RimWorld

RimWorld

202 ratings
Held Human
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Mod, 1.5, 1.6
File Size
Posted
Updated
6.223 MB
25 Apr, 2024 @ 7:13am
5 Jul @ 7:54pm
17 Change Notes ( view )
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Held Human

Description
Held Human

Hold pirates, slaves, and prisoners.
They are tiny, but secure resource supply part.




What you can do
Core & Anomaly
  • Holding humans (hostile faction, slave, prisoner) (immediately will be prisoner)
  • Operating on
  • Generating power (default: 200W)
  • Extracting bioferrites (0.5 per day) (default: disabled)
  • Studying (default: disabled)
  • Needs (default: food enable)
  • Warder jobs
  • Strip

Ideology
  • Enslavement
  • Conversion

Biotech
  • Blood feeding
  • Extracting hemogen packs
  • Carrying to gene extractor, subcore scanner
  • Implanting an embryo




About held human
  • You can research them, or extract bioferrites. (If you want, you have to edit mod settings.)
  • You can generate power with held humans.
  • They never run away if they can't move.
  • They will be berserk when escape.
  • They consume less food




Other mods by the developer
111 Comments
Quilava 5 Jul @ 11:47pm 
Thank you, that all i want to hear :cool_seagull:
Rotrules 4 Jul @ 10:39pm 
From my experience, this mod works great with Big and Small. Especially the large pawns.
Quilava 4 Jul @ 9:45pm 
Me: *found this mod*
My prisoner: :cta_emo9:
Also me: Does this mod work on modded race like robot, bug and other stuff like giant with "big and small" mod? If not, is there any mod to support it? :cta_emo7:
ryhndo 3 Jul @ 5:58pm 
Exactly what I had in mind.thanks
Voltaire 29 Jun @ 7:39pm 
Depths of the war crimes I can commit with this is incredible. Well done
Re_zin  [author] 28 Jun @ 9:58pm 
@Kylo Thanks for your detailed reporting. If I have time, I'll work it out.
Kylo 22 Jun @ 9:36am 
On 1.6 there seems to be an issue with Nillos QoL.

Which causes null pawns to spawn:

Mod Conflict Identified: The error's "stack trace," which shows the sequence of code that leads to the crash, points to a direct conflict between two of your mods:

NQualityOfLife.Comps.PawnComp (from Niilo's QoL mod)
HeldHuman.Tool.HumanTool (from the HeldHuman mod)
When the game loads a pawn, the Niilo's QoL mod runs a piece of code that interacts with the HeldHuman mod. This interaction fails and creates a "null" pawn, meaning the pawn's data becomes empty and corrupted .

Pawns Disappear: Because this error happens for every pawn in the save, the game's list of pawns becomes filled with these corrupted, empty entries. When the map is finishing its loading process, it tries to place your colonists, but it finds nothing but these "null" pawns. This results in an empty map with no colonists, and the game ultimately crashes.
Re_zin  [author] 19 Jun @ 2:26am 
@gh0stashes @Goldengear1111
Thancks for your reports. I fixed it now.
Goldengear1111 18 Jun @ 11:13am 
Same as what the last guy said you can't transfer entities
gh0stashes 17 Jun @ 7:15am 
Serious issue with 1.6 I've noticed that makes it impossible to transfer entities or destroy holding spots.