RimWorld Mods

[PS] Reconditioning Pod Mod

Author of the [PS] Reconditioning Pod Mod: mlie

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.

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