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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!