RimWorld

RimWorld

Altered Carbon 2: ReSleeved
3,073 Comments
Psyckosama 6 hours ago 
Can't wait for the 1.6 for this. It's become one of my go-to critical mods.
Gravefall 8 hours ago 
It would be great to force the quest, I could just start my 1.6 run while I wait lol
Hugh Jacoque 16 hours ago 
Can the researcher quest start again if it's expired or is it a dev tools job?
Helixien  [author] 12 Jul @ 10:52pm 
@Nox: Not for now, I need to make sure all the mods are updated first.
I.A.N.A.S 12 Jul @ 10:49pm 
please i need this in 1.6 i cant live without sleeving and i only just found out about all this cool other stuff please i need the arm blades in my naked brutality min-max run
Nox 12 Jul @ 3:23am 
Helixian my hero. I have a request -

Would you be willing to add compat for needlecast receivers to the androids and synths in rim-robots? I guess there's asimov and the vanilla expanded androids as well.

I'm feeling moddy so maybe a bridge mod is in order. What's your feeling about having needlecast receivers for androids and robots? I really like the idea. I know the TV series had synths but I'm more interested in the gameplay than lore.
Phanlix 11 Jul @ 3:23pm 
This is the best mod ever. A) The Altered carbon books were amazing, and as far as I'm concerned there was no TV show given how badly it was butchered. Huge fan of the books and RPing as if you're playing in some distant future of the books is cool. B) This mod addressed all major issues I had with the game, namely shield belts not having one that you could fire out of and arm blades that let you have a melee and ranged weapon equipped. I still think guns should have the option for bayonets, or a colonist could carry a small melee weapon like a knife as a backup. Also giving a power helmet targeting assist could not have been more cool and was an issue I had with the base game as well. Absolutely cannot wait for the 1.6 update, I'll be delaying starting a new game until this mod specifically supports 1.6 no matter how long it takes. Thanks to anyone involved with the creation of this mod, you really improved the game!
lloki 11 Jul @ 2:17pm 
@oscarmdsh69 no, he just wrote that he will never update any of his mods :D Just 4 comments below.
oscarmdsh69 11 Jul @ 2:00pm 
1.6 update coming?
deltaplays010 11 Jul @ 1:32pm 
can't wait to send 20 raiders i nstacks to the nearest mechhive via gravship
illmatix 11 Jul @ 11:32am 
Looking forward to it!
Wintermist 11 Jul @ 8:23am 
Woohooooo!
Steve30 11 Jul @ 7:51am 
@Helixien Thanks dude, cant wait!
Helixien  [author] 11 Jul @ 7:35am 
Update for 1.6 is already in testing. So soon!
Drej 11 Jul @ 7:10am 
@Helixien I would also love to see / to know what @KurotoraX mentioned below :o!
FotisP68n 11 Jul @ 2:56am 
This is one of my favourite mods! Can't wait for it to be updated
Wintermist 10 Jul @ 12:14pm 
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?
lapplace 14 Jun @ 2:18pm 
Thank you so much for this awesome mod! I was wondering if you could look into adding compatibility to 1-2-3 Personalities M1. Currently, the personalities tied to a person are regenerated on stack removal and stack installation. Looking through that mod page's comments, it seems there was compatibility in the past (Rimworld 1.3), and the dev for M1 says nothing was changed fundamentally since that version. Hopefully that information is helpful if you wish to pursue this. Thanks again for your amazing mod!
cloudust 12 Jun @ 3:00pm 
@Helixien

You know - that totally makes sense! The mod is already awesome as it is and I won't pretend I understand even a little on how to make one, so that's all good and fitting with how an animal brain would work. I *do* wish that Pawns would understand that, but it's something I'll just have to work around with the Character Editor mod. Either way, thanks for the reply and keep up the good work!
Helixien  [author] 12 Jun @ 9:30am 
@cloudust: Sadly there is no way atm. Its kinda a balancing thing and if you think about it, it would make sense the animal doesn't understand what happened. I know, not perfect for your run.
cloudust 12 Jun @ 2:37am 
Hello @Helixien!

I'm not sure if you've been asked this already - but is there an option or a way to keep a "Sleeve" alive when you remove their stack? In most of my playthroughs it wouldn't be an issue, except this time I'm going into a very heavy animal-focused game. Every time I move a Stack into a different "Sleeve," the Pawn is counted as dead and and I have like 20 bonded animals going into Madness mode because of it.

