边缘世界 RimWorld

边缘世界 RimWorld

Altered Carbon 2: ReSleeved
3,329 条留言
Dewguru 10 月 22 日 下午 10:24 
Nothing was showing up outside of the normal Sleeve sickness stuff. Viewed it in the Character Editor and toggled to show any hidden conditions and I didn't see anything.

Saving and restarting did the trick. Clearly something - either a mod conflict or just the fact that the session had been running for nearly 12 hours (which seems to build up issues over time naturally). I appreciate the advice though. I was panicking a bit, as this person was key to my colony.
Winter 10 月 22 日 下午 6:12 
@Dewguru Is there anything in the sleeve's info window, in the Stats tab's Food section? That should describe anything affecting the food consumption rate, at least. The Health section may have an entry for the sleep fall rate, too.

If those look normal, perhaps another mod is trying to work with the sleeve and getting confused.
Dewguru 10 月 22 日 下午 5:09 
I've got an issue I can't figure out. I build a new sleeve, implant, and then their food and sleep drop at an alarming rate and the sleeve dies before they can even get a meal down. Has happened in consecutive sleeves, and I'm not seeing any indicator as to why.
lilac fox 10 月 15 日 上午 1:19 
so i found a weird bug where if you use a resurrect mech serum on a dead pawn with the neural stack still on them, they come back thinking they are duplicates even though they are the original. is that normal?
Winter 10 月 14 日 上午 4:10 
@MA347612890GT4078579132R74 I'm still working on figuring out brain trauma, but it's definitely not only from editing. I have it show up regularly in colonies where I haven't unlocked editing yet.

Like you said, I'm guessing it's a brain damage side-effect. Perhaps the Brain Shock effect when a pawn with a brain implant gets EMP'ed could be involved?
gravitator33 10 月 14 日 上午 2:00 
why doesnt a neural reciever down pawns its installed in? is it a toggle-able setting
MA347612890GT4078579132R74 10 月 14 日 上午 1:42 
Is there a comprehensive list of what causes brain trauma? I assumed it was doing too many edits at once, but I had everyone fixed up, printed new sleeves for those with trauma. Got a new colony using the Archonexus map move thing, haven't set up editing yet and people are developing brain trauma constantly. The hediff says it's from Altered Carbon 2, and it has a minor stat difference from the vanilla brain trauma/trauma savant thing that happens, but I can't figure out why people are developing trauma without editing. Does taking brain damage also cause the brain trauma hediff from this mod, like trauma savant can happen?
B flat 10 月 13 日 上午 5:39 
Love this mod, but lots of little bugs and incompatibilities. I wish there was a simplified version of this (code-wise).
SimplyNikki24 10 月 12 日 上午 9:00 
I have similar bugs that "The God" mentioned. Sometimes when cremating an enemy pawn after a raid, the stack that gets dropped ends up bugged, causing GUI elements to fail when interacting with it, and causing TPS/FPS to drop to 0-1 if anything tries to interact with it (picking it up, moving it, or god forbid if it falls in a container, it breaks the container too). Deleting the stack with dev tools has things working correctly again.

Don't see anything in logs that look different from normal gameplay logs, and nothing that points to Altered Carbon specifically. I've set aside a copy of the bugged save, so if there is anything I can grab and provide to help troubleshoot, feel free to let me know.
Winter 10 月 10 日 下午 6:10 
@NipSlip In dev mode, open the debug actions menu, select Do Incident (Map)..., and click on AC_GiveQuest_Intro_Research. That should fire the quest again, though I don't have a save that I can test on right now.
NipSlip 10 月 10 日 下午 4:24 
can the quest be triggered again if I didn't do it the first time I got it?
TheBronzeWarrior 10 月 5 日 下午 5:49 
there's a bug relating to needlecasting. connecting six relays to a matrix breaks it, permanently putting the matrix at six relays and disconnecting all of them. i do not know why this happens but im pretty sure its not supposed to
LRlicious 9 月 28 日 下午 9:20 
if someone know why in my game the sleeve gestator doesn't work? all the fuction can't work and I can't move the body into it
The God 9 月 27 日 上午 4:18 
NVM, IT CAME BACK just as buggy as before, I can still hover over it to remove my hud
The God 9 月 27 日 上午 4:15 
I just came across a very bugged stack that has spawned on one of my adventures which I don't exactly know what happened but it removed the hud whenever I tried to point my mouse at it and made a lot of red messages pop up and on top of all that it also didn't allow me to choose it. I can't really share it because I used the "destroy" command to get rid of that glitched mess. For now that's all I can provide but if it happens again I will try to give more information. It also didn't save on my player log so there is nothing more I can say
wcyd 9 月 24 日 下午 7:20 
i wish these armors worked in space :(
Deep_Dark 9 月 24 日 下午 6:21 
I am looking for a good Cloning mod, and this one seems amazing... but i want to ask, first, if you can Copy a "Stack", and functionally make a full on Clone of someone, since that's sort of what i am looking for.
тетеря, блин 9 月 23 日 上午 4:00 
the mod below, Life Lessons, is quite great. would love to see them compatible too.
veoba 9 月 22 日 下午 3:28 
Guys, please, help integrate this mod. The author says it's easier to implement it on your end.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2920678419

The compat-list says: Proficiencies currently belong to the pawn, not to the "stack."

