RimWorld

RimWorld

Mind Altering Device
73 Comments
Touhoufanatic 13 Sep, 2022 @ 9:26am 
odd query, can it forcibly make a prisoner into your allies?
Xarizon 11 Jun, 2021 @ 7:06am 
The intro video just killed me. Love it
Thundercraft 17 Jan, 2020 @ 7:17pm 
My mistake... The mods I mentioned has some of the functionality of this mod - changing a pawn's traits. But they lack the ability to change a pawn's background (such as having a bad childhood), like this mod did. Also, the [PS] Reconditioning Pod mod can be used to add, remove or change traits.
Thundercraft 2 Nov, 2018 @ 3:45am 
Albion has an updated version for 1.0. Check out either Sparkling Worlds Addon - Mind Altering Device or Sparkling Worlds - Full Mod . Both of these include the functionality of this mod.
Stage 19 Oct, 2018 @ 9:09am 
I still hope for an update of this awesome mod :)
Funkky moneky 19 Feb, 2018 @ 1:57pm 
I think my favorite part of this mod was frying peoples brans then steling their organs
Demonlord09 24 Jan, 2018 @ 8:12pm 
Seems abandoned. Shame. This was an amusing mod.
sisco 29 Oct, 2017 @ 4:59am 
still no sign of an update ?
DLSELS 27 Aug, 2017 @ 7:25am 
Looking forward to your A17
得之我幸失之我命 10 Jul, 2017 @ 5:39pm 
A17 感谢您
Thundercraft 7 Jun, 2017 @ 1:21pm 
Will this get updated to A17?
veni vidi vici 29 May, 2017 @ 8:15pm 
Thanks a lot
Could you please update this to A17?
appreciate it
Matheryn 25 May, 2017 @ 8:58pm 
could you please update this to a17 but with a small addition - the mod grants only 2 traits but with prepare carefully you can now add alot more i think up to 7 or 8 so could you please let it give you x amount of traits where x equils the same amount of traits previously on the character minus 1 each time you use it
Deus 22 Mar, 2017 @ 11:00am 
that is a very well put video
rudew 24 Feb, 2017 @ 9:41pm 
If I force a trait in my scenario, will the MAD be able to get rid of this trait? Or will it continue to use this forced trait as if it is... well, forced?
Kubility 20 Jan, 2017 @ 12:45pm 
could you add different kinds of the pod with specific outcomes ? since i dont wanna lose industious worker for too smart pyro or psyhco.new pod could require higher power and put the guine pig into a coma for a long period of time (1to3 month perhaps?). i'd like watch the brain burn, for good cause of course (and traits)...
Alstrolilium 20 Jan, 2017 @ 1:59am 
I didn't check the desc before trying it out. And honestly, I thought it took like a week for it to reroll them. Then I paid closer attention and noticed it was 1 hour. So I used it about 6 times and after he got downed. I noticed he had 3 different op debuffs under health. And a bunch of mood debuffs. The mood debuffs had an expiry rate. The health debuffs did not. If I may ask, is there a way to cure Altering Sickness, Physical reset and bad migraine?
DreamingFox  [author] 19 Jan, 2017 @ 5:21am 
@duduluu
Might have been over a year, but tend to not forget people who send me private messages and are polite while doing so ;)

@Stage
I know right? Those pyromancers... one of the reasons I wanted this :p
On the Flickable issue, I know -_- been requested so many time already...
But like some people have mentioned, use a switch for now. The poor switches already don't have a lot of usage, the poor things!
#SwitchLivesMatter

