RimWorld

RimWorld

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Simple Slavery[1.0]
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Mod, 1.0
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26 Jan, 2019 @ 1:54am
25 May, 2019 @ 2:08pm
31 Change Notes ( view )

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Simple Slavery[1.0]

Description
Status update: First off I'm really sorry for the long delay, been having a bad 2 years that seem to find something worse than the last. At the moment I can't give any time frames where I can work on this mod again so if anyone wants to pick up where I left off feel free to, just give credit to the original author.

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn. Uploaded with permission.

Works with existing saves.

How to Capture a Slave
You'll first need to make a Slave Collar at either the Smithy, Crafting Spot, Tailor Benches or Machining Table then in the Prisoner Tab, select the new option, "Enslave". After that your warden will fasten it to their neck, and presto! They're now a useful member of your slave-driving colony. Slaves typically won't be happy about their situation and will make repeated escape attempts until their willpower has been broken. You can get a general idea of how low their willpower is from checking the negative mood effect of their "Enslaved" thought: it starts at a -15 mood penalty and rises from there. When a slave attempts to escape, you'll have to send out a pawn to catch them; assuming you're successful, they'll be carried to a prison cell where they will be interned for a few hours. After that they will resume their duties as a slave.

What Can Slaves Do?
Currently they function very similarly to a normal colonist-- able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Emancipating Slaves
Toggle on the "Emancipate" gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Buying and Selling Slaves
Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

F.A.Q.
Q. Is this compatible with Prison Labor?
A. Yes, I haven't used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time. See Compatibility for more details.

Q.I can't unequip collars, help!
A.If you are using the Rpg Inventory mod click the "Show List" button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Compatibility
Prison Labor mod's "Motivation Mechanic" seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor's mod options.

Multiplayer "works" but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect...

Note
This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I'm sure the balance is likely in need of refining.

Disclaimer
This mod is not meant to condone real world slavery, whether past or present. If you can't differentiate between a videogame and real life then you shouldn't be playing RimWorld to begin with.

Not enough slaves?
Download some more! More Slave [1.0]

Changelog
Older Change Logs can now be found here Change Logs

[5/25/2019 @ 5:08pm]
Fixed animals not showing on list of things to sell

[5/11/2019 @ 1:29PM]
Fixed failed looping enslave attempts, unconscious pawns can no longer refuse enslavement - Thanks to Keeper for the final clue I needed to finally find this bug

[4/12/2019 @ 3:06pm]
Russian translation updated

[4/10/2019 @ 7:11pm]
New Collar - Crypto Collar
Requires Cryptosleep research to craft. Freezes wearer in place when activated allowing for non-violent arrests.
Code optimizations

[4/7/2019 @ 9:29pm]
Fixed slaves not joining colony on emancipation

[4/5/2019 @ 12:34am]
Fixed slave selling in player caravans (World map)

[3/29/2019 @ 11:26am]
Added a mask to explosive/electric collars so the component parts color will be consistent
Russian Translation by xRg

[3/20/2019 @ 3:36pm]
Fixed error on arresting Wild pawns
Fixed arrest chances for slaves not being calculated - lower willpower = Higher arrest chance
Fixed Med Care settings not being saved
Lowered Slave Labor thought debuff from -10 -> -5

[3/14/2019 @ 11:46am]
New Collar, Electric Collars. Zzzt!
Requires Microelectronics researched
Causes burns to the neck
Small risk of Heart Attacks increasing with age
______________________________________________________________________

Credits
Thirite - Original Author, Continued Updates
Ziehn - 1.0 Update, Continued Updates
Proxyer - Japanese Translation
Aramati - Portuguese-BR Translation
xRg - Russian Translation
And you - For clicking subscribe


Direct download can be found here Ludeon Forums[ludeon.com]

Older versions can be found here Original mod page[ludeon.com]
Popular Discussions View All (5)
99
4 Feb, 2020 @ 11:26am
PINNED: Bug Reports
Ziehn
8
15 Apr, 2020 @ 3:42pm
PINNED: Translation Requests
Ziehn
4
10 Feb, 2020 @ 12:12pm
Issue with work tab
ThatNerdKat
728 Comments
jeanjeannovelli 6 Dec, 2024 @ 1:30am 
i hope things have gotten better for you and if not just remember "your strength is immeasurable and you are not alone". May Jesus Guide you.
brennan 7 Sep, 2024 @ 10:09am 
can u pls make a version for 1.5
John Warthunder 30 Jul, 2024 @ 6:20am 
Where is said collars? (link appreciated)
stellar_kitty 16 Apr, 2024 @ 6:16am 
Glad you’re okay, modder! And thanks for answering implicitly if I need this mod, I’ll just use the collars :3
Ziehn  [author] 22 Mar, 2024 @ 11:45am 
Still alive, thank you for your concern. Just done with modding. This mod is more or less in vanilla now as well. Someone else ported the collars to newer versions so best to ask there if that's what you want from this mod
OppZ_Welshie 22 Mar, 2024 @ 11:09am 
dose anybody know if the guy who made this mod is ok, because he said hes had a bad 2 years and i feel like he would have updated this mod by now
hemaguire 9 Oct, 2023 @ 10:25am 
is there a version for 1.4?
Gato 21 Aug, 2023 @ 9:25pm 
Harmony is updated too much, and is un-compatible for 1.0 please update its an awesome mod
Zackymanic 23 Apr, 2023 @ 3:53pm 
For the love of god, can someone pick this mod up? I'm going to pay 20 bucks just to have some damn slaves
NERV0US3 TO0THBRUSH 18 Oct, 2022 @ 6:04pm 
whenever i activate the mod and start up any save/ new world every single pawn doesn't want to do anything. Like when they crash land because i made a new world to test out the bug i tried to get them to chop a tree and even tried to get the pawns to prioritize chopping the tree but nothing popped up and they didn't want to chop the tree either, and this doesn't just not work on trees, ive tried on my other saves to make them do something but they just give up and become idle