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
3,383 条留言
Hugalafutro 5 小时以前 
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.