RimWorld

RimWorld

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The Dead Man's Switch - MobileDragoon
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Mod, 1.5, 1.6
File Size
Posted
Updated
5.632 MB
3 Dec, 2024 @ 4:03am
18 Aug @ 5:25am
18 Change Notes ( view )
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The Dead Man's Switch - MobileDragoon

In 2 collections by AOBA
Exosuit Framework mod
12 items
Universe of the Dead Man's Switch
7 items
Description


The Dragoons
No one can face the Dragoon at close range without being shocked by its huge size and ferocious weapons, especially here, in a remote world where the surface road conditions are so poor that it is insulated from vehicles.

Technology intermediaries from the Colonial Fleet were proud to tell us in detail about this heavy-duty exoskeleton technology, which is slightly different from power armor technology, and the hardships they went through to unify the specifications with other fleets along the way. There can also be a certain degree of compatibility between these equipment that have blossomed in various worlds.

This heavy-duty exoskeleton may not be as flexible as power armor, but counting the size and number of gun barrels, you are sure that it must have good firepower.

You buy the disc without hesitation because you know you won't be his only potential buyer. And it’s not hard for you to realize, who wouldn’t be tempted?

Info
sorry for the long waits, but the dragoons have come to.

this mod added mobile dragoon, a type of exosuit frame with 6 customizable module slots and 25 modules available and ready to gear up your armored giants.
there are totally 5 different dragoon cores added, and each of them will be suitable for every stage of colony development.

by the way CE is supported.



Known incompatible
- Simple sidearm: if you let a pawn with sidearm pilot a dragoon will intergated weapon, the sidearm will gone missing.

- Humanoid Alien Race: if a race using apparel restriction it will cause apparel missing.
(Solved in update 12/5, content side.)



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)
5
6 Oct @ 9:22am
Repair taking too long
mahluni
3
6 Oct @ 9:18am
how to make a dragoon?
Kanjejou
2
2 Oct @ 8:36am
Auto Unequip Dragoon Armor
DrGestalt
641 Comments
Just leaf 10 hours ago 
我的错,莫名其妙掉了MOD列表……
Just leaf 11 hours ago 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
KING 31 Oct @ 9:16pm 
为什么龙骑兵格斗剑面板高于单分子剑,但实际伤害却更低
逻辑与诡计 26 Oct @ 7:14pm 
我的问题,原来肩部武器发射不了是我装了护盾的原因,有个人护盾就不能发射远程武器
Kotaro 25 Oct @ 7:38am 
Hi, i have a problem with the shoulder weapon. they don't being used or appeared.
Napoleon 22 Oct @ 12:52am 
For anyone who has the suit render on the pawns head, moving this and exosuit framework to the bottom of my modlist seems to fix it.
Vril 20 Oct @ 1:52am 
Idk if its CE patch or you patched it yourself, but these suits are pretty OP, like they have armor way higher than centipedes, pretty much indestructible and can solo whole faction bases.
Sturm Krahe 19 Oct @ 6:14pm 
Sorry to double post but I also tested with the weapon properly identified as a sidearm according to simple sidearm and it still worked fine, nothing vanished. So either I don't understand what the compatibility issue is or it doesn't seem to be happening for me.
Sturm Krahe 19 Oct @ 10:42am 
For what it's worth, I'm using Simple Sidearms with the 'switch weapons' button mod, and I'm able to use this just fine despite the listed incompatability. Testing with mechs with integrated weapons and nothing vanishes. I have the weapon just in his inventory and then using the button to switch on command rather than specifically having it set as a 'sidearm', but it still shows in the UI as his backup melee weapon.
UntouchedWagons 18 Oct @ 12:30pm 
Thanks Mr. Bob for the info!