On a serious note, I might add that next alpha I guess.
Stage 19 Jan, 2017 @ 12:48am 
Thank you Izzy for making it possible to get rid of my pyromancers :D
One small request: please make the MAD flickable and/or minifyable. I prefer high power costs when in use, not when idle :)
duduluu 19 Jan, 2017 @ 12:06am 
It's been over a year! Haha!
DreamingFox  [author] 18 Jan, 2017 @ 2:22pm 
@duduluu
Hey you! =)
Yesh, I tend to forget that feature ever since I added it for you...
Ill take a look at your changes when I have the time and include them!
... Gratz on understanding my garbage spaghetti code!
Hope I didnt give you a headache! :p
duduluu 18 Jan, 2017 @ 11:21am 
Hey, IzzyHRC!
I modify the source code, make the "Swithc Process" button supporting Keyed translation.
Look at this:
https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device
And I added Chinese translation to MAD.
Could you merge these files changed to your MAD?
NotFox 29 Nov, 2016 @ 2:45pm 
With the brain damage side effect there is several mods that allow you to build stuff like brain stimulators. To reverse the brain damage nicely. Still might not want to use the device to often though. The stimulator can only do so much.
Funkky moneky 22 Nov, 2016 @ 2:17pm 
There is nothing that keeps me from relaoding... on the off note, it would be nice if only low effective traits showed, like canibal, or steadfast (i think)
Thundercraft 14 Nov, 2016 @ 11:54pm 
Any chance of a separate version which can only remove certain traits (or 'bad' traits) instead of giving them 2 or 3 new random generated traits? To balance it, you could give the machine a chance to fail or increase the risk of brain damage or a new bad trait. Just a thought...
erdelf 14 Nov, 2016 @ 9:58am 
Hey, love the mod, but would it be possible to add a switch, so you don't have the constant 2k drain ?
GodHatesYou! (EOA) 6 Oct, 2016 @ 11:40pm 
Soooo, turns out 20+ trips in a row to the MAD cand cause significant brain dmanage. I didnt see a surgeon generals warning on the box! Slow brain death AND dementia sux as an outcome but i applaud your thouroghness. Still not uninstalling but i may try to space out the use. Also this gave me a chance to improve my holding cell construction technique. :) Also, Get well soon.
DreamingFox  [author] 4 Oct, 2016 @ 7:17am 
Late reply, I'm not at 100% healthwise...

@Ollum
Thx for the list, I'll try to recreate it once I'm abit better.

@63e Adderall
Wait, I tought addictions wore off eventually.
Been a while that I've played the game but that would be weird if thats the case.
If so, sounds like a "simple" mod to make.
>:( 30 Sep, 2016 @ 4:17pm 
I just want a mod that will heal my pawns from addiction, Im so sick of getting what seems like a nice pawn because traits>but then health wise has flake addiction or something and always breaks down on me because they can't get their fix :(
(T)horstum 27 Sep, 2016 @ 1:03pm 
Misc core
Misc Robots
Misc MAI
Misc Robots++
Craftable Robots base robots
Craftable Robots
Misc Training
Misc Incidents
Misc Objects
MBS Spotlights
More Vanilla Turrets
Right tool for the Job
LT- DoorMat
[T]MoreFloors
More Furniture
RT Fuse
Animal Hide Working
ED-ShieldsBasics
[sd] advanced powergeneration
Industrialisation
RedistHeat
MiningCo. LaserFence
GHXX Tech Advancing
PetFollow
QualityBuilder
CPHaulage
AnimalsTab
Aparello2
Facial Stuff 2
FashionRIMsta
Realistic Darkness 1.2
Mending
Medival Times
EdB
Mind Altering Device
Increased Forest Density
Vegetable Garden
[T]eExpanded Crops
FishIndustry
Mood Adjustments
MiningCo.ForceField
Hospitality
Traiding Spot
EPOE
A Dog said
Improved Surgery
Patches for EPOE A Dog said and Improved Surgery
Miniaturisation
Faction Discovery A15
Colony Manager
Blueprints
Mad Skills

Yes it is even more fun when they dont want to be changed XD
DreamingFox  [author] 26 Sep, 2016 @ 6:12am 
@Ollum
I haven't been able to reproduce it :s So it could be due to another mod.
(Could you list the mods used perhaps?)
However I'm aware of the fact that my code (compared to izzyssentials) is a complete mess and in needs an overhaul pretty badly. So it could be a bug.
But I'm glad torturing... erm... altering your prisoners works find though! =)

@General Desimatorg
What you're suggesting goes against what the mod is about. I like the idea, don't get me wrong, but it sounds OP is hell. The MAD is not really for min-maxing your colonists. But to give you a chance to alter some bad apples in your group. Personally I find the MAD already borderline OP.
Don't want to make it cross the line.
The random nature also fits pretty well in the game as a whole.
Just like the storyteller, it can help or screw you over.
Dez The Dapper Bocchi 25 Sep, 2016 @ 8:20am 
maybe add a bill for diffrent traits each costing a simaler componet for a carful shooter perhaps a sniper rifle and for psychopath maybe a knife and a joywire for a optimist?
(T)horstum 24 Sep, 2016 @ 5:06pm 
When I put a prisoner in there it works perfectly fine btw ^^
(T)horstum 24 Sep, 2016 @ 5:02pm 
When I am changing the backstory of my pawn it leaves a blank for the childhood.
Could it be a bug or an interfence with another mod?
DreamingFox  [author] 24 Sep, 2016 @ 5:21am 
@brigadon
Sorry for the late reply!
Turns out (I had to test it) getting new traits do not decrease of increase your skill lvl.
Changing your backstory does however do this.
The exp to next lvl stays the same in both cases.
I'm glad you pointed this out to be honest, don't know if I'll leave it this way now....

