边缘世界 RimWorld

边缘世界 RimWorld

Altered Carbon 2: ReSleeved
3,395 条留言
Scubert 1 小时以前 
I tried putting stacks on awakened androids from VRE- androids but it says I need a neural module. may just be the notification saying something outdated and the name for it changed but I can't find a neural module anywhere in the research tree? anyone know what it's referring to and how to get it?
NightTree23 12 月 10 日 上午 1:30 
@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
Starlight-Ellie 12 月 2 日 下午 9:38 
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 11 月 30 日 上午 10:53 
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 ✦ 11 月 28 日 下午 9:27 
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 ✦ 11 月 28 日 下午 9:22 
@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.
Salep 11 月 28 日 上午 6:45 
how are social relations work, are they carry over with stacks?
if Arthur beats john while needlecasting body A
will john hate arthur or body A?
Helixien  [作者] 11 月 27 日 下午 11:45 
That would be a completely different mod and not at all what I am aiming for, so no.
ElConvict 11 月 27 日 下午 2:43 
Any thoughts on making a lite mod that just has the sleeve growth content, but instead of pushing out mindless sleeves the end result are new, conscious pawns? Would be badass for a run of disposable soldiers.
Helixien  [作者] 11 月 26 日 下午 11:45 
I never had that issue with empty sleeves. How do you store them? There is a sleeve casket to keep them and normal medical beds work too. I assume you keep them just on the ground?
Winter 11 月 26 日 下午 11:00 
@StellarCrumb ✦ That's probably expected behavior. Until there's a stack in the sleeve, it's a downed creature that's not a member of your colony, and starving animals would see that as an easy meal. If you don't need constant access to the unused sleeves, you might solve it by building a wall in front of the door to the room holding the sleeves.
Winter 11 月 26 日 下午 10:50 
@アダム The simplest option would be to go to the mod options and turn off the research requirement. If you'd prefer to fire the event manually, turn on dev mode, open the debug actions menu, click 'Do incident (Map)...", and click AC_GiveQuest_Intro_Research. You might just need to wait a while longer, though; I think it usually takes a year or more into the colony's life to get the quest.
StellarCrumb ✦ 11 月 26 日 下午 10:32 
My carnivorous domesticated animals keep eating empty sleeves, does that count as a bug? It keeps happening and there's no way to prevent it, to get the result I'm getting, you have to leave an empty sleeve in a casket for a while and leave your domesticated dog or any other meat eating animal with no food in your colony's stock, and instead of hunting they will go after your sleeves for some reason. I've got a bunch of mods but none of them modify how dogs act, it takes a while to happen but eventually always does.
アダム 11 月 25 日 下午 11:25 
Hello

i didn't get the starting quest. Is there any way to manually fire the event?
Wid4er 11 月 25 日 上午 6:18 
I really liked version 6.1 rev-1. I saw that you added support for expanded gravships. Since you're still working on needlecasting, it occurred to me that the neural matrix could control the gravship “independently” with the stacks, not forgetting the turrets.

Also, how difficult would it be for a colonist/stacks to simultaneously control two or more sleeves? Like a hive mind.

