RimWorld

RimWorld

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[RH2] Uncle Boris' - Brainwash Chair
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Mod, 1.4, 1.5, 1.6
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58.366 MB
6 Nov, 2022 @ 5:56am
20 Jul @ 12:49pm
12 Change Notes ( view )

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[RH2] Uncle Boris' - Brainwash Chair

In 1 collection by Chicken Plucker
Red Horse²
22 items
Description
"A mind is a terrible thing to waste."
- Mr. Yuri



Description:
The brainwash chair, developed from the files of Project MK ULTRA, is a permanent solution to your uncooperative prisoners.


Features:

Instructions for use:
- x1 uncooperative prisoner
- A room that is sealed with the brainwash chair facing any form of television
- Select "brainwash reduce will" option in the prisoner interaction menu
- After brainwashing, your prisoner will undergo a catatonic breakdown of up to 3 days.



Feature list:
* Brainwash pawns into reducing their will and resistance to 0
* Working on unwavering loyalty
* The ability to brainwash pawns into changing their traits and passion levels for things through brainwashing
* Mod settings to allow modifying pawn backstories and abilities through brainwashing
* THE NUMBERS, WHAT DO THEY MEAN?!?!?!
* Note: Physical traits such as beauty and toughness are excluded from the list you can modify through the brainwash chair



Research Required:
- Multi-Analyzer
- Tube Television
- Complex Furniture

*I can't find the chair, help!*
Note: It's in the furniture tab, please please make sure you have all the research in this list done so you can see it appear in the construction menu.


Compatibilities

Does this need Uncle Boris' - Used Furniture to work?
- No. It is a standalone mod.

Combat Extended
- Should have zero issues with Combat Extended.

Other factions/races
- Should have zero issues with other factions/races.

Modded televisions
- Works with any modded television as long as it uses vanilla base coding for it's television comp

"Unwavering Loyalty"
- Works with unwavering loyalty feature, can reduce the pawn's will and loyalty to 0 using brainwash mechanic

Is this safe to enable mid-save?
- Yes

Safe to disable mid-save?
- You will get errors. If you have several mods, you may crash your save due to the cocktail of effects other mods could have. Before removing, destroy all your brainwash chairs and ensure nobody is in process of brainwash. You may receive errors after disabling but you can continue your game as normal.


Please consider to:
[ko-fi.com]

Only if you have the spare coffer, please always MIND yourself first. Apologies for the dad joke, don't MIND me.


Credits:
Taranchuk - C# coding
Arquebus - C# coding
SirLalaPyon - Building art
Treyarch - SFX
Activision - Black Ops Cold War
Westwood Studios - Yuri's Revenge
Muon Ray - Hypnosis pattern
Popular Discussions View All (2)
3
20 Jan, 2024 @ 4:03pm
Planned compability for VE-Skills Expd?
Emberbuck
0
6 May, 2024 @ 9:00am
Changing Pawn Backstory dosent change pawn skills
fosuster
318 Comments
Anker 30 Aug @ 11:14am 
(It's really quite easy to forget the chair requirement.)
Anker 24 Aug @ 7:25pm 
Pro tips for this mod:
* You need the Brainwashing Chair to brainwash prisoners, which requires researching Multi-Analyzer. But you don't need any research at all to brainwash your own colonists- You just need to own a Claimed TV. You're more likely to research and craft your own tube television for this, but if you happen to see a television for sale at a faction base, you can buy it and use it right away.

* You can't brainwash colonists unless they have somewhere to sit in front of the TV. Make some stools or dining chairs.

* Brainwashing prisoners requires the prisoner interaction type be set from 'maintain only' to 'brainwash'. After they're brainwashed, they need to be set to 'recruit', as if you leave them on brainwashing they'll just be kept maintained after the fact.
Anker 18 Aug @ 4:54pm 
Very useful! That downtime on catatonic pawns is harsh, but still, worthwhile.
Vivi 13 Aug @ 5:40pm 
Hail to the Great Yuri
MYTAH 10 Aug @ 7:38pm 
Having the same issue as bones not sure how im supposed to get the prisoner into the chair
Bones 10 Aug @ 2:15pm 
anyone figure out why the chair isn't working any more? My pawns don't ever bring them over to it, can't even force it. But I can redo things on the pawns
Stone Jason 6 Aug @ 12:07pm 
Bell, We've got a job to do.
Dallas Dog 5 Aug @ 8:12pm 
I can corroborate what The Unknown said. It appears to only keep the top 4 traits when I have the setting set to 6.
Pneumonia 25 Jul @ 4:16pm 
How does this interact with Ideology? Is it possible to convert a pawns ideology with this or only will/resistance to recruit?
The Unknown 25 Jul @ 3:32pm 
This doesn't appear to respect the setting for trait quantity. It lets you choose the amount you set, sure, but it still only gives 4 in the end, and just cuts off the other traits.
Also, unrelated but it seems to remove rimworld of magic traits, when I used it with that.