RimWorld

RimWorld

2,172 ratings
The Dead Man's Switch
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Mod, 1.4, 1.5
File Size
Posted
Updated
29.319 MB
24 Dec, 2023 @ 7:16am
28 May @ 11:29pm
72 Change Notes ( view )
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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://steamproxy.net/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 (23)
156
20 hours ago
Bugs and Errors
TheRedPriest
4
30 Apr @ 10:51am
how to get t/r components??
Cuthulu with a bat
1
16 May @ 5:20pm
发现一个疑似失能机关的BUG,问问作者能否将其修复
无法忘却的旋律
1,495 Comments
cmt 6 hours ago 
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 28 May @ 11:37pm 
Anybody have a patch that replaces the unique resources/parts with vanilla resources/components?
궁둥이 28 May @ 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 27 May @ 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 27 May @ 2:51pm 
Trash bins don't listen to not harvesting command.
궁둥이 27 May @ 9:16am 
my man this is the most stunning mod I've ever seen in rimworld I love you so much
Corpse Starch 26 May @ 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 26 May @ 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 26 May @ 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 25 May @ 10:31pm 
Kool thank you <3