RimWorld

RimWorld

2,579 ratings
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)
10
28 Nov @ 6:50am
Incompatibility: RJW
Evanzz
9
4 Nov @ 8:58am
Cannot operate on colonists
T.D.C.
6
6 Aug @ 11:29pm
can thais mod work with odyssey???
Yrohi
3,390 Comments
Hugalafutro 4 hours ago 
@Winter thanks, I'll give that a go. Shame about the gravship, having to have the whole setup on the ship kinda defeats the whole remote task force I had in mind, but it could still work for tiles I can't land gravship on - land next to it and needlecast a squad one tile over as a caravan.
Winter 20 hours ago 
@Hugalafutro I haven't tested extensively, but once a colonist has a neural stack, you can use the 'Remove neural stack' surgery to extract the stack. This does kill the body, but it's painless, and colonists aren't upset by it. You can then install the stack in a new sleeve, and you're good to go.

Even with the maximum number of relays, needlecasting only reaches out to 31 world tiles. For your gravship, you'll likely need to have the neural matrix and cryptosleep caskets on the ship itself.
Hugalafutro 4 Dec @ 2:43am 
Sorry if I misunderstand some basic mechanics, I never watched the show. I've got some questions:

A) I want to keep my colony "forever young".

I gestated legendary beautiful 18y old sleeve of each colonist. Each colonist has stack implanted. So now what? I just kill them one by one and have the survivor implant the stack into the sleeves and then kill him? Isn't there more natural way? I hate hurting my colonists, some of them has been with me for 30+ years ( I got a 92y old artist that's still going strong) and I don't wan them having the negative moodlet from seeing a friend die.

B) Use the sleeves as a "remote task force" on gravship to not risk my colonist lives.

So can I just slap 5 pods with sleeves into gravship and place the antenna on gravship then put 5 colonists on home base into cryocaskets connected to all the AC doohickeys and needlecast into them? Or do I needlecast into them at home map and then load them on gravship?
Starlight-Ellie 2 Dec @ 10:14pm 
Nop, that didn't fix the problem
Starlight-Ellie 2 Dec @ 9:44pm 
Oh, I think i'm not playing with the latest version of the mod for reasons, I'll try to install the newest version and see what happens
Starlight-Ellie 2 Dec @ 9:40pm 
Loading a previous backup that doesn't have the change in the ideology didn't fix the problem, so, i'm not that sure what exactly happened, but that's the last thing I remember doing before the bug
Starlight-Ellie 2 Dec @ 9:38pm 
I'm playing with this using the RJW and after changing the ideology to allow the incest between the original pawn and the copy, suddenly I can't use the sleeve gestator to other thing than repurpose bodies

https://gist.github.com/Stardust-94/2a960e98ac976979894d9191e3c17aa2
Hugalafutro 30 Nov @ 10:53am 
Hi I'm seeing a red bug, not having built anything AC related in this save yet, just researching.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E689360B]
at AlteredCarbon.JobGiver_Reload_TryGiveJob_Patch.Postfix (Verse.AI.Job& __result, Verse.Pawn pawn) [0x0003b] in <941173b0d1d94c11b62f87d2d20eb1ac>:0
at RimWorld.JobGiver_Reload.TryGiveJob (Verse.Pawn pawn) [0x00089] in <46372f5dadbf4af8939e608076251180>:0
- POSTFIX Altered.Carbon: Void

full log: https://gist.github.com/HugsLibRecordKeeper/d095da5a1c983830b1e1d55667629c69
StellarCrumb ✦ 28 Nov @ 9:27pm 
ok nvm I was wrong about the zone part, I forgot I switched the zone to unrestricted for the dog so It had a way to eat the sleeve again, so for now my solution to it is just to restrict the animal to avoid the casket, so if anyone has the same problem as me just don't let the dog come anywhere close to it.
StellarCrumb ✦ 28 Nov @ 9:22pm 
@Helixien, no, I keep them in a sleeve casket, I like to keep a spare one in case if my colonist dies so I could give them a new body right away, but since I got a dog in my colony it just keeps eating the sleeve, and the worst part is that I don't even get a notification, I just notice a sleeve's body in my stock pile, by checking the logs I can see that he was eaten by my dog, I even restricted the dog to the zone with no access to the sleeve but it still eats the sleeve somehow. Also, when I put them in a medical bed, the dog seems to ignore the said sleeve.