RimWorld

RimWorld

Altered Carbon 2: ReSleeved
3,298 Comments
тетеря, блин 11 hours ago 
just crossed my mind that this mod may be a good couple and actual reason for resleeving:

https://steamcommunity.com/sharedfiles/filedetails/?id=2374079539
RoartyKarma 13 hours ago 
For anyone considering this mod, I could not recommend it more. I did however just have a great idea. If anyone has been watching foundation from Apple TV? Well, this is the perfect mod for a genetic dynasty with age speed increases. Couple with VE Androids you've got your very own Dermazel? "Respect and enjoy the peace".
Miha_metan Sep 10 @ 1:15pm 
I didnt edit anyone, i just used ressurector mech serum on my dead pawn with a neural stack
Epoch_SoC Sep 10 @ 10:46am 
For those who have the same issues, VEF does not allow 0 as EnergyShieldRechargeRate in 1.6 due to Commit 05bf43c, setting it to 0 will cause the same as default. Change that (1.6\Defs\ThingDefs_Misc\Apparel_Belts.xml <EnergyShieldRechargeRate>0</EnergyShieldRechargeRate>) to a number as low as possible can fix it, but shield can take one more hit once recharge started, though with energy lower than 1.
MadMage Sep 10 @ 12:07am 
Okay, so I have to apologize. It appears I mistook this quest for one of those 'go rescue this random stranger' quests initially. I manually triggered the quest in dev mode and was surprised to see the researcher show up on my map, as this wasn't what I was expecting to happen from the quest description - and then I was lost because I was given no indication of what I needed to do from there because I'd saved her and nothing told me to look at her inventory - and even if she had died, I'm running the 'pawns aren't pinatas' mod so I'd have had to strip her manually.

I actually think the quest itself is fine as-is (aside from hoisting an unwanted colonist onto me), but the description itself needs to be more clear about what it is for, what's happening and what you're getting from her. This seems obvious when you know what you're looking for, but the entire sequence was actually pretty easy to miss.
Phanlix Sep 9 @ 10:17pm 
@MadMage there's an item in his gear...
MadMage Sep 9 @ 6:13pm 
So, I had to use console commands to re-trigger the intro quest and saved the researcher... which I am beginning to think I wasn't supposed to do given that she came in almost dead from infection. Now what?
Phanlix Sep 9 @ 2:39pm 
Chrysalis helmets do not appear to be showing up on any vendor list and are not sellable at any vendors. Not sure if that's intentional or not.
Phanlix Sep 9 @ 2:38pm 
@miha, if you've edited to the point of brain trauma only healer serum or a new sleeve will fix it.
Miha_metan Sep 9 @ 9:14am 
How do i remove brain trauma???
тетеря, блин Sep 9 @ 3:18am 
he previous comment makes sense. maybe it could make use of a technology prerequisite before bringing the content in (not specially made tech, just some vanilla one, tweakable for the player to choose which). also, I'd love the game not to use a «sleeve» terminology before the thing opens up. and I'd love to have a mod option to enable or disable some races or maybe even faction to have stacks by default or vice versa restricted. for example, I had some mod installed that adds robots, kind of, and when they die I got a message about sleeves straight from the beginning, so… first things first, it shouldn't have a stack, and then I shouldn't know about stacks in the first place. high hopes it could be implemented! huge respect to the modmaker.
MadMage Sep 8 @ 10:35pm 
I have a feeling this might have been brought up before, but the intro quest for this content could use some tweaking. I-and others, I am sure-passed it because it sounded like another 'wounded stranger' quest and honestly I had no idea ot was the gate to this content.

I also think it came at a time when venturing out would have been unreasonable and was on the other side of an impassable mountain range for me... most of the other ingame content triggers just hang out until I want to mess with them. Perhaps make the quest drop in the same way, but if you take too long you find the questgiver's corpse with a stack and have to resleeve her to actually open the questline?
Veskaida Sep 8 @ 3:54pm 
Despite having not read "Altered Carbon" this mod is a great inclusion to any high-scifi or "ultratech" playthrough, and adds a variety of strange and interesting technologies.
Skrzypa82-2 Sep 8 @ 4:15am 
What should I do if the event necessary to start the adventure with this modification did not appear during the entire game?
Phanlix Sep 6 @ 12:25pm 
Glad to hear it man! Just remembered that and hadn't seen you for a bit and was worried. Good to hear you're well!
Helixien  [author] Sep 6 @ 9:57am 
I was just sick, I updated ReGrowth like a week ago I think^^

