RimWorld

RimWorld

Slavery Utilities
54 Comments
suspiciousllama 8 Jan @ 1:10am 
this mod is still relevant please update at least to 1.4 or someone fork it already other mods/DLC might have similar stuff but this mod does it right have some pride in your work and fix it
Futstub 30 Oct, 2024 @ 5:28am 
Maaaaan, I was so glad I found this and then - 1.3... D:
WJSabey 22 Sep, 2024 @ 5:06pm 
It's a shame this got abandoned. Shock collars are such a useful tool for high-tech slavers.
Ghastly_Grinner 2 Apr, 2024 @ 12:51pm 
If the mod adds shock and bomb collars I would say this is critical if you plan on keeping slaves since with out it keeping them is kinda iffy
Gato 11 Feb, 2024 @ 8:21pm 
@Captain Mackerel Yeah I got the dlcs, alls good.
AOBA  [author] 11 Feb, 2024 @ 10:57am 
nope, i mean....modder have their race support of slave outfit already so.....this mod is not needed anymore right?
Comrade_Atticus 7 Feb, 2024 @ 4:14pm 
1.4?
♠ Captain Mackerel ♠ 28 Dec, 2023 @ 4:54pm 
@BALLIN Pawn Suppression Implants is what you're looking for!
Gato 21 Aug, 2023 @ 8:49pm 
Why is this a DLC mod, it would be way cooler if it wasnt because i dont want to spend money on a dlc just for a mod that makes someones head explode
Royal 22 Jul, 2023 @ 10:14pm 
1.4 please?
dysaster 21 May, 2023 @ 12:53am 
1.4 please?
Rubyson 15 Apr, 2023 @ 4:47am 
1.4 please?
Грязный Passerad 27 Mar, 2023 @ 12:11pm 
1.4 please?
Robosium 16 Nov, 2022 @ 3:33pm 
1.4 please?
TurtleShroom 23 Jun, 2022 @ 8:12pm 
Your slaves rebel? I've only seen that happen once or twice. I play a game with heavy Mods, but I don't usually have any Slave clothing outside of the Slave Collar, because the Slave Strap grosses me out.
Emilie Sackenball 31 Jan, 2022 @ 5:54pm 
@Wish Granter that's why in some games I just got tired of that I started to cut legs/arms and let them on a bed permanently till I could use them for organ harvesting, but there are slave suppression items now, plus some extra balance from other sources.
Wish Granter 29 Jan, 2022 @ 2:40am 
Most slavery mods already have stuff like explosive collars. This was probaly a reaction to the endless count of discussion on how unblanced and stupid slaves were AND ARE behaving in vanilla/ (DLC), having rebellions all day, even when near death, sometimes even rebelling when alone/ with one leg/ near death due to bleedout and while 3 guys in kataphract armor and swords are next to him.

