RimWorld

RimWorld

The Dead Man's Switch - Control Spine
58 Comments
神话的机枪射手 22 Jul @ 1:27am 
略微提高身体能力
强制变更派系
基本丧失学习能力
性情大变
我day到了是战斗员化:steamfacepalm:
이그보 20 Jul @ 6:23am 
크립 조이너에 유효해 보이고 그 목적으로 사용해 보았습니다 신체 통달과 같이 능력을 부여하는 특성도 함깨 없어저 버리는 부작용이 있군요 혹시 수정해 주실수 있나요?
i love your mod! nice work :steamthumbsup:
NNIR 7 Jul @ 2:08am 
我愛梨子
梨子  [author] 6 Jul @ 7:04pm 
@NNIR 嗯,已经添加了
NNIR 22 Jun @ 5:50pm 
請問可以增加對繁體中文版本的文本支持嗎
文本保持簡體中文即可:Uni:
Wow i love this lore about this. You've done very good here.
梨子  [author] 8 May @ 3:20am 
insert:However, this technology originates from the colonial fleet’s "wetware computer" —a capability with no substitutes in the current setting. Its high cost is therefore non-negotiable (per lore). The DMS colonial fleet itself possesses this tech but has outlawed it due to ethical violations
.

This fictional company is not part of the colonial fleet but rather an illegal entity operating outside its framework. If a "Shining World" police force exists, they would hunt down this group for crimes against humanity
梨子  [author] 7 May @ 9:44pm 
Due to recent work commitments, I am currently very short on time. Additionally, AOBA taught me a great deal—without his help, this MOD might never have existed. Creating a Control Spine variant detached from the DMS colonial fleet framework conflicts with my personal principles. However, I fully support others expanding or patching the mod, as that freedom belongs to everyone. Out of respect for the lore, I kindly request that the technology’s origin be retained as part of the DMS colonial fleet’s forbidden knowledge. This is the only condition I ask for. Thank you.
梨子  [author] 7 May @ 9:38pm 
Thus, the primary target market for this product is not Rimworld-style combat factions (as you noted, this would be inefficient). Instead, it caters to the wealthy elite in mid-tier or high-tech "Shining Worlds" who seek to indulge their sadistic desires. The changes to iris color and hair are merely built-in features of the "wetware computer" embedded in the device. These adjustments stem from nanotechnology within the wetware system, which subtly modifies the body—including neural signal interference, cognitive manipulation, and even iris/hair color shifts . Skin tone could theoretically be altered too, solely to satisfy customers’ psychological demands. Using this technology to control imperial elites or enemy scientists in Rimworld scenarios is entirely outside its intended design
梨子  [author] 7 May @ 9:38pm 
At its core, this device is not about efficiency or utility but rather about sadism or perverse curiosity . For example, the girl on the cover could be a victim of this technology. After being altered, she might have undergone drastic personality changes, joining an illegal organization with fanatical zeal (psychopathic tendencies) and even participating in its research team. Others might become eerily quiet, loyal soldiers after their personalities are warped. While each victim’s transformation is rooted in their original temperament, all recipients will share absolute obedience, retain independent thinking, and maintain self-awareness.
梨子  [author] 7 May @ 9:37pm 
@mododel Rather than going through the trouble of capturing enemies, this technology is primarily used to process dangerous adversaries after defensive battles —in a way, it could be interpreted as a form of "Grass" mechanic. Launching full-scale wars just to acquire subjects for control would be absurd, especially given the high cost of production.
Mododel 7 May @ 7:00am 
@梨子 P.S.
Also, have you thought about making a version of the mod without The Dead Man's Switch? Not everyone plays with TDMS. I almost always use this mod, but it would be nice to have a separate version without TDMS and without debuffs, of course. :)
Mododel 7 May @ 7:00am 
@梨子 And the whole The Dead Man's Switch, to be honest - makes the game very easy to play. The original mechanics of mechanoids compared to the mechs from the mod - much more complicated and much less useful.
In fact, you can get more exactly narrative sense from the mod than practical sense. Create a colony, absolutely loyal fleet soldiers. On the gameplay side, given the abundance of mods for the game, the practical use of Control Spine is not so great, especially if the player has already understood the game mechanics.
Anyway, thanks for the mod. Very interesting idea.
Would like options to customize debuffs and appearance or just a more useful version of the mod. But if you don't have time for that, fine.
My coding skills are not very impressive, but I will try to dig into the mod files myself, maybe I can redo the options that do not suit.
Mododel 7 May @ 6:59am 
@梨子 Then it makes sense to capture useful pirates, mercenaries and others from the locals and “brainwash” them. To ensure the continued successful colonization of the planet. It makes sense, robots are good cannon fodder, but not elite. Humans are bad cannon fodder when there are good robots. Untrained psychopaths are clearly not the right fit.
On the gameplay side, again my personal opinion, it's worth spending time and resources, it's worth it just for the opportunity to easily recruit an elite soldier with cool skills and traits. As I wrote before, as cannon fodder, robots are a better option for a colony.
But not subject to nervous breakdowns colonists with good traits - this is interesting and worth the effort.
Maybe it will be a little unbalanced, but honestly, if you know how to play Rimworld on endgame nervous breakdowns are not such a problem already.
Mododel 7 May @ 6:58am 
@梨子 However, these are my thoughts I do not insist on anything. It's your mod and your concept of technology in The Dead Man's Switch colonial fleet narrative.
But maybe you would consider making a customization menu for the mod or maybe a second “lite” version of the mod? Maybe add another more resource-intensive implant to the mod in terms of complex resources in production?
Without the debuff to learning speed and psychopathy. (And also without eyes that are broken, as well as hair should be made optional. Logically, a computer connected to the brain doesn't change hair color! That's weird.)
Again, this is all my personal opinion, but the benefit of Control Spine can only be if you remove serious debuffs. Then it immediately makes sense to produce this implant.
As an example of narrative storytelling: a colonial fleet has suffered serious losses in crews and needs absolutely loyal specialists with good skills, soldiers, technicians, scientists.
Mododel 7 May @ 6:58am 
@梨子 The point of Control Spine would be if the player didn't have access to mechlink and other colonial fleet technology. But Control Spine is part of The Dead Man's Switch, with mechs and synths. Robots are much easier to use as easily repairable cannon fodder. They don't bleed, they don't die, and they don't require anything other than charging.
At the stage of the game when spines are available, mechs and synths are already available. “Disposable soldiers” and even with such serious debuffs are no longer particularly useful at this stage.
The only option for this whole thing is if the player intentionally doesn't use mechs and mechs with synths. But this is already self-limiting.
Mododel 7 May @ 6:57am 
@梨子 Thank you for the detailed response.
Well, the concept of using the use of Control Spine technology as a means to quickly recruit cannon fodder, I can see why there are strong drawbacks.
But... In the overall context, it's still not a productive enough technology to use. Both narratively and gameplay-wise.
Specifically, it's all about the BioCPU required to create this implant. It's a very expensive and difficult component to manufacture. And a long researched technology to obtain.
At the endgame stage, when it becomes available, it is already possible to produce, for example, Iguans. And the production of these mechs requires BioCPU. Why bother with catching and augmenting a random pirate mercenary when you can spend the same resources to produce super cool mechs?
Mechs will be much more useful in assault or defense.
梨子  [author] 5 May @ 4:21pm 
I think traits like resilience are more about personality rather than genetics or physical factors. When their personality changes, these traits should undergo some kind of transformation?

