RimWorld

RimWorld

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[PS] Reconditioning Pod (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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1 Apr, 2020 @ 1:05pm
7 Apr @ 5:20am
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[PS] Reconditioning Pod (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
838 items
Description

Update of Neon1028s mod
https://steamproxy.net/sharedfiles/filedetails/?id=1588408365

- Added option to set if conditioned should count as bad
- Should no longer overwrite vanilla, thanks pinguin!
- Added support for [SYR] Trait Value
- Sorted the traits window and added a searchbar.



[dsc.gg]
[github.com]



Pyromaniacs setting your rice fields on fire? Chemical Fascination depleting your yayo supply? Or what about that guy who keeps getting punched in the face because he’s so Abrasive? Well no more! Further advances in plasteel study have resulted in new alteration technology. This time not in the body, but in the mind. Though the combination of neural transmitter manipulation, suggestive stimulus, and a digital psychologist AI, scientist have found a way to change the core components of a patient's personality.

Introducing the Plasteel Surgery Reconditioning Pod. Just one relaxing day(s) long session in this modified crytosleep casket will leave colonists feeling like a whole new person! Unwanted traits can be removed, or better traits can be added. Want someone to have the opposite trait they do now? Well no problem, traits in the same spectrum can be swapped out for one another, so trade that slothful nature for a more industrious attitude. Upon first use the pod will be biometrically encoded to the user, ensuring they always have a pod just for them.

Why stop at just one? With the newest improvements to the digital psychologist’s shrinking algorithms, patients can now survive enjoy multiple conditionings simultaneously.

But watch out, the effects aren’t permanent, at least not to start. Those stubborn neural pathways like to work themselves back over time. At base, users will need to refresh their new, better way of thinking about once every 4 days. Subsequent conditioning will double this rate. But those clever plasteel researches have got you covered, offering several ways to meet your refreshing needs.

Automated return sub-conditioning: Each recondition comes with a free maintenance regulating sub-conditioning. Should their conditioning ever fall below 50%, the user will instinctively try to return to their designated pod for a relaxing 30 procedure.

Conditionall: The fast acting, gluten free, reconditioning supplement. Light and portable, it’s perfect for those on the traveling, stuck in bed, or otherwise unable to reach a pod. One dose has half the effect as a normal refreshing session so it must be taken more frequently depending on number of active conditioning. Long term use of Conditionall is not recommended and should only be used when your pod is not available. Conditionall contains chemicals known to the State of California to cause cancer or other harm. Ask your doctor is Conditionall is right for you.

Neural Cementing: Once you find that perfect way of thinking why ever let it change? Our new highly experimental plasteel based mental adhesive locks neural pathways in place permanently, removing the need to maintain conditioning. Once a user has undergone the neural cementing procedure they will be unable to receive any further reconditioning. This surgery is extremely risky and should only be performed by skilled surgeons with the best medicine available. Failure may result in permanent brain damage or death.

How to use:
The reconditioning pod, found under misc buildings after completing the research, gives 3 options for reconditioning a pawn.
Add- adds a new trait to the pawn, this can be used to pass the 3 trait limit in the game.
Remove- removes a trait that the pawn currently has
Change- switch the trait for another one in it’s spectrum, ie. Lazy to Hard Worker

There is no limit on traits, but the game assumes you will stick to 3. If you go above that the traits will still take effect, but may not show up in the UI. Reconditioning pod can not change traits in the family of Beauty, Immunity, Creepy Breathing, or Annoying Voice. Because those are physical traits. My other mod Plasteel Surgery can add or remove them.

Once selection is done the pawn will enter the pod and all their needs will be frozen, ie. they won’t starve inside the pod. Reconditioning will take one or more days and has a chance to fail. The time required and chance to fail will increase for each active conditioning they have.

On failure no change will take place but there is a chance the reconditioning will be botched. This leaves the pawn with a trait that reduces learning speed and movement. Botched conditioning can be fixed at a reconditioning pod.

On success the pawn will have their traits changed and will be linked with the pod. No one else can use that pod and they can not use any other pods. If their pod is destroyed they can claim a new one, and if they die theirs will become open for use by another pawn.

After conditioning the pawn can be sent back to their pod to add more conditionings or remove existing ones. Removing a conditioning has a 100% success chance and will always take 1 day.

