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DMS: Mech Auto-Equip
   
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12 nov @ 9:24
2 dec @ 21:38
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DMS: Mech Auto-Equip

Beskrivning
The Dead Man's Switch: DMS — Mech Auto-Equip

Overview
To make The Dead Man’s Switch more enjoyable, this patch focuses on balance and QoL while preserving the original style. It tweaks several settings that felt uncomfortable.

Core Changes
  • TR Component, Wetware Computer, Cluster Processing Crystal: durability raised to 1000
  • Artificial Muscle, Tungsteel, two Fibers, Stamped Component: production output increased by 50%
  • Mechs spawn with a starting weapon (toggleable in mod settings); all mechs unlock vanilla weapons.
  • Cluster Transceiver research: no longer requires T/R Components
  • Mobile Dragoon attachments: no longer occupy the shoulder‑cannon slot
  • DMS Mech attachments can be configured for automatic installation.

Built‑in weapons for mechs (most are not optimal; meant for later upgrades)
  • Siegebreaker: Assault SMG (A_AP)
  • Field Command: PDW (Personal Defense Weapon)
  • Escort Lifter: Tactical Pistol
  • Shaft Worker: Tactical Pistol
  • Ronin: Assault Shotgun
  • Gladiator: Machete
  • Battering Ram: Door Breaker
  • Phalanx: Stun Baton
  • Arquebusier: Assault Rifle
  • Pioneer: Battle Rifle
  • Licer: M214 Gatlinggun
  • Geckolibator: Aerial Autocannon
  • Hellbender: GAU4 Gatlinggun (Hold)
  • Dogfight: Flameblaster
  • Soldat: Mini Machine Gun
  • Grenadier: Tactical Pistol
  • Sergeant: PDW (Personal Defense Weapon)
  • Hermit Crab: Tactical Pistol

AncientCorps Mechs (requires The Dead Man’s Switch - AncientCorps)
  • Battle Frame: Zlobin Rifle
  • Gorod: Zlobin Rifle
  • Sniper: Vykhlop Rifle
  • Geckolibator: Aerial Autocannon
  • Peregrine: Zlobin Revolver
  • Nightbat: Zlobin Revolver
  • Jaeger: Semi‑Auto Rifle

Turret Maintenance Requirements

  • Gatekeeper Turret: 2 Reinforced Gun Barrels
  • Great Viper Turret: 70 Uranium
  • Hunter Turret: 70 Steel
  • Blade of Dawn Turret: 2 Reinforced Gun Barrels

auto-arm support:

The Dead Man's Switch - Synthetic

Other
Sensory Filter no longer triggers Berserk.
33 kommentarer
奥特曼 24 nov @ 7:11 
@白金trigger 了解了,虽然比较遗憾,但还是感谢作者您的幸苦付出,我试试去这两mod下提提建议,也许原作者有什么办法。毕竟同模组的火枪压制升级不会重复安装,中型运载框架却会,我猜可能是哪里的代码不一样吧?
白金trigger  [skapare] 24 nov @ 3:19 
@奥特曼 支持那两个模组的bug太多了,青叶自己的机兵可以装什么自己是没有禁止代码的,我回滚到不支持那两个模组的阶段了。支持起来接近30个植入体每个都要单独写代码判断,时间成本这块死死的。我还是只支持我常用的而且明确测试通过的7个本家的植入体了。
白金trigger  [skapare] 22 nov @ 22:00 
@Starlight-Ellie are you enable Transmog (Fork) mod ? I haven't modfily any thing about mobile dragoon render .
Starlight-Ellie 22 nov @ 15:30 
this mod does nothing with the mobile dragoon? cause I can't remember at all but after cercain mods added (maybe including this) using the zyklop helmet bugs the pawn, turning it into only a torso, and dissapearing the core frame. the pawn only can get out entering other frame, but the original modules will dissapear
白金trigger  [skapare] 21 nov @ 21:37 
@奥特曼 应该没有问题了
奥特曼 21 nov @ 18:25 
我想新生产出来的机械就有配件装,设置了维持配件库存一件,导致没怎么打架铁巨缺,殖民者也一直忙忙忙。仔细看了看才发现殖民者一直重复挖铁→生产钨钢→生产中型运载框架→给驳机装中型运载框架,(悲)
奥特曼 21 nov @ 18:24 
@白金trigger 作者先生,发现了一个小问题。库存里有配件的话,部分配件会一直重复安装,我发现的有配件扩展里的中型运载框架,模块化存储单元这些。而DMS原版的配件强化骨架,加挂货箱则不会。
奥特曼 20 nov @ 5:21 
@白金trigger 噢,原来有这功能😀
白金trigger  [skapare] 20 nov @ 5:19 
@奥特曼 你把想要应用相同配置的机兵一起选中,然后在配置页面里面选就行,如果配置是合规的,设置会应用到每个机兵身上。预设功能太麻烦,我懒得做,我一半不会加这么多机兵附加的mod
奥特曼 20 nov @ 4:20 
@白金trigger 作者先生您好,请问能否加个预设功能?在您适配了
The Dead Man's Switch - Additional Upgrades
The Dead Man's Switch - More Upgrades 1.6
后,每个机兵都需要挑选数十个配件,操作起来属实麻烦。如果有个预设保存功能,在调好第一个机兵后保存设置,剩下的机兵只需读取保存好的设置。那将非常方便。
所以希望作者您有空的时候,看看放不方便加一下这个新功能,万分感谢(🙏)