RimWorld

RimWorld

61 ratings
Die for me (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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921.069 KB
21 Feb, 2021 @ 11:36am
2 Apr @ 8:07am
4 Change Notes ( view )

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Die for me (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of Huddicles mod
https://steamproxy.net/sharedfiles/filedetails/?id=1723038088

- Added the Antigrain-version as it seemed useful
- Removed the research tab
- Added Achievements



[dsc.gg]
[github.com]




Die For Me! Die for your king! Die for the rim!

Adds the Dead Mans Switch (DMS). This item requires research to create, and can be created at the machining table from mortar shells. When installed in a pawn, the pawn becomes a walking, talking, bomb. When the pawn dies, the bomb is set off. Useful for melee pawns that'll go boom if they're taken out (or unruly prisoners that will serve as a message to other escapees), but beware of infections or bleeding as any death will set off the bomb inside!

Currently implemented DMS:
- High Explosive
- Incendiary DMS
- EMP DMS
- Firefoam DMS

Future implementations:
- Antigrain Warhead DMS. That one's gonna hurt

- Kill switches. Installed in the brain, these can be set off at any time. Brilliant for controlling escaping prisoners, but expensive and requires plenty of research to discover.

Hypothetical extra stuff (including comment ideas);
- Raiders can spawn with explosive implants as well
- Tranq switches
- Mental state implants to further control pawns

Let me know in the comments if you love it or hate it, or if you encounter any issues or bugs!

Update Log:

V0.8 - Implemented Further DMS's, These are Incendiary, EMP, and Firefoam explosives. Also swapped around some XML stuff so it loads faster.

V0.5 - Implemented High explosive DMS


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


19 Comments
Rad 6 May, 2022 @ 4:13am 
Cannot install onto androids from Android tiers. They have a Research option to make them explode like this mod but the explosion isn't big enough and I wanted the anti grain version. For now I've just been adding the hediff through development mode and deleting the part, but I don't want to do that, is there a way for me to fix that?
Ikit Claw 31 Mar, 2022 @ 11:27am 
Sweet thanks. Now I can put Bomba into children and send them into enemy bases.!
Mlie  [author] 31 Mar, 2022 @ 9:35am 
@ChillyStorms Should be okay
Ikit Claw 31 Mar, 2022 @ 9:17am 
Can I add this mid game?
Mlie  [author] 22 Nov, 2021 @ 4:57am 
@Highway1027 Not without patches as this is only for Humans
Highway1027 22 Nov, 2021 @ 4:38am 
Can we install the DMS into animals?
Mlie  [author] 2 Jun, 2021 @ 5:13am 
@qux Perhaps it should be a setting for the suicide vest? If that already have the vest-logic
qux 2 Jun, 2021 @ 3:00am 
Hi @Mlie !
Do you think it's possible to do much the same with an apparel and not an implant ?
I try to create a suicide bomber's pawnkind,
I found the mod suicide vest :
https://steamproxy.net/sharedfiles/filedetails/?id=1272186441
but that use an ability, I would like to create the same thing but for a raider wich can spawn with that and either run to colonists and explose himself or make it explode if we shoot him on torso or if he die like your implant.
Mlie  [author] 24 Apr, 2021 @ 7:53am 
@Hugh Mongus Should work with ce as long as the explosion definition is the same. No extra mortar effects exists, but could be implemented if wanted?
HusbandofHellDiveress 24 Apr, 2021 @ 7:35am 
does this mod work with CE? and with custom mortar shells ? (eg toxic / acid)