The [PS] Reconditioning Pod Mod introduces advanced personality alteration technology, allowing you to add, remove or swap traits through a specialized Plasteel Surgery Reconditioning Pod.
[PS] Reconditioning Pod Features
The [PS] Reconditioning Pod Mod expands trait management with a full conditioning system, maintenance mechanics and permanent neural modification options.
Core functionality
- Add: Adds a new trait (can exceed the vanilla 3-trait limit).
- Remove: Removes an existing trait.
- Change: Swaps a trait for another within the same spectrum (e.g. Lazy to Hard Worker).
- Pods become biometrically linked to a pawn after first use.
- All pawn needs are frozen while inside the pod.
- Reconditioning takes one or more days and has a failure chance.
Traits in the Beauty, Immunity, Creepy Breathing and Annoying Voice families cannot be altered by this mod.
Failure and botched conditioning
- Failed attempts cause no change but may result in a botched conditioning.
- Botched conditioning reduces learning speed and movement.
- Botched traits can be fixed using the pod.
Conditioning system
Reconditioning adds a special need with four stages:
- 100%-75% (Fresh): No negative effects.
- 74%-50% (Strong): -3% mental break threshold.
- 49%-25% (Weakened): -10% mental break threshold.
- 24%-1% (Slipping): -20% mental break threshold.
- 0%: Conditioning is lost, traits revert and a mental break triggers.
Base decay rate is 12.5% per day (fails after 8 days without maintenance). Each additional conditioning doubles the decay rate.
Maintenance options
- Pod refresh: Pawns automatically return to their pod below 50% if powered and reachable. Refresh takes ~30 minutes.
- Conditionall: Craftable supplement (5 psychoid leaves + 2 neutroamine) that restores 25% need. Intended for travel or emergencies.
- Neural Cement: Permanent procedure (Medical 15, 20 plasteel, 5 glitterworld medicine). Removes conditioning need permanently but blocks all future reconditioning. Risky surgery.
Additional updates
- Option to configure whether conditioning counts as a bad trait.
- Added support for Trait Value.
- Sorted traits window and added a search bar.
- Should no longer overwrite vanilla definitions.
Compatibility notes
- Can exceed the vanilla 3-trait limit, but additional traits may not display in the UI.
- Conditionall behaves like a drug; adding to existing saves may require checking drug policy settings.
Support and troubleshooting
- Test whether the issue persists with only the [PS] Reconditioning Pod Mod (and required mods) enabled.
- If it disappears, re-enable other mods gradually until the issue returns.
- Post your error log using HugsLib (Ctrl+F12).
- For best support, use the Discord channel for error reporting (discussion threads may be missed).
- If you have the solution for a problem, post it to the GitHub repository.
Additional credits: Neon1028.