RimWorld

RimWorld

Altered Carbon 2: ReSleeved
3,047 Comments
lapplace 8 hours ago 
Thank you so much for this awesome mod! I was wondering if you could look into adding compatibility to 1-2-3 Personalities M1. Currently, the personalities tied to a person are regenerated on stack removal and stack installation. Looking through that mod page's comments, it seems there was compatibility in the past (Rimworld 1.3), and the dev for M1 says nothing was changed fundamentally since that version. Hopefully that information is helpful if you wish to pursue this. Thanks again for your amazing mod!
cloudust Jun 12 @ 3:00pm 
@Helixien

You know - that totally makes sense! The mod is already awesome as it is and I won't pretend I understand even a little on how to make one, so that's all good and fitting with how an animal brain would work. I *do* wish that Pawns would understand that, but it's something I'll just have to work around with the Character Editor mod. Either way, thanks for the reply and keep up the good work!
Helixien  [author] Jun 12 @ 9:30am 
@cloudust: Sadly there is no way atm. Its kinda a balancing thing and if you think about it, it would make sense the animal doesn't understand what happened. I know, not perfect for your run.
cloudust Jun 12 @ 2:37am 
Hello @Helixien!

I'm not sure if you've been asked this already - but is there an option or a way to keep a "Sleeve" alive when you remove their stack? In most of my playthroughs it wouldn't be an issue, except this time I'm going into a very heavy animal-focused game. Every time I move a Stack into a different "Sleeve," the Pawn is counted as dead and and I have like 20 bonded animals going into Madness mode because of it.

Love your mod!
Alex Kersar Jun 11 @ 11:45am 
Sure, awaiting patiently for the oficial release, just hope it comes with needlecasting range options too for wider player customization. Good work. :dv_nuclear::steamthumbsup:
Helixien  [author] Jun 11 @ 9:18am 
There will be no 1.6 update before the official release. Like always, "1.6 when" comments will be deleted and blocked.
Alex Kersar Jun 9 @ 2:09pm 
Needlecasting should have more range, even with all 6 sats I can barelly move on the world map.
NaNoServers Jun 7 @ 12:05pm 
Mod options are suddenly gone.
Even the extended XML ones.
NaNoServers Jun 7 @ 12:05pm 
@JothB Build a neural scanner and then select "start scanner", after that select "Skilltrainer" and choose what pawn to kill in order to produce skilltrainers.
Gatho Jun 5 @ 11:54am 
I love the mod and consider it canon for myself. One thing I am not sure about is shells instead of sleeves. How do I make them?
ryhndo Jun 3 @ 11:23am 
tell us what became of Gary
JothB Jun 2 @ 9:53pm 
I'm not completely sure how to craft skilltrainers. I have them researched, but they dont seem to appear anywhere as a recipe
TheModernViking Jun 1 @ 2:42pm 
Is there a way to refire the Researtcher quest?
Resmus Jun 1 @ 1:06am 
Has anyone managed to completely implant the filled stack in VRE Android, rather than just broadcasting a signal to it? The best I could achieve was using tools to put a receiver in the android.
southbull May 29 @ 12:52pm 
Thank you very much for this amazing mod @Helixien, this is one of my favourite mods of all time. I want to share a bug that I've encountered and I hope you can help me with that. It looks like archotech stacks cannot be edited as when you create the bill to edit one, right clicking on the neural editor table gives you the following text: "Cannot modify stack: Missing 1x Neural stack". The option to edit them is on in the mod options and the pawn is capable of editing a normal stack and the stack is available in a valid and accesible storage. Also, for some reason, the 'Tough' trait is missing from the trait options and cannot be added even with Character Editor mod. Pawns with tough trait spawns naturally but you cannot add it to your own pawns. I did this testing with only Harmony, Vanilla Expanded Framework and your mod so I am sure that there are no mod conflicts. I would appreciate if you can take a look at it when you have the time. Thanks in advance :)
Malicius May 28 @ 3:11am 
Unfortunately I get a very high constant ms from "AlteredCarbon.Pawn_NeedsTracker_NeedsTrackerTick_Patch:Prefix"

Anyone knows a fix?
Star May 14 @ 6:35pm 
@dmitri burger Update: I can confirm that the VRE Androids integration works just fine. Either the people saying its broken fell for one of the Classic Modding Blunders like not using RimPy or one of the other mods they have is breaking it.