I like your work! ^^
Helixien  [作者] 11 月 24 日 下午 11:07 
@🅾🅼🅸🅲🆁🅾🅽: Well, you can alwys download github desktop and just pull the mod from the repo.
🅾🅼🅸🅲🆁🅾🅽 11 月 24 日 下午 6:41 
@Helixien: Thanks man. I really love all your hard work with this mod hence why I tried to investigate and find a fix. It's maddening to watch Steam pull AC1 files from thin air when clicking the button on THIS mod page. AC1 isn't on the workshop anymore, and it's not in my local mods folder, it has to be Steam-side package handling. But I understand there are higher bug fix priorities. I was hoping someone might know something I hadn't tried yet.
Helixien  [作者] 11 月 24 日 上午 2:55 
Also I know there are many bugs in 1.6, I am currently deep into an actual run myself and finding a lot. So expect more fixes to come. AC is a hard mod to really test as it requires actual play and while I would argue it works great without many mods, given what we do other mods can easily break our stuff.
Helixien  [作者] 11 月 24 日 上午 2:54 
@🅾🅼🅸🅲🆁🅾🅽: I have no clue how you have this issues, it seems strange to me. There is no way for it to pull AC1 because AC1 doesnt exist anymore. Unless you are somehow subbed to the continued one? I would change packageIDs and will consider it, but it could cause other issues.
🅾🅼🅸🅲🆁🅾🅽 11 月 23 日 下午 5:41 
After nuking my Steam folder and completely reinstalling Steam just to try working around this single mod's single packageid, it still pulls in AC1 instead of AC2. I'm forced to use this mod manually from github now. Please please please just cut AC1 off from AC2 with separate packageids...
Werewolfie 11 月 23 日 上午 9:58 
I had a baby born in my colony with a stack already present at birth. That doesn't seem like intended behavior.
🅾🅼🅸🅲🆁🅾🅽 11 月 23 日 上午 12:05 
For some reason when I subscribe to this mod (and confirm the workshop mod folder is empty), it insists on downloading the files for the old 'Altered Carbon: Ultratech unleashed' (I see file folders for 1.2 to 1.5), instead of 'Altered Carbon 2'. Rimworld displays 'tried loading mod with the same packageId multiple times': hlx.UltratechAlteredCarbon.
@Helixien: Since this is explicitly a new major version 2, couldn't you use a separate packageId?
兰董官方客服 11 月 22 日 下午 7:37 
Putting the ship girl's cybernetic body cultivated in Warship Girl R 2.0 into the sleeve casket will trigger an error.
Exception drawing 空白义体: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6542759] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Starlight-Ellie 11 月 19 日 上午 11:44 
The mod works perfectly fine as long as I know with the vanilla xenotypes, but some genes from mods, mostly the ones that adds hediffs like claws, or visual things like a gen that adds a turtle shell bugs the sleeve gestator when I try to reporpuse their corpses
Winter 11 月 19 日 上午 10:46 
@Knight If I understand correctly, neural receivers are implanted via surgery in an empty sleeve or an ordinary colonist (who will retain their personality). This allows them to be remote-controlled by needlecasting. Needlecasting can be started from a stack in a neural matrix building, or a stack-equipped colonist in a cryptosleep casket adjacent to a neural matrix.
doom587 11 月 18 日 下午 10:16 
would it be possible to create filtered mass erase stack jobs at the neural editor?
Knight 11 月 18 日 下午 7:57 
Hi guys, im in the UK so the Imgur images arent showing, do any of them talk you thru how to use Neural Recievers and if so, how do I use em?
st.rusik 11 月 18 日 下午 2:33 
The old bug with resurrect mech serum still remains 😢😢😢😢 The pawn still considers itself a copy if it was resurrected with serum while having an implanted stack and it also adds brain damage
The Crow 11 月 17 日 上午 5:07 
How do i unlock research without the first quest?
B flat 11 月 16 日 上午 10:17 
Thanks for addressing the bugs!
Kaneki's Sk1dmark 11 月 16 日 上午 4:25 
I remember back in the first version of this mod there were buildings that increased sleeve gestation speed (or at least I assume they were in this mod), are there any plans on bringing back those kinds of buildings? Unless they're already implemented and I'm just blind.
Agent Washington 11 月 15 日 上午 3:18 
What does stack degradation actually do?
RedGlobe 11 月 14 日 下午 10:56 
@Helixien Is it by design or an oversight/mistake that the added helmets don't change color if painted? Got this with the dragoon and fusilier helmet. Just wondering if this is a thing on my end or if it is a known thingy.
Revan 11 月 14 日 下午 5:07 
@Helixien: I did not see the disable thingy in the mod settings at first. Guess my reading comprehension could use some work. Thank you for pointing it out to me.
Opus Of A Bone Daddy 11 月 14 日 上午 1:48 
Delicious to have this mod back. Thank you for the hard work, as always~.
Wintermist 11 月 14 日 上午 12:41 
OH right, you can extract the normal mechlink :D I forgot, I'm so used to playing with the Dead Man's Switch one haha
Helixien  [作者] 11 月 13 日 下午 10:15 
@Wintermist: I recommend having two and move your mechanoids to the second one, the extract the mechlink from the dead sleeve and implant it into the new one.
Reestock 11 月 13 日 下午 8:20 
@Wintermist
Consider the Gestalt Engine (Continued) mod. Not exactly a mechanitor, but it'd work.
Wintermist 11 月 13 日 下午 3:37 
I need a tip, like... I often play mechanoid and when you change sleeve, you lose the mechlink. What can I do to solve this issue? Is there a good way to get another and always be prepared, or is there some other trick I missed?
Ickura 11 月 13 日 下午 1:58 
:er_heart:
Phanlix 11 月 13 日 上午 10:03 
@Helixien Good to hear man! I'm doing pretty well right now! Personal life actually doesn't suck for once lol. I don't understand the misfire reports either, I've never once had it misfire. I have accidentally missed the quest, but it usually reappears or I just spawn the damn item.

Super happy you're still with us, this game simply wouldn't be the same without your mods. I'm probably done with it when you are at this point tbh. The only major issue is the shield belt atm, and there's... some optimization stuff I don't fully understand tbh, but something is bogging down my FPS and I'm certain now it's tied to this mod. Not that I'm gonna disable it for anything, but I did a test run with it and without it and there's a pretty definitive FPS impact. But hey, this mod does A LOT.

But seriously don't take that as a complaint, I have nothing but love and respect for you and what you're doing. Keep up the amazing work, pretty please with a cherry on top!