RimWorld

RimWorld

Altered Carbon 2: ReSleeved
3,024 Comments
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.
Canuck-Errant Mar 12 @ 11:25am 
@SSjx7squall They're friendly / allied stacks.
Ssjx7squall Mar 12 @ 8:37am 
Dumb question....Blue colored stacks are friendlies, red colored stacks are hostiles, what are the green colored stacks? havent really worked that one out (i usually get blown up before i am able to really get too deep into this mod sadly.

Also, again this is probably just me doing something wrong, it seems when sleeves die social relationships also go with them even if the stack is still around. Is this just me/my mods or is this a known thing? Just checking. anyways, for the parts of the mod i have been able to play with i love it so far
Canuck-Errant Mar 10 @ 7:09am 
Is it possible to edit a slave stack into a colonist stack? Right now I have a stack from a (former) slave that I released, but since they were a slave of my colony I can't convert it in the matrix.
Alpharius Mar 8 @ 5:47pm 
Helixien, I love your work. I just found out about this mod today and I already want to touch you
this mod allowed me to cure my colonist's cancer, and then create multiple clones of him to use as disposable cannon fodder
Midnight Moon Mar 7 @ 11:44pm 
So I am having this weird issue but for some reason I can no longer reuse corpses. Whenever I try to mow the corpse disappears and where I click where a corpse usually grows I get a GetInspectStringException thing and I don’t know why. I checked my logs and there are no errors, I’ve tried reloading saves, I’ve tried making a new gestation but nothing works. It was working fine in this save before
Helixien  [author] Mar 7 @ 10:12pm 
@GrimStrider: Your log is FULL of unrelated errors and one regarding AC that shouldnt not cause the issue. The point is tho, your log is fucked, so is your save. Not surprised you have issues.
SmileyVirus Mar 7 @ 9:20pm 
yeah im actually still getting the bug, not sure whats causing it
GrimStrider Mar 7 @ 12:32pm 
Got another bug for ya its the sleeves from carbon they keep teleporting around the map I think it might be because of this mod
SammichFella Mar 7 @ 8:58am 
Just took a gander at recently updated. I believe the Vanilla Expanded Framework that just updated this morning (3/7/25) broke this and a few other mods. I see people saying some of their bionics are consuming meds but not adding the bionics after as of this recent update. Just wait for VFE to get updated.
SammichFella Mar 7 @ 8:55am 
@TheKolor El Judas same, literally worked last night and now it's just wasting my meds on a loop. I'm guessing that several of us have had this mod break within the last few hours that another mod we use JUST updated and broke something.
TheKolor El Judas Mar 7 @ 8:11am 
i cant install a stack, the pawn takes the medice and peforms the operation and nothing happens, its been working fine till now, seen someone commenting on smart medicine mod, but i dont use it, so is it releated to the mod itself?
Skydiver2027 Mar 7 @ 7:49am 
I think its the mod itself, I've removed all mods and its doing the same thing. Verifying files now.
Skydiver2027 Mar 7 @ 7:39am 
@SmileyVirus I'm having the same problem. I removed smart medicine but the problem persist. Trying to figure out what other mod could be the problem.
SmileyVirus Mar 7 @ 5:34am 
found the problem, it was the smart medicine mod
SmileyVirus Mar 7 @ 5:11am 
actually they cant install anything on the empty sleeve
SmileyVirus Mar 7 @ 4:55am 
the pawn wont install the stack, they just take meds and "operate" on the pawn and nothing happens
Black_Overlord Mar 5 @ 10:08am 
@GeckoAssult Android Tiers (the SkyMind part of it) has implants for controlling up to 5 puppets/sleevs by a single pawn, but it will be downed while doing so. I havent checked this mod for ages tho
GeckoAssault Mar 5 @ 9:01am 
i remember there being an implant that allowed you to needlecast into multiple bodies at once, was it a dream?
GeckoAssault Mar 5 @ 8:37am 
what happened to multi casting?
turret001 Mar 3 @ 1:31am 
was anyone able to figure out how to remove brain trauma?
CammyCat Mar 2 @ 1:45pm 
Is there any way to modify/delete stacks from another faction without immediately making them hostile? I understand a minor penalty but -80 to relations feels like way too much and i have a bunch of stacks that are basically useless to me at this point
TotalNewbie Mar 2 @ 6:53am 
Repurposing corpses removes their bionics. Is this intentional?