Note: This translation was processed through automated tools with subsequent human refinement for technical coherence.

so...Welcome to friendly discussions, you can continue to communicate. After all, my ideas may not necessarily be correct or perfect.
梨子  [author] 5 May @ 4:20pm 
For enemy applications, I envision this as a mid-to-late game mechanic. Converted enemies could be used as expendable assets for high-risk operations (frontline cannon fodder/suicide missions) or to deploy enemy loyalists against their former factions - imagine forcing Imperial elites into anti-Imperial combat. Considering DMS's manufacturing system nature, material costs maintain the "gold-guzzling beast" paradigm - such biomechanical control systems integrating organic and metallic components should inherently carry "negative justice factor" scarcity (per Rimworld's moral economy terminology).

Visual indicators like hair/eye color shifts simulate manga-style "Akuochi" tropes, symbolizing complete subjugation where individuals become mindless colonial tools. Regarding the eyelid issue I implemented facial animation safeguards, but technical faults emerged unexpectedly (notably only affecting facial animation integrations - vanilla engine seems unaffected).
梨子  [author] 5 May @ 4:20pm 
@Mododel
Thank you for your advice.

Regarding my design philosophy for this implant: Its core function lies in forcibly converting prisoners' loyalty (this reminds me of Metal Gear Solid V: The Phantom Pain's mysterious 100% recruitment rate - despite Big Boss' charisma, why didn't Diamond Dog recruits defect earlier?). This device becomes particularly valuable for managing volatile internal units like pyromaniacs or berserkers, effectively neutralizing threats that often exceed enemy dangers through forced compliance.
Mododel 5 May @ 3:58am 
@梨子 Also, if it is feasible - add mod settings with the ability to disable color change to white. Or remove this mechanic from the mod.
It's not really a problem. Like the mod mechanics described before, but I personally would not want pawns to change hair color.

