RimWorld

RimWorld

2,358 ratings
Altered Carbon 2: ReSleeved
51
13
69
7
43
17
25
12
10
5
3
7
5
4
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
23.415 MB
13 Aug, 2020 @ 9:11am
31 Jan @ 8:10am
78 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-rev7
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 (37)
5
8 Jul @ 1:41pm
BUG: Erasing an enemy stack spawns an empty stack, but old stack remains.
Khadgarion
9
20 Mar @ 7:26pm
Bug: RJW is still broken for pawn generation using this mod
Capefear56
8
27 Jun @ 10:17am
(Bug) Inserting a corpse into a sleeve gestator makes it disappear
Davidted56
3,057 Comments
Wintermist 12 hours ago 
Can't wait for this to update :D It's so fun
快下无影船 8 Jul @ 11:44pm 
Why are all stacks afraid of emp? Is this reasonable?
FotisP68n 29 Jun @ 11:03am 
I love this mod, just a question though how do I get an archotech stack?
boytype 26 Jun @ 8:38pm 
Hey folks!
Whats the consensus so far? Working ok with 1.6? Total no-go? Chance of bugs but working mostly?
Literally my favorite non-official content and cant wait to have it in my load order again!
FlorestNerd 25 Jun @ 6:41pm 
hey, any chance to controll the chance of a pawn spawning with a stack? im finding a lot of barbarians with them and getting my shelves full
gost Nava 20 Jun @ 7:13am 
@Malicius Same
Crippled-Knight 19 Jun @ 4:05am 
AlteredCarbon.NeuralData+PawnRelationWorker_Child_InRelation_Patch:Postfix

from time to time this gets called thousands of times per tick effectively reducing TPS to almost zero, any ideas why, and how to fix it?
Commander Link 18 Jun @ 7:42am 
hello @Helixien! This is my favorite mod on the entire workshop. Love the show, love the mod.
I have identified a bug. Whenever a colonist with an installed stack comes back to life, whether via resurrector mech serum or via devmode, they get the "I am a duplicate!" and "Lost my lover" mood debuffs, which are both related to each other in that they are both about being a clone who lost their old life.
KurotoraX 16 Jun @ 5:11pm 
@Helixien, about 1.6, u mentioned cut content in the 1.5 release, any plans for that cut content to be included in the 1.6 update (be it partially or fully)?

I'm not fully up to date with info about this mod, so idk if u might have mentioned it somewhere already.
Nah(?) 15 Jun @ 11:04pm 
For some reason, I keep having a trait I've neural editted off someone reappearing after loading a save, any idea how to fix it?