Reconditioning adds a need with has 4 stages:
100%-75% Fresh: No negative side effects
74% - 50% Strong: -3% mental break threshold
49% - 25% Weakened: -10% mental break threshold
24% - 1% Slipping: -20% mental break threshold
0% reconditioning is lost, traits revert, and a mental break will be triggered

At base the conditioning falls at a rate of 12.5% per day, meaning it will fail after 8 days without maintenance. Each conditioning that you add will double this rate.

Ways to maintain conditioning:
The Pod: At 50% a pawn will start trying to go back to their pod refresh. The pod needs to be powered, reachable and in their allowed area. They will do this automatically, like trying to eat when they get hungry. Refreshing will bring there need up a little over 50% ans takes about 30 minutes.

Conditionall: After research, it can be made at a drug lab for 5 psychoid leaves and 2 neutroamine. It works like other drugs, but if you added this to an existing save see the compatibility notes. It is intended for pawns that are traveling, downed, or otherwise can not get to a pod. You should just let your pawns use the pod to refresh, keeping them jacked up on Conditionall will get very expensive. It will raise their need level 25%.

Neural Cement: Requires a medical skill of 15, 20 plasteel, and 5 glitterworld medicine. It will remove the conditioning hediff and replace it with neural cement. The pawn will no longer have the conditioning need, but they also can never be reconditioned again. Nothing can remove neural cement (maybe, honestly haven’t tried all the hediff removing items on it)


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
Last updated 2023-03-26
Popular Discussions View All (1)
1
31 Jul, 2020 @ 12:17pm
Conflict with Synergistic Traits
R3trograde
126 Comments
Retro Wolf <#SaveTF2> 23 Apr @ 9:24pm 
Okay, I do not think I can use this mod, there is a weird glitch I'm getting after installing it and it's precursor mod where when I unpause... literally nothing happens and the entire screen just stops rendering any pawns, terrain, or objects and time won't resume and it just gets stuck with rocketman unable to finish loading. Definitely just a thing with my load out, but still a kewl idea and tis nice that someone continued it.
Retro Wolf <#SaveTF2> 23 Apr @ 7:58pm 
Ohhhh, das nice. Would be nice if there was an upgraded version that can just let them cook for way longer in return to just permanently changing their neural pathways, but not locking them in sorta deal, but this is exactly what I was looking for in a mod. I had a colonist gain the misandry trait and while their entire xenotype is genetically female it would be nice to be able to resurrect the MIB I got a long while back who died to the plague using psycasts and not have her suddenly hate her old ally over the fact that her child rolled poorly on the genetic lottery and didn't get the photosynthesis gene needed to survive in our colony that was not prepared to feed babies with any kind of diet.

Man, Rimworld is a wild game. XD
Ghost Of Razgriz 16 Apr @ 12:56pm 
@eataTREE hey loser do you cry about biotech existing aswell? This is a in game option for those who don't wanna rely on dev mode. Weird ass losers like you always like to pop in and cry about things you can easily ignore should really touch grass or stay off the workshop
Mlie  [author] 8 Apr @ 8:35am 
@eataTREE Sure, whatever makes you feel superior on the Internet
eataTREE 8 Apr @ 7:51am 
So, people who want to cheat but lie to themselves about it, got it.
Mlie  [author] 7 Apr @ 8:04am 
@eataTREE My guess it that some like to not cheat their way through the game but instead work for it.
eataTREE 7 Apr @ 8:01am 
I don't understand the point of mods like this. If you're determined to edit your pawns, just turn on developer mode. You can edit all their traits and skills and genes. You don't need any mod at all.
Mlie  [author] 22 Jul, 2023 @ 2:17am 
@25th Legend Again, the c# solution is available on the Github repo. You dont need to decompile the actual dll.
The success chance is not defined in the c# code however, that is defined in the XML files for the recipes
25th Legend 22 Jul, 2023 @ 12:50am 
Okay I was going about the whole thing wrong like you said. I got dnspy from the link and I was looking in PS_ReconPod.dll and I can see DaysToCondition (hoping I can edit integers here to lower ticks needed) and GetSuccesChance (maybe I can find a way from here to make it %100) I'm not very good at coding. If have any advice or tips I'd appreciate it, thanks.

Praise authors like you for keeping/maintaining these mods.
Mlie  [author] 21 Jul, 2023 @ 3:42am 
@25th Legend You cannot edit a dll-file, is a compiled file from a c# project. See:
https://rimworldwiki.com/wiki/Modding_Tutorials/Writing_custom_code
The full source is available on the GitHub repo linked in the description.