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Mods like simple slaves has explosive collars. otherwise take mods like: Tranquilizer turret, riot shotgun/ weapons and or tazers.
Having a wall inbetween map egde and your slaves while using tazers and stuff is already enough for slaves from mods, as they dont rebell all freaking 5 nanoseconds like they do in vanilla.
Don't quote me as I haven't tried it, but I *think* a workaround to force prisoners to wear slave collars would be to use the Dress Patients mod. AFAIK, slave collars are treated as apparel. I think the only complication would be to find an excuse to put said prisoner into medical care so that mod could be used on a prisoner.
Aha! A search on the subject of dressing prisoners gives this solution:
"...use the caravan system to dress your prisoners. Form a caravan with just a warden, the relevant prisoner and the clothing you want to equip. Send them to the next tile, then pause immediately after leaving and go into the "gear" tab. You can then dress your prisoner and then immediately re-enter your map."
Manacles to stop manipulation entirely?
For controlling captives and slaves, handcuffs would be useful, which make it difficult to fight and shoot (and reduce the speed of work), as well as leg shackles, which reduce movement speed. A balance could then be maintained between the usefulness of the slave as a worker and the damage from rebellion or escape.
Could not resolve cross-reference to Verse.ThingCategoryDef named SlaveApparel (wanter=thingCategories)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingCategoryDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingCategoryDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)....