Interestingly, implanting an android with a human stack did not Awaken it. I had to go into Dev Mode and delete the Hardware that disables psychology for the random human man I murdered and reincarnated as a robot girl to be able to be upset about this. The Android builder in-world would not let me enable psychology. Maybe the editor you can access before starting a colony could?

Then again, Dev mode and Character Editor can fix most issues, and whether this is even a problem to begin with is up to you.

You may also be wondering if humans in android bodies keep their skills, if their skills are affected by software, and if they correctly undo if they turn human again.The answer to all of those questions is yes! I hope this helped.
Star May 14 @ 5:06pm 
@dmitri burger If I understand correctly if you have VRE Androids installed this mod has an interaction that lets you build android bodies as "shells" as an inorganic alternative to sleeves. However, there seems to be talk of this feature being broken in the Discussions page. I intend to test it myself and see if it works now. Will post results in here.
dmitri burger May 13 @ 2:28am 
Is there a way to add a feature such as cybernetic sleeves? It was in the series(this damaged girl had one in the end). I assume they can change their appearance, have extra durability and to be fair they are potentially somewhat of a premium endgame stuff. If there are any other place, where I can add this suggestion, pls let me know. I think it would be a really cool dlc for this mod:)
Origin_Alpha_43 May 10 @ 6:32pm 
Let it be known MIXED STONES is incompatible
if you can't build the sleeve casket without crashing
Delete MIXED STONES
Origin_Alpha_43 May 9 @ 8:24pm 
Any known incompatible mods that could crash the game when finishing to construct or even trying to spawn in the sleeve casket?
Farrowe May 7 @ 2:33pm 
is there a way for force-spawn the starting quest for this? i think something in my modlist did something that would make the quest not spawn, and the opportunity for it to spawn passed before i noticed and fixed it
fireflystars79 May 1 @ 5:04pm 
@Kirky An Electromagnetic Shield implant, not sure which Implant mod adds those though. At least not off the top of my head.
Ravinglegend Apr 25 @ 6:21pm 
@Sammich build a casting relay.
@2B You don't have to do anything. Has it been 75 days yet? I think it just becomes enabled after 75 days and will randomly happen.
2B Apr 25 @ 5:34pm 
The intro quest is not firing, do I need to do something?
RagingFlower Apr 21 @ 9:24am 
Hey Helixian and team, just wanted to say this mod is one of my absolute favourites. It's filling the gaps in late game ultratech pretty much by itself, at least until VFE Megacorps finally comes out.

Appreciating all the cyberpunk stuff sneaking in over time!
Kirky Apr 18 @ 2:51pm 
Anyway to remove the knockout effect from an EMP to someone who has a stack implanted?
Lag Grenade Apr 16 @ 1:59pm 
Locks neural supercharger and other ultratech behind orobouros meme (the way the bong is locked behind high life meme) for seemingly no reason. If you take transhumanist but not ouroboros then you'll run into issues.
Skyrma Apr 14 @ 5:25pm 
having a weird bug, two of my colonists became a couple, a mechanitor and a normal colonist, when they gave birth to a baby. the baby was born with a neural stack
Sammich Apr 13 @ 3:00pm 
is there a way to needlecast further than 31 tiles...?
blackrave Apr 9 @ 7:06pm 
Addition.
Just checked Bio tab(skill&traits)
it still keeps sleeve's one, but name and social tab is from stack.
It's like something breaks mid implantation.
blackrave Apr 9 @ 6:58pm 
I've ran into weird bug.

Grow sleeve.
Put it into sleeve casket
Try to install stack from neural matrix
Surgery gets done
Personality gets implanted
BUT
Stack remains unimplanted with personality inside.
Once you extract pawn from casket it's just a pawn, but without neural stack
it's as if stack is being used just to copy personality into sleeve, instead of stack going into pawn.
In effect I can keep repeating same thing into new sleeves, replicating same pawn.

