RimWorld

RimWorld

2,522 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 (49)
6
6 Aug @ 11:29pm
can thais mod work with odyssey???
Yrohi
6
28 Sep @ 6:15am
Incompatibility: RJW
Evanzz
7
11 Aug @ 5:24pm
Cannot operate on colonists
T.D.C.
3,319 Comments
TheBronzeWarrior 5 Oct @ 5:49pm 
there's a bug relating to needlecasting. connecting six relays to a matrix breaks it, permanently putting the matrix at six relays and disconnecting all of them. i do not know why this happens but im pretty sure its not supposed to
LRlicious 28 Sep @ 9:20pm 
if someone know why in my game the sleeve gestator doesn't work? all the fuction can't work and I can't move the body into it
The God 27 Sep @ 4:18am 
NVM, IT CAME BACK just as buggy as before, I can still hover over it to remove my hud
The God 27 Sep @ 4:15am 
I just came across a very bugged stack that has spawned on one of my adventures which I don't exactly know what happened but it removed the hud whenever I tried to point my mouse at it and made a lot of red messages pop up and on top of all that it also didn't allow me to choose it. I can't really share it because I used the "destroy" command to get rid of that glitched mess. For now that's all I can provide but if it happens again I will try to give more information. It also didn't save on my player log so there is nothing more I can say
wcyd 24 Sep @ 7:20pm 
i wish these armors worked in space :(
Deep_Dark 24 Sep @ 6:21pm 
I am looking for a good Cloning mod, and this one seems amazing... but i want to ask, first, if you can Copy a "Stack", and functionally make a full on Clone of someone, since that's sort of what i am looking for.
тетеря, блин 23 Sep @ 4:00am 
the mod below, Life Lessons, is quite great. would love to see them compatible too.
veoba 22 Sep @ 3:28pm 
Guys, please, help integrate this mod. The author says it's easier to implement it on your end.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920678419

The compat-list says: Proficiencies currently belong to the pawn, not to the "stack."

And here is what author answered to my sentence about this:

Would love to, but last I checked, the author doesn't handle comps properly and provides no API for handling them third party.
A 30 minute code change on their side would turn a fragile multi day patch on our side into a 1 minute permanent solution. Either way, it's certainly that mod's responsibility to handle comps properly and to provide a mechanism to determine which comps belong to the "stack" vs the sleeve."
Eska 21 Sep @ 6:17pm 
First and foremost, I might be stupid but I've been looking for the cause of this error for a bit and it seems to be coming from here...
So, whenever I try to create or copy a sleeve I get an error that mention a "CanUseHeadType" which is apparently Null, a "Object reference not set to an instance of an object" is it truly from this mod, in which case, is it easily fixable on my own side or would it require a mod update ?
MerlinCross 21 Sep @ 7:52am 
oh hey I didn't know this got second edition. Neat. INTO THE LIST! THE LIST MUST GROW!