RimWorld

RimWorld

More Slaves
33 Comments
The Beast 14 Feb, 2023 @ 5:19am 
WHAT THE HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLL OH MY GAAAAD
magpie 2 Mar, 2020 @ 1:08pm 
is this working with 1.1?
Smile Not 31 Mar, 2019 @ 1:04pm 
I got 10 Depressive Volatile Very Neurotic Pyros. lol.
Fox 29 Mar, 2019 @ 2:41pm 
Diese ist Klasse!
Graurabe 9 Nov, 2018 @ 1:01am 
Sehr Gut ^^
BrackObama2 29 Aug, 2018 @ 11:12am 
Ohh, I see, thank you man!
Ziehn  [author] 29 Aug, 2018 @ 10:46am 
Version 1.0 is for B19, Rimworld Dev changed what was version 1.0 to B19 so the title isn't accurate ^^
BrackObama2 29 Aug, 2018 @ 1:29am 
Can you please update it for beta 0.19?
__ 13 Aug, 2018 @ 12:14am 
Love this mod. No issues; does what it says on the can. Most of the slaves are still useless, but that's just Rimworld.
Ziehn  [author] 25 Jul, 2018 @ 6:19am 
@N7 Yes
Javier Garcia 24 Jul, 2018 @ 9:06pm 
is this works great with the 18 version?
Ziehn  [author] 24 Jun, 2018 @ 10:57pm 
Update 6/25/18: Updated to 1.0 link in the description.
Rincewind 24 Jun, 2018 @ 6:32am 
So there small suggestion - to trade only human slaves only, other is potential troublemakers
Rincewind 24 Jun, 2018 @ 6:29am 
well probably not your mod related, both didn't had <humanlikefaction>false</humanlikefaction>
so trading caravan attempting to spawn them and wearing/adding human traits/etc
one exception was from zerg which refused to wear some outfit.

same thing is probably going with android tiers mod. I made dev mode colony and spawn alot of traing caravans, travellers and raiders to catch exceptions. Best results so far where enemy is kind of animals and can't be slave or pawn at all (warhammer mods) or have mentioned above tag.

at first sight your mod is pretty op, but when you are looking for 1-2 specific traits - most of slaves is trash anyway :)
Ziehn  [author] 23 Jun, 2018 @ 2:13pm 
@Rincewind Which race mod are you getting errors on?
Rincewind 23 Jun, 2018 @ 8:23am 

at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x004f9>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnInternal_Patch1 (Verse.PawnGenerationRequest) <0x0057e>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x00049>
at RimWorld.StockGenerator_Slaves_Patch/<GenerateThings>d__0.MoveNext () <0x00395>
at RimWorld.ItemCollectionGenerator_TraderStock.Generate (RimWorld.ItemCollectionGeneratorParams,System.Collections.Generi
c.List`1<Verse.Thing>) <0x00229>
at RimWorld.ItemCollectionGenerator.Generate (RimWorld.ItemCollectionGeneratorParams) <0x0007b>
Rincewind 23 Jun, 2018 @ 8:22am 
log example:

Exception while generating item collection: System.NullReferenceException: Object reference not set to an instance of an o
bject
at Verse.HediffMaker.MakeHediff (Verse.HediffDef,Verse.Pawn,Verse.BodyPartRecord) <0x0003b>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x00287>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x
0003d>
Rincewind 23 Jun, 2018 @ 8:18am 
sadly this mod crashes a lot in debug log, that tends to 0 goods in towns, caravan fails and etc.
probably because it's incompatible with non-human races.
SirVivel 12 Jun, 2018 @ 2:39pm 
Can I request that they only bring japanese school girls, being extra beautiful, young and fast learners?
El_Severe 9 Jun, 2018 @ 9:37am 
great. love slavey
寂寞咖啡 6 Jun, 2018 @ 4:41pm 
很好的mod:steamfacepalm:
Bubba Gurt 1 Jun, 2018 @ 4:53pm 
You can never have enough organs. Kidneys kidneys kidneys! Woo hoo hoo!
QraTz 1 Jun, 2018 @ 11:29am 
That last upfate is great! Thank you a lot for this mod!
Ziehn  [author] 26 May, 2018 @ 9:22am 
Update: 5/26/18 Traders will now always bring slaves regardless of storyteller popualtion caps.
Arthur cat-boy Morgan 23 May, 2018 @ 5:00pm 
YAY, this fullfils my need for slaves/human sofas
Ziehn  [author] 12 May, 2018 @ 1:14pm 
@ Jack_Hazardous Note that it still follows vanilla rules and will likely stop bringing slaves if your colony is over the storyteller population cap.
Void Walker 12 May, 2018 @ 12:56pm 
thank god for this mod! once i had 5 slave traders in arow with no bloody slaves
Ziehn  [author] 12 May, 2018 @ 12:23pm 
@paul.schuh01 Yes.

@Kyogon Open up the .XML in my mod and edit the min and max values, keep in mind that i did not touch the vanilla slave count but just added an extra slave inventory to traders so they will still have the default 1-3 slaves even if you set these values to 0 in my mod.
Hazardous 12 May, 2018 @ 9:58am 
I once called in a slave trader who didnt have any slaves
Kyogon 12 May, 2018 @ 8:45am 
Is it possible to make this configurable, so we can change the slave count ourselves?
r00kie 12 May, 2018 @ 7:40am 
compatible to existing games?
andrewjonjones 11 May, 2018 @ 10:37am 
Now I just wish when you bought slaves you had the option to free them or not.
D42z 11 May, 2018 @ 8:12am 
thanks