RimWorld

RimWorld

1,284 ratings
The Dead Man's Switch - AncientCorps
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Mod, 1.5, 1.6
File Size
Posted
Updated
24.942 MB
23 Apr @ 6:28pm
11 Aug @ 2:01pm
20 Change Notes ( view )
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The Dead Man's Switch - AncientCorps

In 1 collection by AOBA
Universe of the Dead Man's Switch
7 items
Description
A main combat corps belonging to an former-visited colonial fleet left on this planet for hundreds of years. Now, the underground military facilities built for total war are operating once again.

Ancient automatroid war machines are gathering on the surface. However, we still don't know who their enemy is...
















Author’s words
First of all, I would like to thank you all for your support, which allowed me to re-add the contents that were removed when the DMS was released due to production time issues. Although many contents and texture designs are already very different from the original plan three years ago, and in the process of making this module, I had to remove things that seriously extended the workload, but I believe that this will not affect your love for the Dead Man Switch and Fortification series :3

This year is the second year after the official release of the Dead Man Switch, and it is also the time when I started to work on my graduation thesis. The days after completing the module will also be another challenge, but I believe everything will get better!

So without further ado, I hope you can enjoy. _Aoba 2025/4/24



If you find any problems or have any ideas while playing, you can give feedback to the Discord group
[discord.gg]
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Popular Discussions View All (2)
7
27 Sep @ 9:05pm
Bug & Error Issues
Kiterain Salvatore
0
15 Aug @ 9:01am
"Settlement Disabled" Bug or feature?
Peeping peacock
321 Comments
Pika 6 Oct @ 5:57pm 
I think the most fun part of this mod for me has been completely forgetting I installed it, only to then encounter its content and be taken fully by surprise.
veoba 6 Oct @ 3:23pm 
@Signus
same for me
Signus 3 Oct @ 5:52pm 
Turning vanilla loot [ON] in Ancient Urban Ruins seems to cause this mod to throw an error on startup:

Could not resolve cross-reference to Verse.ThingDef named AM_MRE (wanter=thingDefs)

https://gist.github.com/HugsLibRecordKeeper/1c682930e06eb9ff36d7c7df357310d8
第十三军团基米原体 30 Sep @ 1:12am 
打开或者打爆设施的那些物资箱大概率会让你的画面奶油一般化开(花屏) 似乎是电力系统的问题

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref BA8365EC]
at RimWorld.PowerConnectionMaker.TryConnectToAnyPowerNet (RimWorld.CompPower pc, System.Collections.Generic.List`1[T] disallowedNets) [0x00046] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.PowerNetManager.UpdatePowerNetsAndConnections_First () [0x0026c] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.Map.MapUpdate () [0x00019] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.Game.UpdatePlay () [0x00049] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.Root_Play.Update () [0x00032] in <24d25868955f4df08b02c73b55f389fe>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Root_Play:Update ()
Biohazard 16 Sep @ 1:48am 
cant seem to take any vehicles down the "Lift Shaft" , is this a bug , or is the line that says "large enought to trapsport vehicles " Infacurate?
Kazeck 11 Sep @ 10:07pm 
Thank you for all your awesome work!
TritiumQQQ 10 Sep @ 10:43am 
和远古城市废墟一起使用,而且打开原版战利品模式的情况下会有一条红字

Could not resolve cross-reference to Verse.ThingDef named AM_MRE (wanter=thingDefs)
LetTheMossReclaimYou 8 Sep @ 2:39pm 
FactionDef DMS_AncientCorps must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Dead Man's Switch - AncientCorps.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Hospitality.Utilities.DefsUtility:LogMisconfiguration (Verse.Def,string)
Hospitality.Utilities.DefsUtility:CheckFactionDefs ()
Hospitality.Utilities.DefsUtility:CheckForInvalidDefs ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
xkp92110(orick) 6 Sep @ 1:20pm 
不知為何打地下設施這張圖超卡
是因為太多砲塔在算嗎?
Wuzzems 5 Sep @ 8:28pm 
Been getting an error related to the disposable phase shield. https://pastebin.com/5PMRr64X

Game lags somewhat hard randomly