Is it known issue, or new?
MA347612890GT4078579132R74 Apr 9 @ 4:32pm 
Is there a way to set up a bill to automatically wipe neural stacks? I accumulate stacks via raiders and used stacks don't want to be bought but it seems I have to manually select the wipe job on the Neural Editor for each stack to get rid of. I know the fabrication bench lets you recycle them for Adv. Components and plasteel, but I can't find a way to say auto-wipe non-colonist stacks.
InvitedRhino683 Apr 8 @ 12:57pm 
do the sleeves created from the sleeve grower come pre-built with a mind (as in, a theoretically separate consciousness) or are they completely catatonic / unconscious until a stack is installed ?
Ros[É] Apr 5 @ 10:09am 
I noticed in the texture files there is an archon version of the arm blade, has that been implemented yet?
ミ>.<ミ?♪~ Apr 4 @ 10:38am 
Why aren't all traders and settlements buying stacks anymore? It was working fine two days ago. What happened?
Tal'Raziid Apr 4 @ 12:06am 
Did the ability to 'back up' an active stack in a pawn get removed?
Omniburg Mar 30 @ 7:18pm 
@Daarath thanks! Helpful!
snake Mar 30 @ 6:56pm 
incompability with mod "mod that basically gives cyberpsychosis", game tries to get biostability of a pawn on cortical stack and put it to new body but its null on cortical stack so it fucks up the game
Daarath Mar 30 @ 10:59am 
@Omniburg You can use dev mode, debug actions and look for "generate quest..." and then look for "AC_Intro_Researcher" and then just use one of the options, I think the lower the points, the less truble comes with it.
katiebadblood Mar 25 @ 9:57pm 
Gotta say it must be pretty horrifying for my prisoner pawns when I install a neural receiver into them and then bam when they come to they are missing months of their lives from being needlecasted that is if they ever do wake up. Great mod
Omniburg Mar 23 @ 5:26pm 
To anyone seeing this: when you add this mod to a saved game how do you activate it? I need something to do the research but the event never fires since its a save game in progress I assume.
Ugonchekov Mar 22 @ 10:49am 
@Helixien, got a problem in my game. A duplicate pawn appears after reloading the save. After testing, here is my conclusion. In save file both pawns have same id and bug itself appears because of conflict with mod "Big and Small - Genes & More". Pawns with neural stack after changing their race with genes create a copy of themselves in save file forcing to delete the duplicate manually. I'll be very grateful if a solution to this conflict is found, because both mods are great and i don't want to delete either of them. Thanks in advance!
queenelise9830 Mar 20 @ 12:21pm 
Hey @Helixian. I'm a newbie modder, trying to figure out how to make a very specific tweak for compatibility with Killathon's ABF: Synstructs series of android-related mods. These robots use a unique "programming" system that really wouldn't make sense to need to implant a stack on top of, and also a custom body plan that does not include a part named "Neck". In past versions, they had their own module called Skymind Network for transferring consciousnesses between themselves, but that mod has gone the way of the dodo in 1.5 due to difficulty in maintaining it. Now I was wondering if it'd be possible to bring at least some of that functionality back, by enabling blanks(Synstructs that have not been initialized yet) to have the consciousness from a stack in storage be copied onto them as an alternative to allowing them to spawn their own consciousness, as well as enabling all (sapient) synstructs to use the "backup" functionality of the neural matrix without needing a stack.
Demonic Mar 17 @ 10:02pm 
Seems like sleeve caskets are bugged. Any time I try to force a pawn to interact with them I get the work tab bug that sets everything to priority 3 and prevents you from changing priorities until a full game restart. I use RJW and the repurpose corpse works fine for me but not on anyone with the Archoborn hediff from Integrated Implants.
uriel2 Mar 17 @ 2:40pm 
Okay, narrowed it down to some mod clash, probably. For some reason, old frozen corpses throw an error and refuse to be repurposed. New ones work just fine though.

Weirdest mod clash outcome I had in years haha.
uriel2 Mar 17 @ 9:42am 
But the error stays identical no matter what RJW ver I used
uriel2 Mar 17 @ 9:37am 
Tested with both the current RJW version (5.6.3) and older one (5.4.0). On the current ver the Sleeve Gestator accepts the corpse but it doesn't display it or work and on the older one it simply spits it out the moment it is inserted.
uriel2 Mar 17 @ 9:30am 
Hey @Helixien, is the RJW compat currently bugged? It throws an error every time i try to repurpose a corpse.

https://pastebin.com/FeHpE5qp
astral Mar 16 @ 11:10am 
Is there an ability in the mod to do a Soulkiller run? Like I strap pawn and it auto creates and extracts a stack.