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
25.284 MB
13 Aug, 2020 @ 9:11am
22 Nov @ 8:00am
84 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: 6.1-Sov-rev1
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 (53)
9
28 Oct @ 5:12am
Incompatibility: RJW
Evanzz
9
4 Nov @ 8:58am
Cannot operate on colonists
T.D.C.
1
17 Nov @ 2:59am
Question about Mechinators
explodoboy
3,371 Comments
Helixien  [author] 6 hours ago 
@🅾🅼🅸🅲🆁🅾🅽: Well, you can alwys download github desktop and just pull the mod from the repo.
@Helixien: Thanks man. I really love all your hard work with this mod hence why I tried to investigate and find a fix. It's maddening to watch Steam pull AC1 files from thin air when clicking the button on THIS mod page. AC1 isn't on the workshop anymore, and it's not in my local mods folder, it has to be Steam-side package handling. But I understand there are higher bug fix priorities. I was hoping someone might know something I hadn't tried yet.
Helixien  [author] 24 Nov @ 2:55am 
Also I know there are many bugs in 1.6, I am currently deep into an actual run myself and finding a lot. So expect more fixes to come. AC is a hard mod to really test as it requires actual play and while I would argue it works great without many mods, given what we do other mods can easily break our stuff.
Helixien  [author] 24 Nov @ 2:54am 
@🅾🅼🅸🅲🆁🅾🅽: I have no clue how you have this issues, it seems strange to me. There is no way for it to pull AC1 because AC1 doesnt exist anymore. Unless you are somehow subbed to the continued one? I would change packageIDs and will consider it, but it could cause other issues.
After nuking my Steam folder and completely reinstalling Steam just to try working around this single mod's single packageid, it still pulls in AC1 instead of AC2. I'm forced to use this mod manually from github now. Please please please just cut AC1 off from AC2 with separate packageids...
Werewolfie 23 Nov @ 9:58am 
I had a baby born in my colony with a stack already present at birth. That doesn't seem like intended behavior.
🅾🅼🅸🅲🆁🅾🅽 23 Nov @ 12:05am 
For some reason when I subscribe to this mod (and confirm the workshop mod folder is empty), it insists on downloading the files for the old 'Altered Carbon: Ultratech unleashed' (I see file folders for 1.2 to 1.5), instead of 'Altered Carbon 2'. Rimworld displays 'tried loading mod with the same packageId multiple times': hlx.UltratechAlteredCarbon.
@Helixien: Since this is explicitly a new major version 2, couldn't you use a separate packageId?
兰董官方客服 22 Nov @ 7:37pm 
Putting the ship girl's cybernetic body cultivated in Warship Girl R 2.0 into the sleeve casket will trigger an error.
Exception drawing 空白义体: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6542759] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Starlight-Ellie 19 Nov @ 11:44am 
The mod works perfectly fine as long as I know with the vanilla xenotypes, but some genes from mods, mostly the ones that adds hediffs like claws, or visual things like a gen that adds a turtle shell bugs the sleeve gestator when I try to reporpuse their corpses
Winter 19 Nov @ 10:46am 
@Knight If I understand correctly, neural receivers are implanted via surgery in an empty sleeve or an ordinary colonist (who will retain their personality). This allows them to be remote-controlled by needlecasting. Needlecasting can be started from a stack in a neural matrix building, or a stack-equipped colonist in a cryptosleep casket adjacent to a neural matrix.