Addiction and trait editing: cures and the mind reprogrammer
Compare abstinence, the black injector and targeted trait editing; check all 16 editable traits, charge costs and mind-reprogrammer cooldowns.
1.0
Version history
- 1.0 Main guide
Choose a cure for addiction
This page covers player traits. Nicotine, alcohol and narcotic addiction each clear when the corresponding non-consumption counter reaches 20 days. From counter day 3, an unsuppressed withdrawal adds an 8% trading penalty; the three penalties can total 24%. Consuming the corresponding substance resets its counter. Narcotic relief can suppress withdrawal without resetting the abstinence counter. Read night logs to follow progress.
A black injector (Synaprest) removes one randomly selected active addiction, including gambling, and is consumed. Double-click your owned injector. With several addictions you cannot choose which it removes. Gambling does not use the 20-day substance-abstinence cure. For a chosen addiction, use the mind reprogrammer below. Supplies and trait descriptions are indexed in the item list and starting traits.
Charge and use the mind reprogrammer
Mind reprogrammer
Unlock the hypertech smuggler through Joe Wild’s network, base introduction cost 2,500. His random stock can contain the reprogrammer and hypertech electronic parts; neither is guaranteed on each visit.
Use hypertech electronic parts on your owned device. Each unit becomes one charge and is consumed; applying a stack consumes that stack. Double-click the device and select the trait’s remove or add action. It begins empty. Ordinary batteries and ordinary electronic parts do not supply these trait-editing charges.
All editable traits
The table lists charge cost and cooldown in days per edit. Active listed traits can be removed. Only inactive positive traits can be added: Alert, Diplomatic, Intimidating, Proficient Scavenger and Short Sleeper. Incompatibilities still block additions. Careful Scavenger is neutral: it can only be removed while active, for zero charge and no cooldown.
| Trait | Charge | Cooldown days |
|---|---|---|
| 3 | 15 | |
| 2 | 10 | |
| 2 | 10 | |
| 2 | 10 | |
| 1 | 5 | |
| 1 | 5 | |
| 1 | 5 | |
| 2 | 10 | |
| 2 | 10 | |
| 4 | 20 | |
| 1 | 5 | |
| 1 | 5 | |
| 0 | 0 | |
| 1 | 5 | |
| 1 | 5 | |
| 1 | 5 |
Removing one addiction costs 1 charge and starts a 5-day device cooldown. Two addictions therefore need two charges and a wait between edits. Each night reduces cooldown by one; a turbo boost runs one extra cooldown cycle while it is cooling down. Removing Minimalist or Ascetic restores the main inventory to 24 × 10. Traits absent from this list cannot be rewritten by this device.
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