边缘世界 RimWorld

边缘世界 RimWorld

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Altered Carbon 2: ReSleeved
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
25.284 MB
2020 年 8 月 13 日 上午 9:11
11 月 22 日 上午 8:00
84 项改动说明 ( 查看 )
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Altered Carbon 2: ReSleeved

在 Helixien 的 1 个合集中
Helixiens Creations
14 件物品
描述
[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]


热门讨论 查看全部(53)
10
11 月 28 日 上午 6:50
Incompatibility: RJW
Evanzz
9
11 月 4 日 上午 8:58
Cannot operate on colonists
T.D.C.
6
8 月 6 日 下午 11:29
can thais mod work with odyssey???
Yrohi
3,394 条留言
NightTree23 14 小时以前 
@Winter Ty for the explanation, that totally slipped by when I was checking lol.
Winter 12 月 9 日 下午 3:01 
@NightTree23 If you're using the 'Clone sleeve' button on a gestator, the pop-up text for that button mentions endogenes. The hussar xenotype is made of xenogenes, so it would seem to be intentional that they're not being copied. To gestate a hussar, you'll need to have a hussar xenogerm on hand, use the 'Grow sleeve' button, and select the hussar xenogerm in the setup screen for that.
NightTree23 12 月 9 日 下午 12:54 
Is there any way to copy a pawn xenogerms?
Trying to clone a hussar just skips all the genes from said hussar and I don't know if I'm missing something obvious, is a particular problem or the mod just doesn't allow it.
Phanlix 12 月 8 日 上午 7:16 
@Helixien, you rule man! Thanks for the recent update and bugfixes! You da man! I was looking through the changelog, has the shield belt issue been resolved as well? That's the biggest issue I'm currently seeing at the moment. You're an absolute boss man, this remains my favorite mod overall.
Hugalafutro 12 月 5 日 上午 1:36 
@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 12 月 4 日 上午 10:11 
@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 12 月 4 日 上午 2:43 
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 12 月 2 日 下午 10:14 
Nop, that didn't fix the problem
Starlight-Ellie 12 月 2 日 下午 9:44 
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 12 月 2 日 下午 9:40 
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