RimWorld

RimWorld

2,480 ratings
Altered Carbon 2: ReSleeved
59
13
70
8
43
18
25
12
10
5
3
7
5
4
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
25.083 MB
13 Aug, 2020 @ 9:11am
10 Aug @ 3:48am
82 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
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 (47)
6
6 Aug @ 11:29pm
can thais mod work with odyssey???
Yrohi
7
11 Aug @ 5:24pm
Cannot operate on colonists
T.D.C.
2
8 Aug @ 6:54am
Suggestion: Android Integration!
TheLastThrumbo
3,269 Comments
lloki 4 minutes ago 
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 11 hours ago 
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 12 hours ago 
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 15 hours ago 
Anyone figured out which mod is causing graphic glitch on sleeve gestator?
Bahmut 22 hours ago 
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 23 Aug @ 2:55am 
I'm dumb, it's still there just was not where I expected it
Ratman 23 Aug @ 2:54am 
Yo what happened to vanilla races expanded - androids gene that made them able to put a stack in
Ordellus 22 Aug @ 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 22 Aug @ 4:42pm 
when a pawn from this mod dies there's a alarm that says sleeve death:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3305504186

considering it's automatone, it shouldn't be count as a sleeve technically
pzhang003 22 Aug @ 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?