Love your mod!
Alex Kersar 11 Jun @ 11:45am 
Sure, awaiting patiently for the oficial release, just hope it comes with needlecasting range options too for wider player customization. Good work. :dv_nuclear::steamthumbsup:
Helixien  [author] 11 Jun @ 9:18am 
There will be no 1.6 update before the official release. Like always, "1.6 when" comments will be deleted and blocked.
Alex Kersar 9 Jun @ 2:09pm 
Needlecasting should have more range, even with all 6 sats I can barelly move on the world map.
NaNoServers 7 Jun @ 12:05pm 
Mod options are suddenly gone.
Even the extended XML ones.
NaNoServers 7 Jun @ 12:05pm 
@JothB Build a neural scanner and then select "start scanner", after that select "Skilltrainer" and choose what pawn to kill in order to produce skilltrainers.
Gatho 5 Jun @ 11:54am 
I love the mod and consider it canon for myself. One thing I am not sure about is shells instead of sleeves. How do I make them?
ryhndo 3 Jun @ 11:23am 
tell us what became of Gary
JothB 2 Jun @ 9:53pm 
I'm not completely sure how to craft skilltrainers. I have them researched, but they dont seem to appear anywhere as a recipe
TheModernViking 1 Jun @ 2:42pm 
Is there a way to refire the Researtcher quest?
Resmus 1 Jun @ 1:06am 
Has anyone managed to completely implant the filled stack in VRE Android, rather than just broadcasting a signal to it? The best I could achieve was using tools to put a receiver in the android.
southbull 29 May @ 12:52pm 
Thank you very much for this amazing mod @Helixien, this is one of my favourite mods of all time. I want to share a bug that I've encountered and I hope you can help me with that. It looks like archotech stacks cannot be edited as when you create the bill to edit one, right clicking on the neural editor table gives you the following text: "Cannot modify stack: Missing 1x Neural stack". The option to edit them is on in the mod options and the pawn is capable of editing a normal stack and the stack is available in a valid and accesible storage. Also, for some reason, the 'Tough' trait is missing from the trait options and cannot be added even with Character Editor mod. Pawns with tough trait spawns naturally but you cannot add it to your own pawns. I did this testing with only Harmony, Vanilla Expanded Framework and your mod so I am sure that there are no mod conflicts. I would appreciate if you can take a look at it when you have the time. Thanks in advance :)
Malicius 28 May @ 3:11am 
Unfortunately I get a very high constant ms from "AlteredCarbon.Pawn_NeedsTracker_NeedsTrackerTick_Patch:Prefix"

Anyone knows a fix?
Star 14 May @ 6:35pm 
@dmitri burger Update: I can confirm that the VRE Androids integration works just fine. Either the people saying its broken fell for one of the Classic Modding Blunders like not using RimPy or one of the other mods they have is breaking it.

Interestingly, implanting an android with a human stack did not Awaken it. I had to go into Dev Mode and delete the Hardware that disables psychology for the random human man I murdered and reincarnated as a robot girl to be able to be upset about this. The Android builder in-world would not let me enable psychology. Maybe the editor you can access before starting a colony could?

Then again, Dev mode and Character Editor can fix most issues, and whether this is even a problem to begin with is up to you.

You may also be wondering if humans in android bodies keep their skills, if their skills are affected by software, and if they correctly undo if they turn human again.The answer to all of those questions is yes! I hope this helped.
Star 14 May @ 5:06pm 
@dmitri burger If I understand correctly if you have VRE Androids installed this mod has an interaction that lets you build android bodies as "shells" as an inorganic alternative to sleeves. However, there seems to be talk of this feature being broken in the Discussions page. I intend to test it myself and see if it works now. Will post results in here.
dmitri burger 13 May @ 2:28am 
Is there a way to add a feature such as cybernetic sleeves? It was in the series(this damaged girl had one in the end). I assume they can change their appearance, have extra durability and to be fair they are potentially somewhat of a premium endgame stuff. If there are any other place, where I can add this suggestion, pls let me know. I think it would be a really cool dlc for this mod:)
Origin_Alpha_43 10 May @ 6:32pm 
Let it be known MIXED STONES is incompatible
if you can't build the sleeve casket without crashing
Delete MIXED STONES
Origin_Alpha_43 9 May @ 8:24pm 
Any known incompatible mods that could crash the game when finishing to construct or even trying to spawn in the sleeve casket?
Farrowe 7 May @ 2:33pm 
is there a way for force-spawn the starting quest for this? i think something in my modlist did something that would make the quest not spawn, and the opportunity for it to spawn passed before i noticed and fixed it
fireflystars79 1 May @ 5:04pm 
@Kirky An Electromagnetic Shield implant, not sure which Implant mod adds those though. At least not off the top of my head.
Ravinglegend 25 Apr @ 6:21pm 
@Sammich build a casting relay.
@2B You don't have to do anything. Has it been 75 days yet? I think it just becomes enabled after 75 days and will randomly happen.