The Dead Man's Switch - More Upgrades
More modifications for DMS automatroids.
Mod Cover Source: [Artwork from the "Additional Upgrades" mod][url=https://steamcommunity.com/sharedfiles/filedetails/?id=3310569544]https://steamcommunity.com/sharedfiles/filedetails/?id=3310569544[/url]
Art Source: The Dead Man's Switch [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3121742525&searchtext=the+dead+]https://steamcommunity.com/sharedfiles/filedetails/?id=3121742525&searchtext=the+dead+[/url]
The English translation has been updated. Thank you to "Dog With a Machinegun" for providing the translated text.
Our tecent QQ group:413168460
Mech Overdrive: Advanced Upgrade Modules
*"When your Centipedes can’t haul enough shells for 10-wave raids, you build better war machines."*
Add 14 new implantable upgrades to transform your mechanoids into hyper-specialized workhorses or battlefield terrors. Perfect for colonies drowning in late-game raids or industrial overhauls!
Key Features
Four Specialization Paths: Load Capacity | Mobility | Cooling | Core Output
Stackable Upgrades: Compact designs allow multiple implants (at ruinous material costs)
CE/Biotech Compatible: Integrates with Combat Extended, Biotech, and Additional Upgrades
Brutal Tradeoffs: Every enhancement comes with calculated downsides (toxic waste, energy drain, mobility loss)
🔧 Upgrade Catalog
LOAD SYSTEMS
◈ Medium Load Frame
+50 Carry | -5% Speed
Reinforced compartments for balanced logistics
3 Components, 50 Plasteel, 60 Hyperweave
◈ Heavy Load Frame
+90 Carry | -10% Speed
Neural-computed load balancing (CE/Biotech-ready)
2 Adv.Components, 5 Components, 1 NeuroCalc, 80 Plasteel, 100 Hyperweave, 4 Gold
◈ Ultra-Heavy Load Frame
+150 Carry | -15% Speed
Tungsten-alloy skeleton for pure hauling beasts
4 Adv.Components, 10 Components, 1 NeuroCalc, 120 Plasteel, 150 Hyperweave, 10 Gold
HYBRID SYSTEMS (CE Optimized)
◈ Compact Load Booster
CE CarryWeight +50 | +50 Load
1.1x Power | Toxic Waste/Recharge
3 Adv.Components, 15 Components, 50 Plasteel, 60 Hyperweave, 80 SynthMuscle
◈ Enhanced Load Expander
CE CarryWeight +90 (Stackable)
1.2x Power | -10% Breathing | 2x Waste
5 Adv.Components, 25 Components, 160 SynthMuscle, 80 Plasteel/Hyperweave
◈ Overpressure Load System
MAXIMUM OVERCARRY
Severe Heat/Vibration | 4x Waste | Pair with Cooling!
8 Adv.Components, 40 Components, 1 NeuroCalc, 260 SynthMuscle, 120 Plasteel/Hyperweave
PERFORMANCE MODULES
◈ Enhanced Cooling Circuits
+10% Consciousness/Move | +70% Breathing
The enabler for "just one more upgrade" builds
8 Adv.Components, 45 Components, 150 Plasteel/Hyperweave
◈ Core Output Mk.I-III
Speed +10% → +40%
Scaling Toxic Waste (1→4 packs/charge)
Mk.III: 2 AI Cores, 8 Adv.Components, 40 Components
SPECIALIZED WARGEAR
◈ Bilateral Power Cells
0.75x Power Draw | 95% Move
Essential for energy-hungry artillery platforms
◈ Thermal/Night Optics
150% Sight | +2 CE Accuracy | 0.85 Aim Delay
Nightmare fuel for raiders
◈ Heavy Auto Reloader
ReloadSpeed 0.60 | 85% Move | 1.2x Power
For when "overkill" isn’t a word in your colony’s vocabulary
Design Notes
Anti-Cheese: High-tier upgrades demand late-game resources (Plasteel/Hyperweave sinks)
Synergy Focus: Combine Cooling + Power Cells to mitigate downsides
CE Meta: Load systems respect CarryWeight scaling; Optics boost CE accuracy
*"Tested in 500-day megacolonies – your mechanoids will finally feel like $50,000 silver war machines."*
Recommended Builds:
Logistics God: Ultra-Frame + Cooling Circuits
Blitzkrieg Assault: Core Mk.III + Bilateral Cells
Siege Monster: Auto Reloader + Thermal Optics
and.....ALL OF THEM !!
Turn your mechs from clunky tools to precision instruments of destruction!