapon is supported it will be available to equip.

Q:how to equip mech weapon? (For Colonists)
A:They need an exo-skelton suit before equip it.

Q:What weapon did a mech supported
A: you can find the supported weapon inside the info card.

Q: how to get ____ compoment
A: defeat boss group,or trading

Q: can i disable some of mech's worktype?
A: https://steamcommunity.com/sharedfiles/filedetails/?id=3268299107
Warning - A new game is highly recommended

Known Issues
work mech will get error loading with Rebound.

Author’s words
This is my fourth year modding in the Rimworld community, also my first year of studying for a master's degree after college. I apologize to everyone who has been waiting for this mod for a long time (it’s been a while). Making such a big project is well-challenged.

DMS is a response that condenses my experience and understanding of countless works to the world and those works and creators who have profoundly affected my life.
Completing this project, which included my understanding of Rimworld art and those coolish Science Fiction styles, is also the realization of my dream of creating cool mecha works since I was a child.
Therefore, it is quite a torment in terms of technology, time, development enthusiasm, and progress management.
From the beginning of the project to the release, it spanned two game versions. Countless setbacks and subversions made me doubt my motivation to continue doing it more than once and questioned whether my work and abilities met expectations...

But this has all passed, and I have reached a reconciliation between my heavy academic workload and my pursuit of excellence. It was unanimously decided to release the mod before the end of 2023. which is today.
Although there may still be some minor problems, anyway still hope you enjoy it. _AOBA 2023/12/25

If you find any problems or have any ideas while playing, you can give feedback to the Discord group
[discord.gg]
[www.paypal.com]
[ko-fi.com]


Popular Discussions View All (25)
162
5 hours ago
Bugs and Errors
TheRedPriest
2
19 hours ago
Why do mechanoids die early?
MeDoK
5
2 hours ago
how to get t/r components??
Cuthulu with a bat
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.