RimWorld

RimWorld

Altered Carbon 2: ReSleeved
3,372 Comments
Wid4er 16 hours ago 
I really liked version 6.1 rev-1. I saw that you added support for expanded gravships. Since you're still working on needlecasting, it occurred to me that the neural matrix could control the gravship “independently” with the stacks, not forgetting the turrets.

Also, how difficult would it be for a colonist/stacks to simultaneously control two or more sleeves? Like a hive mind.

I like your work! ^^
Helixien  [author] 23 hours ago 
@🅾🅼🅸🅲🆁🅾🅽: Well, you can alwys download github desktop and just pull the mod from the repo.
@Helixien: Thanks man. I really love all your hard work with this mod hence why I tried to investigate and find a fix. It's maddening to watch Steam pull AC1 files from thin air when clicking the button on THIS mod page. AC1 isn't on the workshop anymore, and it's not in my local mods folder, it has to be Steam-side package handling. But I understand there are higher bug fix priorities. I was hoping someone might know something I hadn't tried yet.
Helixien  [author] Nov 24 @ 2:55am 
Also I know there are many bugs in 1.6, I am currently deep into an actual run myself and finding a lot. So expect more fixes to come. AC is a hard mod to really test as it requires actual play and while I would argue it works great without many mods, given what we do other mods can easily break our stuff.
Helixien  [author] Nov 24 @ 2:54am 
@🅾🅼🅸🅲🆁🅾🅽: I have no clue how you have this issues, it seems strange to me. There is no way for it to pull AC1 because AC1 doesnt exist anymore. Unless you are somehow subbed to the continued one? I would change packageIDs and will consider it, but it could cause other issues.
After nuking my Steam folder and completely reinstalling Steam just to try working around this single mod's single packageid, it still pulls in AC1 instead of AC2. I'm forced to use this mod manually from github now. Please please please just cut AC1 off from AC2 with separate packageids...
Werewolfie Nov 23 @ 9:58am 
I had a baby born in my colony with a stack already present at birth. That doesn't seem like intended behavior.
🅾🅼🅸🅲🆁🅾🅽 Nov 23 @ 12:05am 
For some reason when I subscribe to this mod (and confirm the workshop mod folder is empty), it insists on downloading the files for the old 'Altered Carbon: Ultratech unleashed' (I see file folders for 1.2 to 1.5), instead of 'Altered Carbon 2'. Rimworld displays 'tried loading mod with the same packageId multiple times': hlx.UltratechAlteredCarbon.
@Helixien: Since this is explicitly a new major version 2, couldn't you use a separate packageId?
兰董官方客服 Nov 22 @ 7:37pm 
Putting the ship girl's cybernetic body cultivated in Warship Girl R 2.0 into the sleeve casket will trigger an error.
Exception drawing 空白义体: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6542759] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Starlight-Ellie Nov 19 @ 11:44am 
The mod works perfectly fine as long as I know with the vanilla xenotypes, but some genes from mods, mostly the ones that adds hediffs like claws, or visual things like a gen that adds a turtle shell bugs the sleeve gestator when I try to reporpuse their corpses
Winter Nov 19 @ 10:46am 
@Knight If I understand correctly, neural receivers are implanted via surgery in an empty sleeve or an ordinary colonist (who will retain their personality). This allows them to be remote-controlled by needlecasting. Needlecasting can be started from a stack in a neural matrix building, or a stack-equipped colonist in a cryptosleep casket adjacent to a neural matrix.
doom587 Nov 18 @ 10:16pm 
would it be possible to create filtered mass erase stack jobs at the neural editor?
Knight Nov 18 @ 7:57pm 
Hi guys, im in the UK so the Imgur images arent showing, do any of them talk you thru how to use Neural Recievers and if so, how do I use em?
st.rusik Nov 18 @ 2:33pm 
The old bug with resurrect mech serum still remains 😢😢😢😢 The pawn still considers itself a copy if it was resurrected with serum while having an implanted stack and it also adds brain damage
The Crow Nov 17 @ 5:07am 
How do i unlock research without the first quest?
B flat Nov 16 @ 10:17am 
Thanks for addressing the bugs!
Kaneki's Sk1dmark Nov 16 @ 4:25am 
I remember back in the first version of this mod there were buildings that increased sleeve gestation speed (or at least I assume they were in this mod), are there any plans on bringing back those kinds of buildings? Unless they're already implemented and I'm just blind.
Agent Washington Nov 15 @ 3:18am 
What does stack degradation actually do?
RedGlobe Nov 14 @ 10:56pm 
@Helixien Is it by design or an oversight/mistake that the added helmets don't change color if painted? Got this with the dragoon and fusilier helmet. Just wondering if this is a thing on my end or if it is a known thingy.
Revan Nov 14 @ 5:07pm 
@Helixien: I did not see the disable thingy in the mod settings at first. Guess my reading comprehension could use some work. Thank you for pointing it out to me.
Opus Of A Bone Daddy Nov 14 @ 1:48am 
Delicious to have this mod back. Thank you for the hard work, as always~.
Wintermist Nov 14 @ 12:41am 
OH right, you can extract the normal mechlink :D I forgot, I'm so used to playing with the Dead Man's Switch one haha
Helixien  [author] Nov 13 @ 10:15pm 
@Wintermist: I recommend having two and move your mechanoids to the second one, the extract the mechlink from the dead sleeve and implant it into the new one.
Reestock Nov 13 @ 8:20pm 
@Wintermist
Consider the Gestalt Engine (Continued) mod. Not exactly a mechanitor, but it'd work.
Wintermist Nov 13 @ 3:37pm 
I need a tip, like... I often play mechanoid and when you change sleeve, you lose the mechlink. What can I do to solve this issue? Is there a good way to get another and always be prepared, or is there some other trick I missed?
Ickura Nov 13 @ 1:58pm 
:er_heart:
Phanlix Nov 13 @ 10:03am 
@Helixien Good to hear man! I'm doing pretty well right now! Personal life actually doesn't suck for once lol. I don't understand the misfire reports either, I've never once had it misfire. I have accidentally missed the quest, but it usually reappears or I just spawn the damn item.

