RimWorld

RimWorld

Slave Rebellions Improved
63 Comments
Kenpa 3 Jun, 2024 @ 1:54am 
Nice. Thank you very much.
Mlie 2 Jun, 2024 @ 12:03pm 
2962342497 27 May, 2024 @ 7:11am 
1.5?
Microwaved Banana 15 May, 2024 @ 2:46pm 
Rimworld John Brown mod real???
ubergarm 11 May, 2024 @ 11:56am 
Slave Rebellions Improved: Gutted 1.5

I used ILSpy to disassemble the .DLL. It created a csproject file I opened in Linux with monodevelop. I wasn't sure how to fix features related to jobs/toils for the rebellion AI, so those didn't make the cut. I gutted everything until the just minimum would compile. Now the only features working are:

1. alert for low suppression
2. alert for possible rebellion
3. if suppression < 80% (configurable) then that pawn won't initiate rebellions (but may join a grand rebellion)

I've tested this in MultiPlayer and no desyncs so far as it uses no random numbers and has no widgets. I have tested that pawns can still rebel if under 80% suppression. However, haven't played long enough to test and 100% confirm it actually works.

Happy to remove this "Gutted 1.5" fork if you or anyone continues the legacy with a proper update. Thanks!
ubergarm 10 May, 2024 @ 9:41am 
While it does load in 1.5 without immediate errors, upon testing it seems something possibly broke in 1.5 likely preventing rebellions. When a rebellion would start, debug log pops open with errors like: `Exception ticking MyPawnName (at (160, 0, 143)): System.MissingMethodException: void RimWorld.RestUtility.WakeUp(Verse.Pawn)`. Possibly RestUtility.WakeUp() is missing in 1.5?

I'll add a bug report in the discussion.
Saintx 7 May, 2024 @ 8:52pm 
dosent look like this is going to be updated hopefully there's an alternative soon
Doctorshaggy 16 Apr, 2024 @ 1:11pm 
I've been using this as is in 1.5 without any major errors, for anyone waiting on an update.
Six 13 Apr, 2024 @ 2:52am 
Looking forward to a 1.5 update! Thank you for your work on this mod, it is very appreciated.
mdungria 12 Apr, 2024 @ 11:05am 
Any plans on updating this awesome mod? :)
im in japan (temporarily) 24 Oct, 2023 @ 1:56pm 
@Rubber Ducky

use this mod's "disable improvised weapons" option to prevent them from even being considered weapons.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2893432492
im in japan (temporarily) 24 Oct, 2023 @ 1:55pm 
With this mod installed I have never seen a slave rebellion actually happen. This might be because I've been keeping their suppression too high when used in conjunction with Useful Terror.

I'm going to try setting the slave rebellion threshold to 99%. This way completely cowed slaves that are permanently at 100% suppression will never start rebellions, but other slaves that do have their suppression fall will still have a chance.
Rubber Ducky 19 Jun, 2023 @ 8:01pm 
any way to disable some items as a "weapon" like beer or some modded items like tools?
Nishe 1 Jun, 2023 @ 11:44pm 
So it seems like since installing this mod one or more of my slaves will end up doing an escape attempt every few days despite all of them having permanent 100% suppression and having a rebellion interval of 3-5 years
The Beast 14 Feb, 2023 @ 5:22am 
I need some help...
I lost half of my colony after a rebellion
femoral2 26 Jan, 2023 @ 11:00am 
Is this compatible with useful terror?
Bear 20 Jan, 2023 @ 6:39pm 
Okay I got it. I have some slaves that are happy and well treated. I added slave collars and the "offset percent" is on the loss per day. So since they only had 10% loss per day and this collar is at least 10% the slave will no longer lose suppression. So :thumbsup:
Bear 20 Jan, 2023 @ 5:11pm 
I set it to .12 but if I'm not wrong, I still have to suppress them at least 10 per day or they'll eventually revolt (because they lose 10 per day). I don't see the point of this mod unless I'm missing something. Or will the slave collar offset prevent it indefinably?
Fluffy 1 Jan, 2023 @ 2:31pm 
Hey Rimmians!

I see some of us have the same issue, the tooltip for the sliders would have you believe that setting them to 0% will disable that feature, but this is wrong. Doing so will reset the sliders to their default values (60%/80%). The developer of the mod has stated that this is an intended feature, and as of basic testing I can confirm this. That being said, it seems that rule only comes into play when you set the sliders to 0%. The solution is to set your sliders to the absolutely closest number you can get to zero, without setting the slider to zero.