And here is what author answered to my sentence about this:

Would love to, but last I checked, the author doesn't handle comps properly and provides no API for handling them third party.
A 30 minute code change on their side would turn a fragile multi day patch on our side into a 1 minute permanent solution. Either way, it's certainly that mod's responsibility to handle comps properly and to provide a mechanism to determine which comps belong to the "stack" vs the sleeve."
Eska 9 月 21 日 下午 6:17 
First and foremost, I might be stupid but I've been looking for the cause of this error for a bit and it seems to be coming from here...
So, whenever I try to create or copy a sleeve I get an error that mention a "CanUseHeadType" which is apparently Null, a "Object reference not set to an instance of an object" is it truly from this mod, in which case, is it easily fixable on my own side or would it require a mod update ?
MerlinCross 9 月 21 日 上午 7:52 
oh hey I didn't know this got second edition. Neat. INTO THE LIST! THE LIST MUST GROW!
Darian Stephens 9 月 20 日 下午 4:14 
Even if there are no plans for automatic needlecasting, could there at least be a way to rename the empty sleeves so we can pick them out?
A lot of my colonists are quite hard to tell apart when they're a tiny fraction of their normal size in that dropdown of a bunch of other sleeves.
Gen 9 月 19 日 下午 5:04 
For those who think they've missed the quest. check to see if you have a nano storage drive.
Griffinhart 9 月 19 日 上午 5:21 
@dr_bobs I don't believe the quest re-fires (it hasn't for me, on day 455 of my current colony), but you should be able to force it to trigger again with Dev mode (Debug actions -> search for "quest" -> "Generate quest..." -> "AC_Intro_Researcher")
Darian Stephens 9 月 18 日 上午 10:32 
Is it possible to make a link of some kind with a stack and sleeve, which will be automatically restored?
Say, assign a sleeve to a colonist, so that when possible, the stack will automatically needlecast to that sleeve, preventing you from having to manually go in, tell them to needlecast, and find which of the 'empty sleeve' bodies have the right tiny icon before finally casting them to it?
It would mostly be useful for situations where the power is a bit unreliable.
Thorion 9 月 18 日 上午 12:21 
Am I stupid and didnt read something because for some reason recoloring the helmets (besides the chrysalis) just colors thier icon, not actually them on the pawn tho
Darian Stephens 9 月 15 日 下午 4:09 
Huh, very interesting bug.
If you stack skip an Archotech stack in to a Shambler, the original colonist doesn't die, and isn't affected at all beyond the cooldown, but the shambler then has an Archotech stack which can be extracted. You just get to dupe Archotech stacks and save shamblers that way!
ggfirst 9 月 15 日 上午 11:54 
I wish non-fightable pawns can be able to attack with the armblade. but not able to wear weapons still. it would be SUper cool and practical. Not using them as combat pawns, but able to fight back prisoners and so on
Neothardus 9 月 15 日 上午 10:41 
Dunno but you can start it using dev mod
dr_bobs 9 月 15 日 上午 8:20 
Does anyone know if the "The researcher" quest happens multiple times if you miss it the first time?
Etiological Myth 9 月 14 日 下午 1:28 
Has anyone found a solution for corpses disappearing when inserted into the sleeve gestator? Using Character Editor, I can actually see that the corpse still exists (as a dead empty sleeve)... somewhere. Using the Character Editor warp function to retrieve the corpse sleeve and then attempting to repurpose that, also causes it to disappear.
тетеря, блин 9 月 13 日 上午 8:02 
just crossed my mind that this mod may be a good couple and actual reason for resleeving:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2374079539
RoartyKarma 9 月 13 日 上午 5:57 
For anyone considering this mod, I could not recommend it more. I did however just have a great idea. If anyone has been watching foundation from Apple TV? Well, this is the perfect mod for a genetic dynasty with age speed increases. Couple with VE Androids you've got your very own Dermazel? "Respect and enjoy the peace".
Miha_metan 9 月 10 日 下午 1:15 
I didnt edit anyone, i just used ressurector mech serum on my dead pawn with a neural stack
Epoch_SoC 9 月 10 日 上午 10:46 
For those who have the same issues, VEF does not allow 0 as EnergyShieldRechargeRate in 1.6 due to Commit 05bf43c, setting it to 0 will cause the same as default. Change that (1.6\Defs\ThingDefs_Misc\Apparel_Belts.xml <EnergyShieldRechargeRate>0</EnergyShieldRechargeRate>) to a number as low as possible can fix it, but shield can take one more hit once recharge started, though with energy lower than 1.
MadMage 9 月 10 日 上午 12:07 
Okay, so I have to apologize. It appears I mistook this quest for one of those 'go rescue this random stranger' quests initially. I manually triggered the quest in dev mode and was surprised to see the researcher show up on my map, as this wasn't what I was expecting to happen from the quest description - and then I was lost because I was given no indication of what I needed to do from there because I'd saved her and nothing told me to look at her inventory - and even if she had died, I'm running the 'pawns aren't pinatas' mod so I'd have had to strip her manually.