Super happy you're still with us, this game simply wouldn't be the same without your mods. I'm probably done with it when you are at this point tbh. The only major issue is the shield belt atm, and there's... some optimization stuff I don't fully understand tbh, but something is bogging down my FPS and I'm certain now it's tied to this mod. Not that I'm gonna disable it for anything, but I did a test run with it and without it and there's a pretty definitive FPS impact. But hey, this mod does A LOT.

But seriously don't take that as a complaint, I have nothing but love and respect for you and what you're doing. Keep up the amazing work, pretty please with a cherry on top!
Helixien  [author] Nov 12 @ 11:53pm 
@Revan: I have to say I will never understand why this issue exist. I have done three saves recently and it fires every time without issue. There is a mod setting to disable the item requirement you can use.
Helixien  [author] Nov 12 @ 11:50pm 
@Phanlix: hey mate thanks for asking I am doing fine, hope you too! Yeah there are a lot of bugs atm, including the belt. I am playing an actual colony right now and making a list of all of the things that need to be fixed atm. I would say expect an update or too soon!
Phanlix Nov 12 @ 5:30pm 
Heeey @Helixien, hope you're well man, been a minute. This mod is still at the top of my favorites! I was wondering if you were aware of the belt fix, or if you're still with us basically. Huge fan of your mods, and hope you keep at it. The game is far more fun with your work in it. Thank you for hundreds of hours of fun.
Revan Nov 11 @ 6:40pm 
I can't get the intro incident to fire successfully. I keep getting "Incident target is null or not allowed." I can manually spawn the item received from the quest. Will just doing that break something?
peanutman Nov 11 @ 4:34pm 
by cryptosleep, i mean there in a casket while needlecasting, i forgot to mention
peanutman Nov 11 @ 4:33pm 
uhm, i changed my load order, and when i try to load the game anyone i have in cryptosleep soon after gets turned into a gestated empty sleeve????
Starlight-Ellie Nov 11 @ 4:18pm 
Is the mod compatible with VRE Andoids? I was thinking something like, turn certain character into an Android with a stack, but maybe the system with the androids could cause some errors?
Wid4er Nov 9 @ 7:09am 
I've been playing the mod for about half a year and I just tried Needlecasting for the first time. It's absolutely wonderful, and I was completely unaware of it. I've seen that you plan to improve it, I'm really looking forward to seeing it :steamhappy:
Bruh1 Nov 2 @ 8:02am 
Can sanguovampire's needlecast while in deathrest? Maybe it has been asked before but i don't want to go all the way back
Prymark Nov 2 @ 4:17am 
It seems like every time I reload my game, my pawn disconnects from their sleeve, saying they disconnected due to being removed from the cypto casket, but they are not removed from the Crypto casket, and only happens upon loading a save. I can fix it by manually connecting them again, just annoying, any reason why that might happen?
Helixien  [author] Nov 1 @ 10:16pm 
@deltaplays010: Intended. The bond is with the person on a psychic level, ergo with the body.
Winter Nov 1 @ 3:58pm 
@deltaplays010 That's probably inevitable without rewriting Rimworld itself to separate the concept of a mind from a body.

