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
13 Aug, 2020 @ 9:11am
10 Aug @ 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 (46)
6
6 Aug @ 11:29pm
can thais mod work with odyssey???
Yrohi
2
8 Aug @ 6:54am
Suggestion: Android Integration!
TheLastThrumbo
7
11 Aug @ 5:24pm
Cannot operate on colonists
T.D.C.
3,256 Comments
kinson523 17 hours ago 
a small question, did this mod use to have a charge weapon that could alternate between rifle and shotgun mode?
Phanlix 19 Aug @ 5:44pm 
You guys should really be reporting all this on the discord.

VAC RESISTANCE WAS ADDED TO ARMOR!!! ALL HAIL HELIXIEN!!!!
Lord Zero 17 Aug @ 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 17 Aug @ 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 15 Aug @ 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 13 Aug @ 12:25pm 
would be great to have a compatibility with this:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3491693870

I guess, it's not compatible because the personality of a criminal should be bound to a stack.
тетеря, блин 13 Aug @ 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 12 Aug @ 4:40am 
AlteredCarbon_Keys.xml

Duplicate keyed translation keys:

AC.OriginalGender
AC.StackDegradation
AC.CancelStackDuplication
AC.CancelStackDuplicationDesc
Reprogrammed Automaton 11 Aug @ 11:31pm 
Shells are androids with the neural modual on them, to get a shell you make an android with that modual.
ShadowV2 11 Aug @ 10:50am 
i have a question about shells i cant find anything about them and i wonder what the difference is between shells and sleeves and how to possibly get shells:bleach::deadrat:.