I actually think the quest itself is fine as-is (aside from hoisting an unwanted colonist onto me), but the description itself needs to be more clear about what it is for, what's happening and what you're getting from her. This seems obvious when you know what you're looking for, but the entire sequence was actually pretty easy to miss.
Phanlix 9 月 9 日 下午 10:17 
@MadMage there's an item in his gear...
MadMage 9 月 9 日 下午 6:13 
So, I had to use console commands to re-trigger the intro quest and saved the researcher... which I am beginning to think I wasn't supposed to do given that she came in almost dead from infection. Now what?
Phanlix 9 月 9 日 下午 2:39 
Chrysalis helmets do not appear to be showing up on any vendor list and are not sellable at any vendors. Not sure if that's intentional or not.
Phanlix 9 月 9 日 下午 2:38 
@miha, if you've edited to the point of brain trauma only healer serum or a new sleeve will fix it.
Miha_metan 9 月 9 日 上午 9:14 
How do i remove brain trauma???
тетеря, блин 9 月 9 日 上午 3:18 
he previous comment makes sense. maybe it could make use of a technology prerequisite before bringing the content in (not specially made tech, just some vanilla one, tweakable for the player to choose which). also, I'd love the game not to use a «sleeve» terminology before the thing opens up. and I'd love to have a mod option to enable or disable some races or maybe even faction to have stacks by default or vice versa restricted. for example, I had some mod installed that adds robots, kind of, and when they die I got a message about sleeves straight from the beginning, so… first things first, it shouldn't have a stack, and then I shouldn't know about stacks in the first place. high hopes it could be implemented! huge respect to the modmaker.
MadMage 9 月 8 日 下午 10:35 
I have a feeling this might have been brought up before, but the intro quest for this content could use some tweaking. I-and others, I am sure-passed it because it sounded like another 'wounded stranger' quest and honestly I had no idea ot was the gate to this content.

I also think it came at a time when venturing out would have been unreasonable and was on the other side of an impassable mountain range for me... most of the other ingame content triggers just hang out until I want to mess with them. Perhaps make the quest drop in the same way, but if you take too long you find the questgiver's corpse with a stack and have to resleeve her to actually open the questline?
Veskaida 9 月 8 日 下午 3:54 
Despite having not read "Altered Carbon" this mod is a great inclusion to any high-scifi or "ultratech" playthrough, and adds a variety of strange and interesting technologies.
Skrzypa82-2 9 月 8 日 上午 4:15 
What should I do if the event necessary to start the adventure with this modification did not appear during the entire game?
Phanlix 9 月 6 日 下午 12:25 
Glad to hear it man! Just remembered that and hadn't seen you for a bit and was worried. Good to hear you're well!
Helixien  [作者] 9 月 6 日 上午 9:57 
I was just sick, I updated ReGrowth like a week ago I think^^

I am good, just busy! But thanks for worrying.
Phanlix 9 月 6 日 上午 8:22 
Man, it's been a while since we've heard from Helixien, almost 20 days since he said he was having health problems and disappeared from his mods and discord. Helixien, buddy, if you're out there, thank you again for this mod and all the entertainment it's provided me. I hope you're doing well and your health has improved. May you live long and prosper!
Misterdino Prime 9 月 4 日 上午 2:25 
@Stevie Wonder Gaming A
Stevie Wonder Gaming 9 月 4 日 上午 12:58 
@Misterdino Prime RJW would refer to Rimjob World, which is a mod series that is not hosted on steam. Because it's a mod that adds sex, genitalia, and worse NSFW stuff. It should be completely optional.