As far as rebonding goes, I've had good results using the Character Editor mod to remove the hediff that records the broken bond, along with the social connection between the colonists, then selecting one and right-clicking on the other to romance them again. You may also need to remove the negative memory of the bond breaking.
deltaplays010 Nov 1 @ 2:51pm 
bug: If a sleeve who was psychically bonded to a highmate dies, the highmate will still get the torn bond thing even if the stack is perfectly fine, and afterwards its impossible to re-bond them again
VoidFP68n Oct 28 @ 5:16am 
Will I have "neural management" issues if I put the buildings in my gravship? Can I not have them in a gravship (and move ofc) ?
Winter Oct 28 @ 2:20am 
@Knight There's a gene centrifuge in the ReSplice: Core mod. Perhaps it migrated there at some point?
Knight Oct 27 @ 10:52am 
I cant seem to find the Genepack Centrifuge, is it still a part of this mod?
Dewguru Oct 22 @ 10:24pm 
Nothing was showing up outside of the normal Sleeve sickness stuff. Viewed it in the Character Editor and toggled to show any hidden conditions and I didn't see anything.

Saving and restarting did the trick. Clearly something - either a mod conflict or just the fact that the session had been running for nearly 12 hours (which seems to build up issues over time naturally). I appreciate the advice though. I was panicking a bit, as this person was key to my colony.
Winter Oct 22 @ 6:12pm 
@Dewguru Is there anything in the sleeve's info window, in the Stats tab's Food section? That should describe anything affecting the food consumption rate, at least. The Health section may have an entry for the sleep fall rate, too.

If those look normal, perhaps another mod is trying to work with the sleeve and getting confused.
Dewguru Oct 22 @ 5:09pm 
I've got an issue I can't figure out. I build a new sleeve, implant, and then their food and sleep drop at an alarming rate and the sleeve dies before they can even get a meal down. Has happened in consecutive sleeves, and I'm not seeing any indicator as to why.
lilac fox Oct 15 @ 1:19am 
so i found a weird bug where if you use a resurrect mech serum on a dead pawn with the neural stack still on them, they come back thinking they are duplicates even though they are the original. is that normal?
Winter Oct 14 @ 4:10am 
@MA347612890GT4078579132R74 I'm still working on figuring out brain trauma, but it's definitely not only from editing. I have it show up regularly in colonies where I haven't unlocked editing yet.

Like you said, I'm guessing it's a brain damage side-effect. Perhaps the Brain Shock effect when a pawn with a brain implant gets EMP'ed could be involved?
gravitator33 Oct 14 @ 2:00am 
why doesnt a neural reciever down pawns its installed in? is it a toggle-able setting
MA347612890GT4078579132R74 Oct 14 @ 1:42am 
Is there a comprehensive list of what causes brain trauma? I assumed it was doing too many edits at once, but I had everyone fixed up, printed new sleeves for those with trauma. Got a new colony using the Archonexus map move thing, haven't set up editing yet and people are developing brain trauma constantly. The hediff says it's from Altered Carbon 2, and it has a minor stat difference from the vanilla brain trauma/trauma savant thing that happens, but I can't figure out why people are developing trauma without editing. Does taking brain damage also cause the brain trauma hediff from this mod, like trauma savant can happen?