RimWorld

RimWorld

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Altered Carbon 2: ReSleeved
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
25.083 MB
Aug 13, 2020 @ 9:11am
Aug 10 @ 3:48am
82 Change Notes ( view )
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Altered Carbon 2: ReSleeved

In 1 collection by Helixien
Helixiens Creations
14 items
Description
[ko-fi.com]




A detailed record of all changes can be found in the “Changelog” tab. Please check there

Current mod version: 6.0.2-Sov-rev9
Supports Rimworld version: 1.5

Older Rimworld versions are supported, the shown content here however is ONLY for the latest version!



Version 6.1 is already being worked on and will feature a lot of new content, including:

- More Needlecasting improvements.
- More quests (including a quest chain).
- More ultratech implants and technologies.
- Bug fixes, more mod compatibility, etc.

Version 6.0 is not the full rework I had in mind, but in favour of getting a 1.5 version out, I cut content back somewhat for now.



”Immortality, in itself and all its forms, is humanity's birthright!”

“Altered Carbon 2: ReSleeved” is a major content expansion for Rimworld focused on adding new ultratech technology, focused on immortality in a balanced way, to your next playthrough. Being heavily inspired by “Altered Carbon”’ Richard K. Morgan and “Cyberpunk” Mike Pondsmith / CDPR).

The core concept is immortality via technology and separating the human mind from its physical body, allowing a person to switch bodies, referred to as “sleeves”, as needed. This shatters the established concepts of what makes us, well, us. When gender, age, ethnicity and the like becomes something one can switch with not much more work than changing clothes or your hairstyle.

The three pillars of this mod are growing custom bodies for your colonists (sleeving), digitising human consciousness (stacking) and remotely controlling bodies from a save distance (needlecasting).

Every aspect of it was made to fit into Rimworld perfectly. From the artstyle, to integrating the added content into the vanilla game and its DLCs (not Anomaly tho).












Things go wrong, don't they? Just look at my life. Or yours! Reality is, we all need more control! With the neural matrix and its associated buildings, you can get that control.






These new ultratech Implants allow you to store your colonists' consciousness on them. You will come across them naturally, through quests, trading, looting and of course, crafting.






Growing a perfect body takes time and care. Or maybe you want to reuse a corpse? Whatever you fancy, this new building will be your one-stop-shop for creating the perfect sleeve for your colonists.



This quest is only the start, for the world existed long before your colony. Ever thought you might have stepped into something you don't even understand?






“The empire would have you believe that cataphract is the most advanced armor in existence. It is however not, we consider it old news.”



These new implants work differently, as they will be visually rendered depending on the situation. Can be mixed and matched!



















Please note this mod features a lot of custom code, the bigger your mod list, the more likely something could break!

These mods are supported by us:
- EdB Prepare Carefully
- Character Editor
- Vanilla Traits Expanded
- Vanilla Skills Expanded
- Vanilla Factions Expanded
- Vanilla Aspirations Expanded
- [SYR] Individuality
- HAR (kinda)
- [NL] Facial Animation
- RJW

This mod includes mod options! You can tweak a few aspects of it to your liking.



Q: Why does the mod need biotech?
A: Because xenotype support is integrated deeply into the sleeve creation. It's easier for us to make Biotech required. This will not change. It's the best DLC anyway, get it!

Q: Why do sleeves sometimes lose their head when the stack is removed?
A: In short, balancing reason. Removing a stack via surgery is safe. Ripping it from a corpse destroys part of the spine.

Q: I don't like some of the stuff the mod adds!
A: You can use "Cherry Picker" (a mod) to disable anything you don't like. I don't recommend it though, you most likely will break something.

Q: How is the archotech stack different?
A: Unlike other stacks, they can save psylinks and psy-abilities.

Q: Will you add more content?
A: Yes, a lot more!

Q: Why is the 1.4 version so different?
A: Because it's not economically possible for me to port content back.

Q: Is this mod save game compatible?
A: Adding it? Sure, it should work. Removing it? Hell no.

Q: Is this mod compatible with Combat Extended?
A: I don't provide patches on my end, ask the CE community.

Q: Needlecasting seems a bit wonky.
A: That's because it is right now. I expect it to take some time and many bug reports to get it really stable.

Q: Why no Anomaly content?
A: Because I don't like it. Also since reading comprehension seems to be something people no longer have. This is in regards to CONTENT, not COMPATIBILITY.



The people without this mod could not have been made, they are my friends and I love each one of them.

Oskar Potocki: Responsible for many of the textures and feedback on ideas.
Taranchuk: Responsible for the code that makes this beauty work. Quite literally he is the MVP carrying me!
Arquebus: Responsible for the Ideology integration.
Reann Shepard: Responsible for many of the texts and descriptions.
SirVan: For the Arm-Blade textures.
Vitalii: Responsible for the amazing storyteller artwork.
Lestia Urufuhando: Responsible for many of the screenshots.

Rimworld is owned by Tynan Sylvester.
Based on the books by Richard K. Morgan, check them out, they are great!

CC BY-NC-ND 4.0[creativecommons.org]

[discord.gg]


Popular Discussions View All (50)
1
Oct 14 @ 11:32am
Object Reference Error Producing Lag
Victoria on Fire
8
Oct 10 @ 9:31pm
Incompatibility: RJW
Evanzz
6
Aug 6 @ 11:29pm
can thais mod work with odyssey???
Yrohi
3,328 Comments
Winter 2 hours ago 
@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 3 hours ago 
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?
B flat Oct 13 @ 5:39am 
Love this mod, but lots of little bugs and incompatibilities. I wish there was a simplified version of this (code-wise).
SimplyNikki24 Oct 12 @ 9:00am 
I have similar bugs that "The God" mentioned. Sometimes when cremating an enemy pawn after a raid, the stack that gets dropped ends up bugged, causing GUI elements to fail when interacting with it, and causing TPS/FPS to drop to 0-1 if anything tries to interact with it (picking it up, moving it, or god forbid if it falls in a container, it breaks the container too). Deleting the stack with dev tools has things working correctly again.

Don't see anything in logs that look different from normal gameplay logs, and nothing that points to Altered Carbon specifically. I've set aside a copy of the bugged save, so if there is anything I can grab and provide to help troubleshoot, feel free to let me know.
Winter Oct 10 @ 6:10pm 
@NipSlip In dev mode, open the debug actions menu, select Do Incident (Map)..., and click on AC_GiveQuest_Intro_Research. That should fire the quest again, though I don't have a save that I can test on right now.
NipSlip Oct 10 @ 4:24pm 
can the quest be triggered again if I didn't do it the first time I got it?