Doing this, for now, prevents the sliders from regaining their default values upon menu exit.


tldr; Set it as low as possible, just not to zero itself.
Avarice 15 Dec, 2022 @ 10:38pm 
@Kenpachi
Yes in the settings you can change the amount of suppression required for a rebellion.
"0% will disable rebellions"

I'm here for the same reason!(including the other mod author) Except all of my slaves are thralls from vanilla psyonics enhanced. I was honestly surprised when they rebelled.
Kenpa 15 Dec, 2022 @ 7:14pm 
A similar mod creator recommended that we use this one. I'm about to create a new game after my current playthrough, and want to give this a try. Are we able to remove the need to suppress if we want? Wanted to play without having to worry about slaves trying to escape. Thanks for the hard work regardless.
Cabal-2140 6 Dec, 2022 @ 11:33am 
Hey there, would it be possible to get a setting to choose at with percentage your colonists start supressing so it is less often? and maybe also that slaves stop dropping items thy carry?
9bananas 6 Nov, 2022 @ 5:03am 
hey @Hate me,

could you elaborate on the answer to @NachoToast ?

why would resetting the sliders and changing the settings be intended?
there is no indication of this behavior in the description or the settings page.

this isn't just visual: the actual settings are reset every time the game loads it seems.
is this also intended?
Jet 1 Nov, 2022 @ 5:35pm 
wow i didnt know vanilla slave rebellions worked like mental breaks. they really didnt actually try to escape? thats crazy!
VelxraTV 27 Oct, 2022 @ 2:33pm 
thanks for updating!
Hate me  [author] 27 Oct, 2022 @ 6:53am 
@NachoToast it's intended behaviour.
NachoToast is now playing RimWor 27 Oct, 2022 @ 6:45am 
Anyone else getting an issue where setting both option sliders to 0% resets them to their default values?
Slice of Thanatoast 26 Oct, 2022 @ 9:53pm 
I see it says 1.4 now but in-game it's still marked as not working, is that an error?
VelxraTV 21 Oct, 2022 @ 3:18pm 
Please update to 1.4
Hate me  [author] 13 Oct, 2022 @ 12:39am 
@Miriouki I'll get to it, once 1.4 is out to release
Miriouki 12 Oct, 2022 @ 11:04am 
Hello, could you update this mod to 1.4 please ?
Ecks 5 Sep, 2022 @ 2:34pm 
Nevermind, they have a trait that means they can't be suppressed. My bad.
Ecks 5 Sep, 2022 @ 2:23pm 
Does this mod remove the ability to increase suppression by beating slaves? I beat the **** out of a slave and their supression is not going up at all.
Vintage 8 Jul, 2022 @ 7:38pm 
Funnily @Hyomoto is the reason I picked this mod versus another. He still judged this one, but he completely roasted a different suppression mod.
Balthazad 21 Jun, 2022 @ 4:01pm 
ahhhh PERFECT, exactly what i was looking for!
(if it keeps it's promises)
Jet 11 Apr, 2022 @ 4:04pm 
Compatible with prison labor ,mod?
BeauJet 9 Apr, 2022 @ 11:15pm 
@kongkim Yes. It states by default slaves won't rebel if suppression is above 60%. 75% increases the margin needed to maintain control. So, this is correct.
kongkim 8 Apr, 2022 @ 7:37am 
Stupid question, just me not understanding :)
But the nr 1. if i change the 60% to 75% the slaves will not rebel if they have suppression above 75%?? is that right?
Lemzu 23 Feb, 2022 @ 8:33am 
Good work man
Jet 22 Jan, 2022 @ 7:10pm 
can this happen to ai or only slave owning players
Red1 19 Jan, 2022 @ 7:22pm 
Same question as QueenBlade...
QueenBlade 24 Dec, 2021 @ 1:21pm 
Does this work with "Prisoners should fear turrets"...?
Hate me  [author] 19 Nov, 2021 @ 10:12am 
@Ronin yes
CHAPLAIN QUOTES 18 Nov, 2021 @ 10:21am 
Is it safe to add to an existing game?
Almirante Poltergeist 4 Nov, 2021 @ 6:53am 
@horsebrackets Really liked the idea of the first one, not much the second.
I think slaves don't want to run the colony they are slaves of, they just want to go to their home faction.
horsebrackets 1 Nov, 2021 @ 1:53pm 
2 Things i wish slaves did in Rimworld.

1. Some ability to recruit them into citizenship. Perhaps after a year or two of servitude it could be an option for them. Perhaps the faction leader could have a say in it using the same mechanism used now for trials. Maybe thats the faction tradition, everybody is a slave for the first year or so... like hazing. If you survive it, your reward is that you are freed and optionally can become a citizen. Addtionally, love affairs with citizens could provide a shortcut for this process.

2. If a slave rebellion is successful enough, they should be able to overturn the whole thing. Slaves become masters and masters become slaves.
Varulv16 8 Oct, 2021 @ 7:55am 
So can we add this mid play through?
KingDomRock 19 Sep, 2021 @ 10:55pm 
I made a Chinese patch, If you are interested, please click
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2606842063
Prophet Of Merci 19 Sep, 2021 @ 9:11pm 
@Hyomoto

Thats called roleplay. You wanna have a slave-owning roman empire? The go ahead. What about a Warhammer 40k faction with slaves? Go ahead. Lots of empires in the past had slaves, so may as well play it out and add more complications to your way to power.
Hyomoto 19 Sep, 2021 @ 7:42am 
While nothing requires you *explicitly* to be a cruel master, why bother having slaves at all if you are going to treat them like colonists? Make them colonists. That would be a nice thing to do.