RimWorld

RimWorld

[PS] Reconditioning Pod
152 Comments
Stachman 29 Aug, 2023 @ 3:54pm 
finally i can remove the gay
Brandon0 6 Sep, 2021 @ 2:17am 
Neural cement not working despite having 15,000 plasteel and 800 glitterworld medicine
Whiterun Guard 21 Jul, 2021 @ 4:49pm 
when I saw this i thought of how it might go....
Doctor: "so, how many traits do you want to get rid of?"
Patient: "yes."
Doctor: "uh.. how many?"
Patient: "yes."
sir Evans 26 May, 2021 @ 3:52am 
Trait list doesn't really work.
I can only change one thing at a time, either remove, change or add, not all at once.
Capricious Sun 20 Jun, 2020 @ 10:36pm 
How do you apply neural cement? Is it in the bills?
Toast 11 May, 2020 @ 4:44pm 
@Mlie MVP.
MaXISerg 4 Apr, 2020 @ 7:51pm 
огромное спасибо за данный мод. я так долго искал нечто подобное. вы просто великолепны.
Thank you so much for this mod. I've been looking for something like this for so long. you are just gorgeous
bevster 1 Apr, 2020 @ 4:04pm 
Thanks for the mod.
Mlie 1 Apr, 2020 @ 1:06pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2044003955
Hope this helps anyone!
Neon1028  [author] 31 Mar, 2020 @ 10:22am 
***All Rimworld mods made by me will not be updated or maintained for the foreseeable future***

I probably should have said this months ago, but not having time is kind of my thing lately. I want to thank everyone one who has enjoyed my mods and apologize for failing to properly provide support for them. These mods where made a while ago when I was between jobs. Since then I’ve gotten a job, but lost all free time. I love the Rimworld community and seeing you guys enjoy the things I’ve created has made me indescribably happy and boosted my confidence as a programmer at a time when I was doubting my own skills. I am honestly sad and embarrassed that I haven’t been able to keep up with everyone’s comments and request. I hope one day to come back to Rimworld and make more fun things to share with you all, but I have no clue when that will be. So, I guess this is goodbye for now. It’s been real fun, and may Randy be kind to you in the days to come.
Neon1028  [author] 31 Mar, 2020 @ 10:22am 
If anyone want’s to make a 1.1 update for this or any of my other mods please feel free to do so. Leave a comment with a link and I’ll add it to the description (when I have time) so people can find it if they end up on this page. I don’t care about ownership of the mod, I just want people to have the tools to play the way they want to play.
Lord_Zerks 27 Mar, 2020 @ 7:29pm 
lol :steamhappy: ... i wish this was updated to version 1.1 already ... silence from a mod dev for almost 2 months or more is a clear sign of abandonment. hopefully someone will update this soon.
Kingtomato 27 Mar, 2020 @ 7:27am 
YOU WILL UPDATE THIS MOD NOW!
Lord_Zerks 22 Mar, 2020 @ 7:02pm 
update! plz! :3
Chris 13 Mar, 2020 @ 6:05am 
indeed please update that would be great thanks for a great mod
Eldar Aaron 12 Mar, 2020 @ 7:01pm 
I concur with my fellow rimmers. please update!
Berewolf 11 Mar, 2020 @ 2:15am 
update pls?? :(
LOTO 9 Mar, 2020 @ 3:06am 
will this mod be updated?
Zookes 5 Mar, 2020 @ 5:14am 
Would very much love 1.1 update for this...
Tommy Gray x Land Raider 24 Feb, 2020 @ 12:09pm 
update for 1.1 plz
肥仔 25 Jan, 2020 @ 8:07am 
Thundercraft 17 Jan, 2020 @ 7:32pm 
@ Neon1028 [author]
Just a thought: Have you ever considered adding the ability to change a pawns backstory? It could be explained as something like in the Total Recall or Matrix movies, where someone is given memories of a fake past. A pawn's backstory can have a lot of impact, sometimes severely limiting their usefulness, such as being incapable of "Dumb Labor", "Violence" or "Social" interactions.

There's also the Mind Altering Device mod. However, while the updated version can still be used to change traits, it now lacks the ability to change backstories. :steamsad:
Praise the Sun 11 Nov, 2019 @ 12:22pm 
anyway to change mod settings like condition falloff rate or conditionall effectiveness?
vizthex 20 Oct, 2019 @ 11:07am 
I'm so glad this exists! I can finally get rid of all the negative traits.
JotNyangE 26 Sep, 2019 @ 6:11pm 
Yes. Just what I needed.
g3 17 Sep, 2019 @ 4:27am 
help - i built a pod and its locked to 1 of my colonists. no one else can use it but him
Balder 18 Jun, 2019 @ 8:52am 
Would it be possible to have the scheduled reconditioning be a job type like patient, so it can be prioritized? It's rather annoying that it overrules whatever the pawn is doing. Especially when the pawn is busy saving someone from death, and suddenly decides that spending an hour in a pod, is much more important than doctoring :-D
CaptainSnafu 13 May, 2019 @ 4:50am 
Hi,I have made a chinese translation for this great mod !https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1740295575
Jaxx - pshoooo 17 Apr, 2019 @ 10:29pm 
ah ok. I'm just using the Rimthemes mod, i understand if you would rather not, but i imagine you'll have a lot of people using it so it may come up pretty frequently.
Neon1028  [author] 14 Apr, 2019 @ 8:00am 
Sorry all for the long delay. Been very busy with work so I'm getting little time to spend on maintaining mods.

