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"The Dead Man's Switch - Joint Operations" mod
About This Mod
In the chronicle of RimWorld, war and strife are perennial themes. This mode is focused on coordinated actions of various types of mechanoids, aiming to reproduce the coordinated system of fire and maneuver of the advanced mechanized units. It maintains a relatively high level of balance — once fully implemented, a coordinated operations system will be able to confront the Breaker of the advanced worlds in private (albeit with substantial losses on your part).
This mode introduces several types of heavy mechanoids sufficient to form a comprehensive system of joint action with offensive and defensive capabilities, including:
[Protection] Economical avant-garde mechanoids (using Sprites of Shooters, Fences and Bastions)
[Support] Field-based repair mechanisms that provide energy and repair of the integrity of the designed mechanisms
[Control and Communication] Command Mechanoids capable of remotely loading maps and providing support skills
[Support by fire] Artillery and rockets capable of striking the map, as well as additional types of projectiles (precision rounds, cluster munitions)
[Defense] Mechanoids-generators of shields with increased protection against direct and indirect fire
In addition:
Added a range of large caliber weapons for heavy mechanoids.
A durable fabric-like material is introduced to create avant-garde fashion mechanoids, which can also be used to make uniforms.
Added two types of orbital targets that do not require direct visibility (orbital shelling and orbital garbage shower), as well as methods for obtaining them.
Included are drawings for the serial manufacture of components for the construction of mechanoids.
Added two gear elements that increase the throughput of the mechanator and the throughput group.
The invention relates to an early anti-tank grenade launcher with a rapid guidance system.
Added a permanently hostile group of mechanoids - the Legion of Apostates, characterized by high-intensity raids, but without boss units.
The performance of standard Dead Switch mechanoids, as well as some of the mechanoids from the expansion of ancient mechanoids and expansion of synthetic humanoids, was adjusted to increase their efficiency.
Update from 2026-01-15:
Implemented Combat Extended (CE) compatibility:
Added CE compatibility for weapons, mechanoids, substances and clothing.
Minimal adjustments have been made to the CE indirect fire algorithms, allowing this mode's artillery mechanoids to mimic the accuracy of modern artillery fire with a meter error (they will not receive strong penalties for marksmanship due to lack of line of sight or forward observers). [Hypothetically, it would be worth adding a type of "correctable artillery shell" ammunition, but this was not done to reduce logistics (and coding) costs.]
The missile launcher has been converted into a reusable weapon, which requires the resupply of RPG-7 ammunition.
Orbital shelling now works with CE; however, detonations in orbital garbage rain remain CE-free explosions due to software limitations—at this point, they are simply increased fireworks. The adjustment will be made in the future.
High precision munitions are now compatible with CE. The CE fragmentation system for artillery shells greatly extends their impact area, making the role of this mode of cluster munitions unclear. For this reason, cluster munitions are not included in the CE version.
The CE characteristics for most mechanoids have been given somewhat arbitrarily and may appear somewhat uncut.
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