RimWorld
218 oy
Altered Carbon: Ultratech Unleashed Continued
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Mod, 1.2, 1.3, 1.4, 1.5
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19.732 MB
31 May @ 20:13
8 Haz @ 8:23
3 Değişiklik Notu ( görüntüle )
Bu öğeyi kullanmak için DLC'ye ihtiyacınız var.

İndirmek için abone ol
Altered Carbon: Ultratech Unleashed Continued

Açıklama
Updated with permission from original author!
Original Mod: https://steamproxy.net/sharedfiles/filedetails/?id=2196278117

[ko-fi.com]





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

Current mod version: 5.0.1-Bancroft-rev3
Supports Rimworld version: 1.4/1.5

Older versions of Rimworld are technically supported, however the content on offer for them is more limited.




We consider the mod complete, further updates will only focus on improvements.




"Immortality, in itself and all its forms, is humanity's birthright!"
"Altered Carbon" is a mod focused on adding new Ultratech technology to your Rimworld experience, inspired heavily by the amazing author Richard K. Morgan and the Netflix show of the same name as our mod, that adapted Richard’s work for the screen.

The core concept is immortality and the separating of the human mind from its physical body, allowing a person to switch bodies, referred to as sleeves, as needed. An incredible amount of time, money, work and most importantly, love, went into making this mod.

It will allow you to grow custom bodies (sleeves) for your colonist, move their minds to new ultratech implants that will protect them from the ever lingering threat of death on the rim.
Back them up in quantum computers, duplicate them and create armies of clones. Enhance your biotech experience and so much more!

Every aspect of it was made to fit into Rimworld perfectly. From the artstyle, do the way things work all the way to text and sound. We hope you enjoy it and love its content as much as we do!

For obvious reasons this mod requires the Biotech DLC, with Royalty and Ideology being supported with optional content!











These new ultratech Implants allow you to store your colonists' mind on them. You will come across them naturally, through quests, trading, looting and of course, crafting. They store all things that make a person who they are, but not physical attributes.






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. Featuring custom UI and Xenotype support!




Things go wrong, don't they? Just look at my life! This new building will allow you to backup any filled cortical stack belonging to your colony that is currently implanted in sleeve. It allows for storing ("banking") of any filled stack that is not implanted in a sleeve. Banked cortical stacks can be duplicated. If a filled stack is destroyed, a backup will automatically be created if an empty cortical stack is available.






This new workbench allows for you to wipe filled cortical stacks, as well as edit them. Ever liked a pawn but they had one trait you hated? Maybe they had a useless passion? Why not change that. It can also be used to hack biocoded gear!












Please note this mod features a lot of custom code, the bigger your load order, the more likely something could break. If that happens, please refer to "Bug Reporting - How to do it right!" to help us fix it.

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

This mod includes so-called "toggle-able patches". They can be found in the mod options of the Vanilla Expanded Framework, in the tab with the same name. A restart is required!

The following patches are included:
Disable the custom music.

Vanilla Faction Expanded - Ultratech
This mod was built from the ground up to flawlessly work with, and without, this new upcoming mod. You can add either mod to your game at any time, unless Oskar states otherwise.




Some often asked questions, answered already.

Q: Why does the mod need biotech?
A: Because of the time needed to make a version that works without it and with it. Biotech is a great DLC, the best one in my opinion. It's not going to change.

Q: Why do sleeves die when the stack is removed?
A: You are basically ripping it out of the pawns spine. Their body is useless afterwards.

Q: How do I duplicate a stack?
A: The stack must be banked inside a stack array. Then you can use the gizmo to duplicate it.

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 am not taking responsibility for stuff breaking if you, keep that in mind and act smart.

Q: How is the archo stack different?
A: It is, quite literally, indestructible. You can't edit it, wipe it and once a pawn is stored on it, it's permanent. It's a curse and a blessing. Also it allows for psycaster levels and abilities to be stored!

Q: Will you add more content?
A: No. As of version 4.2, it is complete in my eyes. Of course I will still fix bugs, add support for other mods, new DLCs (if Tynan blesses us) and add more QoL down the line. Like mod options as an example!

Q: Is this mod save game compatible?
A: Yeah! You can’t remove it after you add it though!

Q: Is this mod compatible with Combat Extended?
A: Most likely yes!




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 emotional support.
ISOREX: Responsible for the new biotech buildings.
Luizi: Responsible for the new weapons.
Taranchuk: Responsible for the code that makes this beauty work.
Arquebus: Responsible for the Ideology integration.
Reann Shepard: Responsible for many of the texts and descriptions.
Dendroid101: Responsible for the new sounds and breathtaking music.
Vitalii: Responsible for the amazing storyteller artwork.
Ayuso_art: Responsible for the cat profile avatars.
Lestia Urufuhando: Responsible for many of the screenshots.
MrSamuelStreamer: Responsible for making me see the mod being used by someone, which is such joy.

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]
[www.richardkmorgan.com]



Popüler Tartışmalar Tümünü Görüntüle (6)
1
16 Ağu @ 8:03
Problems with Prepare Carefully mod
SirPhoenixBlood
0
29 Ağu @ 11:14
Render errors with and without Facial Animations
eth0net
0
22 Ağu @ 13:09
Metalhorrors (More of an oversight)
Avery
132 Yorum
Shimazu 18 saat önce 
Im not seeing any errors aside from the Stack Array's size being to small (drawsize should be 7x7) and repurposing corpse creates sleeves that wander off.
Im using mostly vanilla expanded mods.
Nuiqes 4 Eyl @ 11:41 
Buggy, very buggy mod.:stress:
dtrain 3 Eyl @ 18:15 
Having an issue with advanced armor helmets. Helmets are only visible on torso, not head. If pawns move to the side, you can see the helmet on the torso. Pawns seem to be bald when helmet is on.
~Jester~ 29 Ağu @ 12:03 
Is this abandoned?
Cat Kraken 22 Ağu @ 19:51 
mod is not working :(
TheBronzeWarrior 20 Ağu @ 20:27 
ok yeah it shits out a ton of errors when using the sleeve incubator, rip this mod ig
TheBronzeWarrior 19 Ağu @ 18:10 
the description is messed up
TheBronzeWarrior 19 Ağu @ 18:10 
can you fix the typo in Neutroamine Injector
Orchid 13 Ağu @ 11:41 
I dug into the code and realized that the stack array def under Buildings_AlteredCarbon had drawSize as (3,3) when it should be (7x7), the bench has just been changed to be more compact
Orchid 13 Ağu @ 10:58 
not getting any of the errors others are getting, but the array shows up as a 1x1 and the bench is smaller despite the shadow taking up the normal amount of space. not game breaking but weird