I am good, just busy! But thanks for worrying.
Phanlix Sep 6 @ 8:22am 
Man, it's been a while since we've heard from Helixien, almost 20 days since he said he was having health problems and disappeared from his mods and discord. Helixien, buddy, if you're out there, thank you again for this mod and all the entertainment it's provided me. I hope you're doing well and your health has improved. May you live long and prosper!
Misterdino Prime Sep 4 @ 2:25am 
@Stevie Wonder Gaming A
Stevie Wonder Gaming Sep 4 @ 12:58am 
@Misterdino Prime RJW would refer to Rimjob World, which is a mod series that is not hosted on steam. Because it's a mod that adds sex, genitalia, and worse NSFW stuff. It should be completely optional.
Misterdino Prime Sep 3 @ 4:50pm 
i think something is off, there no mod called RJW in steam or workshop, im losing something? =
Cerilex Sep 1 @ 10:34pm 
It appears that when editing a pawn with a Great *blank* gene it will remove the passion added by the gene after modification.
Droz_64 Aug 31 @ 11:00am 
Looks like helmets can't get repainted via Character Editor, it used to work, not sure what changed
Nhujj Aug 30 @ 9:36am 
I would like to know if its possible to duplicate archotech stacks, I have both spare regular stacks and an empty archotech stack, but the pawn is not showing up in the duplication menu. If it matters, the archotech stack was installed in pawn creation at game start.
slugma Aug 30 @ 4:19am 
For some reason if this mod is installed it makes all the gene related buildings from Biotech make rooms become "Laboratory Room" instead of "Laboratory" and gives laboratory buildings a speed penalty
Tathar Aug 29 @ 6:25pm 
English translation report gives 4 errors for this mod:
Duplicate keyed translation key: AC.OriginalGender in language English
Duplicate keyed translation key: AC.StackDegradation in language English
Duplicate keyed translation key: AC.CancelStackDuplication in language English
Duplicate keyed translation key: AC.CancelStackDuplicationDesc in language English
󠀡󠀡 Aug 26 @ 6:28pm 
would it be possible to add support for bionic framework please so there can be health stats for stuff like the arm blade pretty much almost all bionic/implants mods support it
https://steamcommunity.com/sharedfiles/filedetails/?id=1665403571
Neothardus Aug 25 @ 2:34pm 
Use dev mod to start it
FotisP68n Aug 25 @ 8:01am 
I don't get the quest to start using this mod techprints, I don't even remember even seeing it somewhere on the dev quests, how do I fix this?
тетеря, блин Aug 25 @ 2:37am 
regarding my previous comment: it would be great to have a mod option to choose and add every «race» or other type of pawns to be excluded from a sleever bearer list. or maybe even a whole factions (to roleplay, like some people out there don't want to use stacks at all). so it wouldn't require a separate patch for every mod that introduces non-alive pawns. every could tweak it to their taste in-game.
lloki Aug 24 @ 4:07am 
If someone is having a problem with graphical glitch with sleeve gestator it may be from "Sense Of Depth For Tall Buildings" mod. It can be fixed by turning of sleeve gestator in this mod settings.
Phanlix Aug 23 @ 4:45pm 
I switched over to ammo belts from vanilla apparel expanded. A masterwork gives a 75% ranged cooldown factor. Add the -20% aiming time and shooting accuracy from the chrysalis helmet from this and you've got a hilarious rate of fire with the charge smg from vanilla weapons.
Phanlix Aug 23 @ 4:03pm 
Archostacks cannot be edited by default there is a mod setting to enable it... that may or may not be working at the moment. I just reported the shield belt thing on the bug reporting discord as well. Still happy armor is vac resistant though!
lloki Aug 23 @ 12:43pm 
Anyone figured out which mod is causing graphic glitch on sleeve gestator?
Bahmut Aug 23 @ 5:35am 
Hi just asking but is it expected behavior that Archostacks can not be duplicated?
One one my Pawns has an Archostack installed and I have multiple empty Archostacks in storage but when trying the "Duplicate Stack" option the Pawn is not selectable. Only Pawns with "normal" stacks can be selected
Ratman Aug 23 @ 2:55am 
I'm dumb, it's still there just was not where I expected it
Ratman Aug 23 @ 2:54am 
Yo what happened to vanilla races expanded - androids gene that made them able to put a stack in
Ordellus Aug 22 @ 11:12pm 
I assume the shield belts from this game should not be self regenerating, and should not be self regenerating so quickly that my pawns are effectively immune to ranged attacks?
тетеря, блин Aug 22 @ 4:42pm 
when a pawn from this mod dies there's a alarm that says sleeve death:

https://steamcommunity.com/sharedfiles/filedetails/?id=3305504186

considering it's automatone, it shouldn't be count as a sleeve technically
pzhang003 Aug 22 @ 4:34pm 
Is there a way for duplicating stacks and sleeves to be copied and duplicated en mass? Like if I wanted a giant army of the same cloned individual, is there a way to do that without having to individually go through the menu for each sleeve and stack?
MadMage Aug 22 @ 2:47pm 
I haven't used this mod in a long time, did they ever fix the issue where sleeve death would trigger burial rituals and negative mood modifiers? The stack surviving kind of made this... weird.
Azerbaijan_Technology Aug 22 @ 8:21am 
I wish I could watch Altered carbon season 1 for the first time again.
Evee Aug 22 @ 8:05am 
I've played this mod for like 3 years and i dont think it ever had a gun like that
kinson523 Aug 21 @ 3:50am 
a small question, did this mod use to have a charge weapon that could alternate between rifle and shotgun mode?
Phanlix Aug 19 @ 5:44pm 
You guys should really be reporting all this on the discord.

VAC RESISTANCE WAS ADDED TO ARMOR!!! ALL HAIL HELIXIEN!!!!
Lord Zero Aug 17 @ 5:19pm 
I got some as well, references Altered carbon on the trace (Ignore the possesionPlus error i've notified the dev)

https://gist.github.com/HugsLibRecordKeeper/0ac539024daa6d18886577164b5570ba

Trying to save reference to a discarded thing The Obnoxious with saveDestroyedThings=true. This means that it's not deep-saved anywhere and is no longer managed by anything in the code, so saving its reference will always fail.
PanicOregon281 Aug 17 @ 1:31pm 
in the pain stacking process of identifying all my errors, I sadly haz errors for you. v1.6 is proving to be painful.

https://gist.github.com/HugsLibRecordKeeper/ef7216d42f5d6dacb293b6907ff9101c


[Altered Carbon 2: ReSleeved - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName="GeneAssembler"]/descriptionHyperlinks"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
Breadmond Aug 15 @ 9:23pm 
could there be a toggle to make the archotech stack as OP as it was? being actually indestructible, and able to jump into a nearby body? I miss that. maybe even a toggle to make it able to take over corpses, that would be neat
тетеря, блин Aug 13 @ 12:25pm 
would be great to have a compatibility with this:

https://steamcommunity.com/sharedfiles/filedetails/?id=3491693870

I guess, it's not compatible because the personality of a criminal should be bound to a stack.
тетеря, блин Aug 13 @ 12:16pm 
just started a new game:

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 25DF9D9F]
at AlteredCarbon.Hediff_NeuralStack.PostAdd (System.Nullable`1[T] dinfo) [0x0002e] in <7f1267d4f2e941c5a987e6e5572e5626>:0
at Verse.HediffSet.AddDirect (Verse.Hediff hediff, System.Nullable`1[T] dinfo, Verse.DamageWorker+DamageResult damageResult) [0x00109] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:BodyReferenceTranspiler(IEnumerable`1 instructions)
- PREFIX VREAndroidsMod: Boolean VREAndroids.HediffSet_AddDirect_Patch:Prefix(HediffSet __instance, Pawn ___pawn, Hediff hediff)
- PREFIX Altered.Carbon: Boolean AlteredCarbon.HediffSet_AddDirect_Patch:Prefix(HediffSet __instance, Pawn ___pawn, Hediff hediff)


https://gist.github.com/HugsLibRecordKeeper/91f2b1aa871cf134627e53065fff4793
Vorpal Void Aug 12 @ 4:40am 
AlteredCarbon_Keys.xml

Duplicate keyed translation keys:

AC.OriginalGender
AC.StackDegradation
AC.CancelStackDuplication
AC.CancelStackDuplicationDesc