@Jaxx - pshoooo and @The_Johny_Way it looks like you are both using UI mods. I can't guarantee that this mod will work with all UI mods. If you link the ones that you are using in the Posible Mod Conflicts discussion then I will *maybe* do a fix for them. That's a pretty big maybe though since I have little time and UI stuff is always a huge pain.

@Tommy Gray x Land Raider This is technically a bug, but since people seem to like it I'm going to call it a feature. I just pushed a small update that will make it so the pods go back to being unowned if the pawn assigned to them is ever cured of conditioning.
Tommy Gray x Land Raider 28 Mar, 2019 @ 9:16pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1554012670&searchtext=regeneration

Turns out the reconditioning can be sealed (need is removed) by the Regeneration Bay, making this mod a great complement to Reconditioning Pod. Of course ownership of pod remains but the pawn won't need to revisit the pod unless a fresh new reconditioning is needed.
The_Johny_Way 23 Mar, 2019 @ 9:59am 
Jaxx - pshoooo, have same problem...
Jaxx - pshoooo 12 Mar, 2019 @ 8:53pm 
something seems to be very wrong... https://i.gyazo.com/bdc1ccdabc00c9ea96684b1693ad811c.png
Roger 10 Mar, 2019 @ 3:33pm 
This might be asking much, any chance on a new mod where you resurrect corpse of pawns or animals back by using a big amount of power/ energy
V 6 Mar, 2019 @ 2:30pm 
Thank you. ^-^
Neon1028  [author] 5 Mar, 2019 @ 1:27pm 
@quillandsaber No, neural cement will not interfere with plasteel surgery. Also worth noting that the traits effected by plasteel surgery and the traits effected by this mod do not overlap.

@V Using cheat mode will not create the need for reconditioning. Cheat mode let's you edit traits completely for free, with no catch.
V 27 Feb, 2019 @ 10:40pm 
Does the cheatmode allow it where X person does not need to be reconditioned?
quillandsaber 19 Feb, 2019 @ 7:32pm 
Does neural cement impact the ability to use plasteel surgery to change physical traits?
brine909 17 Feb, 2019 @ 10:39am 
ok, so what your saying is that they need more and more trips to the reconditioning chamber until they need to go pretty much everyday. wouldn't it make more sense to have it so when you first put them into the pod they have to go in again after a day or so and then increase the time needed so that eventually the reconditioning will be so ingrained into there mind that they can go months or even years without another trip?
deadlypandaghost 16 Feb, 2019 @ 3:56am 
I was already considering making my scientist turn the colony into mindslaves.... Your add settled the issue quite well. Great write-up
Neon1028  [author] 14 Feb, 2019 @ 8:44am 
@ModDehBird No, "Incabable of..." is determined by back story, this mod can only change traits

@Ernest the Otamatone Hmm, I'm going to need a bit more information. Under their health tab does it show them having the "Reconditioned" Hediff? Are they a race from a mod? Do you have any mods active that alter how traits work in the game?

@brine909 Each conditioning will make them have to return to the pod twice as frequently. The rate at when their conditioning deteriorates is doubled, meaning the amount of time they can spend away from a pod is cut in half. I'll take another look at the wording to see if I can clear it up.
brine909 11 Feb, 2019 @ 7:11pm 
question: when you say that the rate doubles after each conditioning, does that mean it will take half as long for you to need another reconditioning or twice as long, because its phrased as half as long but twice as long make more sense because its been drilled into there minds more?
Salamiwurst 11 Feb, 2019 @ 10:35am 
All unfit Citizens of Lemongrab must be reconditioned!!!
Bjem 10 Feb, 2019 @ 6:45am 
"Pyromaniacs setting your rice fields on fire?"
A perfect summary of the Vietnam war
SpaccyVA 9 Feb, 2019 @ 10:11pm 
hey so i used this to remove both depressive and very neurotic from a character i couldn't just remove but the traits don't seem to have changed at all, the operation was otherwise a success as he's linked to the pod. any idea what could be happening here?
Moxxy 9 Feb, 2019 @ 8:32am 
Can this mod remove the "Incabable of..." traits? things that there backstory makes them incabable of.
Neon1028  [author] 7 Feb, 2019 @ 7:09am 
@Lord Huxington Looks like each of the tiers is their own race and I only accounted for tier 1. Just pushed an update that should fix it. Tiers 1 - 5 should work now. The pearls of trying to work with a mod you’ve never played before...
Huxington 6 Feb, 2019 @ 9:30pm 
Hey there, I know you put out a fix for the Android Tiers mod. But does that include the Tier 5's that sometimes spawn in the world? Because Im not seeing an option with my one :/
geniusthemaster 29 Jan, 2019 @ 8:52pm 
thanksa ton
your awesome :)
Neon1028  [author] 29 Jan, 2019 @ 11:00am 
@Wellington @geniusthemaster Turns out the surgery was limited to humans and the tier androids were counted as their own race. Just pushed an update that should fix the problem. Sorry for the long delay, real life has been crazy lately.