RimWorld

RimWorld

784 ratings
The Dead Man's Switch - Synthetic
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.747 MB
30 Nov, 2024 @ 4:30am
14 Jul @ 4:22am
10 Change Notes ( view )

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The Dead Man's Switch - Synthetic

In 1 collection by AOBA
Universe of the Dead Man's Switch
7 items
Description


The Synthetics
Colonial fleets sometimes sell technology they don't use. Although they have their explanation, no one feels that they are refusing to use a mature and complete set of technology products just to save costs. At the same time, they don't hesitate to promote them to every potential buyer...

Synth are synthetic robots that use artificial muscles and organs during production. Except for its production cost, it is superior to the Automatroids in service by the colonial fleet in every aspect.

Listening to the technology intermediary's endless explanation, you heard an important key.

"They can wear human equipment and use the capabilities of that equipment, and some of it has no limitation of weapons by the fully-customized system."

The disc provided by the intermediary allows you to use the blueprints inside to build a new mechanical constructor and 4 new types of humanoid synthetic robots once you researched the hybrid engineering, and in the end, the intermediary reminds you
"Users are responsible for moral and ethical issues arising from their use of this technology."



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]
162 Comments
DEGENERATOR9001 22 hours ago 
Actually, scrap that, they seem to be incompatable with any headgear that covers neck area(from combat extended).
DEGENERATOR9001 23 hours ago 
Recently have encountered a weird issue with MG-3"Big Sister" not being compatable with power-armor helmets. I distinctly remember using cataphract helmets with them which i stole from dead imperials literally yesterday. It does not apear to be the issue with other spacer-tier armor. Other mods with power-armor also show same issue with non-equipable helmets.
The mod also apparently mega-hates character editor in every way. Othervise, cool mod.
Starman 23 hours ago 
I also have maidens with a second set of hair. One looks like she found a powdered wig lol
No 20 Jul @ 6:39pm 
Synths seem to use mech chargers now. Thank you for the fix.
thryllth 19 Jul @ 9:15pm 
Synths that have equipped a weapon or clothing/armor will break "make until X" bills as the checks for available items see the item as if the item isn't equipped. It also appears to break the "only from X material" option in bills.
DarkMoonOfDeath 19 Jul @ 3:26pm 
ive been having the hair issue too along with them not recognizing mech chargers
c.bundy99 17 Jul @ 9:50am 
Does anyone else have an issue where the maidens randomly acquire a second set of hair?
sewnutty 16 Jul @ 10:44pm 
ok aside from energy problems....how does one reliably produce artifuscle?
huntdkim999 15 Jul @ 11:43pm 
I have a problem that some synths can't recogniz mechchargers. other mech can see matched mechchargers, but synths dont have that.
Cool Dad 15 Jul @ 9:22pm 
Still having the synths not recognizing available mechchargers.