@GodHatesYou! (EOA)
I'm glad the vid 'almost' made you piss yourself ;p
GodHatesYou! (EOA) 23 Sep, 2016 @ 5:18pm 
The mod is good but the youtube video almost made me piss myself. good work
brigadon 20 Sep, 2016 @ 7:08pm 
if you get a trait that changes your skills, and then run it again to get rid of that trait, do you lose the experience levels you had before you ran it the first time?
brigadon 20 Sep, 2016 @ 7:07pm 
all I know is, anything to get rid of that damned Pyro trait!
DreamingFox  [author] 19 Sep, 2016 @ 2:51am 
I do have a project to let you 'pick' which one (only one) you want temporally, but that's something entirely different as I don't want such a mechanic in this mod.

What I do have planned though is something to lessen the bad mood/health effects the MAD gives. Meaning you get more tries before you have to take a break.
DreamingFox  [author] 19 Sep, 2016 @ 2:51am 
That's the problem, I tried to do that at first but there is no data that says whether or not a trait is good or bad.
Meaning I'll have to manually decide the values for 55 traits(this list grows/changes with every new alpha). Now I could do that but the very moment you download a mod that adds even more traits it will be the same problem.

Out of the 21 SingularTraits I can consider 12 to be bad, only 3 good, and 6 to be completely subjective. Subjective as in possibly good for you but bad for someone else.
(example: TooSmart, Brawler, Cannibal,...)
The SpectrumTraits are a bit better with 14 to be bad, 2 normal and 11 good. But still 7 subjective ones.
All in all you always have more chance for a bad combination. Just like when you create your colonist at the start.
(My randomization is a bit more radical though. It can pair up more good ones or bad ones together then the vanilla code, meaning it'll will go into both extremes. Perhaps it's this you notice?)
Popo Bigles 10 Sep, 2016 @ 10:58am 
can i put a prisoner in there and change them to be ''One-of-us''
DreamingFox  [author] 5 Sep, 2016 @ 12:49am 
Thx for all the comments people!
(Also @ WiseManNero you're absolutly right! <3 )
@luis.mendez6 what you describe sounds like a whole other mod to be honest. Don't think I'll be adding that. Not to the MAD at least.

Also... I am trying to update to A15 and it's nearly done. Although my medical condition is getting worser now that I'm back at work. So... yeah, trying! Hopefully I can get it done by tomorrow :(
slashkey 2 Sep, 2016 @ 8:29am 
Looks awesome. But currently I am playing not-so-sci-fi scenario. If I go "true" Rimworld this will be essential.
Sir Luis 16 Aug, 2016 @ 9:08am 
can you create a console that creates steel and other resources after you put a living people in it. they could be prisoners in it or colonist or vistors
Sir Luis 15 Aug, 2016 @ 3:27pm 
total recall anyone?
Funkky moneky 10 Aug, 2016 @ 1:12am 
(Resuts May Varry)
Funkky moneky 10 Aug, 2016 @ 1:08am 
LOL LOL LOL i fried a dude's brain with slow bran death at age 28
CaptainSlender12 8 Aug, 2016 @ 3:49am 
That was a great video.
Sarelth 31 Jul, 2016 @ 2:36am 
One of my colonists gained Dementia and Slow Brain Death (Minor) from a little overuse of this. lol. Was great.
WizeDraco 28 Jul, 2016 @ 10:37pm 
izzy you don't realy need to add a switch to your device those are already in game (in the power tab looks like a little cross) just place one on the power line leading to the MAD and turn it off when it not in use to conserve power; best part is you can also use this method to turn off power to empty prisons, derelict barracks, or even to redirtect power from specific sources to various ends the MAD seems like something you'd want to set up a awesome futuristic room for any way no reason people should have to manually turn it off like savages it seems like it would go against the sofisticated nature of said device