In conclusion, I want to reiterate once again, the production of a spine implant - requires a lot of resources and a lot of research.
Pawn essentially gets in addition to his nervous system in the form of an additional synthetic brain. Is this supposed to make it better or what is the point of such technology at all, purely logically? With such problems after the implant is installed, that in terms of game mechanics that narratively - not rational to use.
Mododel 5 May @ 3:49am 
@梨子 The first already makes the installation of the implant completely pointless, the harm is already more useful to the game. The second also strongly cuts the benefit and in the end it is better to recruit a good pawn by the usual method. Pawns are always recruited to the colony just for good traits. Replacing “Tough” with a not particularly useful psychopathy as an example is not a good idea.
If you make these changes, the mod will become playable. Without these changes it is almost pointless to use it.
Mododel 5 May @ 3:49am 
@梨子 Actual feedback. In the comments already mentioned a bug with eyes in Facial Animations mod, faction pawns are constantly without eyes, looks not very nice.
This is worth fixing in the first place.
Well, and actually about the mod itself. The idea itself is very interesting, but the execution in the context of gameplay is not very impressive.
The implant from the mod requires a lot of research resources, and in the end does not give significant bonuses and even harms. Which makes it essentially useless.
I think it is worth a little rework mod, first reduce to the minimum values, or better yet, remove the debuff to the speed of learning. Secondly, remove the replacement of all traits for “psychopath”.
Mododel 5 May @ 3:46am 
@梨子 I'd like to clarify, do you plan on tweaking this mod any more?
I want to write some feedback and would like to know if it's worth waiting for any changes to the mod, maybe?
Write please, if you do not plan to work further on this modification.
Կyryη 30 Apr @ 6:31am 
Добавь хоть возможность их убрать в настройках.
Կyryη 30 Apr @ 6:29am 
Не рекомендую мод добавляет некрасивые глаза для Facial Animation - WIP:GHVomit:, при этом в описание даже не указано, что они там есть.
大吉岭の紅茶战车道 24 Apr @ 9:09am 
噢了解了,是因为接管脊柱必须玩家自己装不然用健康覆盖的方法装上就自动删掉,生成袭击时系统尝试给袭击小人装上这个仿生体但是被删掉了。感觉应该不影响正常游戏?
大吉岭の紅茶战车道 24 Apr @ 8:51am 
似乎会造成生成人物是空引用?或许与har存在顺序关系?放har下面貌似会在援军人物时弹报错Exception in Verse.PawnGenerator.GeneratePawn: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 254ACF58]
Highwayman 20 Apr @ 12:18am 
@Flash it’s because it’s still in development and I’m assuming they don’t want to make it fully public till it’s stable and with the amount of content that they want, I believe.
Flash 1 Apr @ 12:14pm 
Hi AOBA, why your new mod "The Dead Man Swithc AncientCorps" doenst show up on your steam page? I was searching for new mods on my phone and i can see it there, but when i enter my steam in computer, the mod dont show up, do you know why?
Froz Butcher 30 Mar @ 11:12pm 
找到问题了,要订阅[NL]Face Animation - Experimental
Froz Butcher 30 Mar @ 9:34pm 
大佬,和[NL]Face Animation一起用的时候Lid_Geek直接不显示睫毛了是什么情况。
青锁龙森蚺 28 Mar @ 11:10am 
为什么要性侵大便
DRG Engineer 27 Mar @ 10:28am 
So a good way to stop them from having bad moods?
1875 27 Mar @ 9:15am 
能不能出个不需要失能机关的版本:steamhappy:
BlickWinkel 24 Mar @ 4:19am 
封面这个妹子是谁啊
THEZOLF 23 Mar @ 11:54am 
add it 2 the "Universe of the Dead Man's Switch" collection, love everytime u guys made a new mod from this series!
KOSMONAUTILUS 16 Mar @ 4:06pm 
This mod adds two new sets of eyes for the Facial Animations mod (RKCS_Limpid, RKCS_Serpent), are these necessary for the mod itself? If not, is there a way to remove them?
Nuacepony 7 Mar @ 3:13pm 
不瞒您说,我用这个mod的根本不考虑那个植入物,我只是感觉眼睛很好看,就用了
梨子  [author] 7 Mar @ 7:19am 
@Niur 我把事情想复杂了……仅仅是默认种族的瞳孔不支持外星人种族,解决了。对于不支持外星人种族支持的扩展种族这一点,请原谅我疏漏了。
梨子  [author] 4 Mar @ 9:14am 
@Niur 确实没考虑过种族扩展的fa支持的情况,dll里没有做坐标偏移,仅调整了原mod的瞳色调整。这方面可以去看看,但修正的可能性极小——因为我玩扩展种族的种类极少——若最终无法解决,请见谅……
Niur 4 Mar @ 6:04am 
用表情动画MOD的话,这个变眼神效果覆盖到龙娘表情的眼睛偏移量不对直接没在脸上了,有办法修么,或者是我环境问题?
meep34524 26 Feb @ 5:58pm 
any other mods that let you force faction changes, i wish there was a gene for it so i could create xeno-human zombies. would be very cool.
mentally unstable clown 26 Feb @ 3:24pm 
Sandevistan???
硫酸白菜 25 Feb @ 10:37am 
变成变态粉毛笑眯眯眼了hso
Yuka 24 Feb @ 11:44am 
the art is so cute
Marchiel Lobelia 23 Feb @ 7:06pm 
can't wait to send the enemy raiders against their own with this one, point plus if they're conscious and aware during the slaughter indeed...
١Erebus.♡ 23 Feb @ 1:48am 
懂了 人格排泄芯片
SaltPowered 22 Feb @ 10:21pm 
人类亦是一种机兵