RimWorld

RimWorld

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Altered Carbon 2: ReSleeved
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Mod, 1.4, 1.5, 1.6
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25.284 MB
13. srp. 2020 v 9.11
22. lis. v 8.00
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Altered Carbon 2: ReSleeved

V 1 kolekci od uživatele Helixien
Helixiens Creations
14 položek
Popis
[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]


Populární diskuze Zobrazit vše (54)
10
28. lis. v 6.50
Incompatibility: RJW
Evanzz
9
4. lis. v 8.58
Cannot operate on colonists
T.D.C.
6
6. srp. v 23.29
can thais mod work with odyssey???
Yrohi
Počet komentářů: 3 398
Enderscience před 4 hodinami 
@Scubert The neural module is an optional hardware added either on creation or from the behaviorist station. However, if they're awakened I don't think anything can be done.
uint8_t P0tAt0 před 5 hodinami 
try deleting the "[Altered Carbon mod file]\1.6\Defs\Rooms" folder, it will will remove the new room types, at least returning xenogene building from biotech back to normal. Might have unintended side effect.
turol 12. pro. v 2.45 
This mod adds a new room type "Laboratory Room". It appears to have no use but causes a debuff for research because it's not the vanilla "Laboratory".
Scubert 11. pro. v 23.40 
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 10. pro. v 1.30 
@Winter Ty for the explanation, that totally slipped by when I was checking lol.
Winter 9. pro. v 15.01 
@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 9. pro. v 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 8. pro. v 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 5. pro. v 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 4. pro. v 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.