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.
jimmyal 18 Jan, 2022 @ 2:37pm 
why does this need ideaology? can you make a version that works with slavery mods?
Thundercraft 10 Oct, 2021 @ 7:56pm 
@Werewolfie
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."
Werewolfie 10 Oct, 2021 @ 10:52am 
Any chance we could use these for prisoners as well? I would love being able to apply/remove them on prisoners, as the ones in my "conversion pit" seem to be rioting all the time.
Jimmyboii 5 Oct, 2021 @ 5:42pm 
before installing this mod slave uprisings use to be frequent and costly. now I rarely get uprisings and when i do they are easily crushed. thank you for making it easier for me to commit mass scale slavery.
Knight 1 Oct, 2021 @ 11:12am 
The Ideo Collars that is not the mods
Knight 1 Oct, 2021 @ 11:12am 
Correction, Neck, Head Outer Layer
Knight 1 Oct, 2021 @ 11:10am 
I love the mod but the Collars are just for the neck, outer layer, the basic Ideo collars are for the Neck (Outer), Outer layer, I currently have slaves set up as melee meat shields, with armor on so I have to use the basic ones for them, is it possible for the Collars to be made like the ideo ones
Es4 5 Sep, 2021 @ 6:46am 
希望能出个远程控制机器,操作能更方便些
The Gaming Archaeologist 4 Sep, 2021 @ 3:03pm 
I agree with removing the explorite or atleast fixing what may be slowing down the game. Especially when you have as many mods as I do ;)
ArgentDread 2 Sep, 2021 @ 10:44pm 
Ahh! Why is it a chemfuel explosion? Why is it so big? I'm looking for a mod that just remotely destroys the brain or head with a little pop. The first mod I tried vaporized the entire pawn and did like 500+ damage in a small area. Yours is way better but shit that caught me off guard.
Sulafet 25 Aug, 2021 @ 4:37pm 
Great mod, but unfortunately explorite core seems to cause alot of lag and bad errors, very incompatible with with other mods, which is weird since it's supposedly just a library mod
清源妙道真君 23 Aug, 2021 @ 5:47am 
不能装备衣服呢
ElConvict 6 Aug, 2021 @ 6:02pm 
Could you look into removing the dependency on explorite core? It's adding shit to SoS2 and causing performance issues, despite supposedly only being a library mod.
E. W. 3 Aug, 2021 @ 9:40am 
good old fallout exploding collar :D Nice
Robosium 2 Aug, 2021 @ 7:19am 
are there plans for an automatic way to activate the collars? maybe like a speaker that broadcasts activation signals similar to Fallout:NV Dead Money? or a device that keeps the collars from going off while in it's radius (but then both the collars and machine shut down during solar flare)
Hyomoto 1 Aug, 2021 @ 6:09am 
Since the two are basically doing the same thing, it seems fairly redundant to use both. The question shouldn't be whether or not they are compatible with each other, but which one integrates better. Speaking of which, there are a few questions here. Mechanically speaking the slaves can just take the collars off, can't they? If you are going to go the whole hog, these collars should have buffs/debuffs, and need the ability to be fitted. I realize they are "slave collars" but they are appropriate for prisoners too and I can't imagine anyone wants to put a SAW contraption on themselves.
Elentári 31 Jul, 2021 @ 10:47pm 
Is it compatible with Simple Slavery Collars?
AOBA  [author] 31 Jul, 2021 @ 8:38pm 
not sure, but it should work
TUNA 31 Jul, 2021 @ 8:36pm 
can i run it with ce?
Marvl101 31 Jul, 2021 @ 5:51pm 
Iron Ball & Chain to drastically slow them down?

Manacles to stop manipulation entirely?
碳烤鱿鱼丝 30 Jul, 2021 @ 7:50pm 
太棒了,该死的奴隶居然还想跑:steamhappy:
AOBA  [author] 29 Jul, 2021 @ 5:59pm 
it can work without ideology for sure. X but i need to make some graphic to avoid some issue
Cat Kraken 29 Jul, 2021 @ 5:06pm 
so uh i really hate to be that guy but uh can you make a non ideology version? itd just be a fun present to slap on prisoners and not a ideology thing
Uncertainty 29 Jul, 2021 @ 11:15am 
It seems a slave has started a rebellion, lets motivate them to stop with a controlled shock.
Zargachi 29 Jul, 2021 @ 9:30am 
could you put a command to allow the collars to auto-activate when they go out an area? or add in game sensors to build and work as "perimiter fences" to auto activate the collars?
AOBA  [author] 28 Jul, 2021 @ 7:43pm 
it added suppression
Sun Cultist 28 Jul, 2021 @ 11:53am 
Suggestion: To make it fair, possibly a small chance that the slave can break free of the collars/etc. if they're in poor condition? Or that they degrade over a long time
Frank 28 Jul, 2021 @ 11:39am 
Do these add any sort of suppression while wearing, or just effects once triggered?
AOBA  [author] 28 Jul, 2021 @ 2:15am 
handcuffs and shackles will be in next update.
Macropod 28 Jul, 2021 @ 1:29am 
Please tell me if the list of utilities will expand?
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.
AOBA  [author] 28 Jul, 2021 @ 12:58am 
fixing
Paolini 28 Jul, 2021 @ 12:45am 
I get a single red line :

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)....