RimWorld

RimWorld

More Slavery Stuff
184 Comments
Masstell 20 Jul @ 12:42pm 
I went ahead and made an updated version. I can remove it once @GarryFlowers' computer is fixed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530586159
GarryFlowers  [author] 19 Jul @ 3:29am 
@Winks1638 Thanks :)
Winks1638 19 Jul @ 3:27am 
@garryFlowers Bugger. will be worth the wait good luck with your exams
GarryFlowers  [author] 19 Jul @ 2:31am 
For the people waiting for a 1.6 update i have some sad news: my pc broke and i have exams coming up. The mod files are safe (hard drive survived and i have backups) but it's making it difficult to work an things especially with the upcoming exams, so it may take a while. But an update is definetly coming eventually
𝒥𝒶𝓈𝒽𝒾𝓃 19 Jul @ 1:47am 
1.6?
Worldie Feard 16 Jul @ 6:01am 
@GarryFlowers if you plan to update it, there was a very slight issue you could probably fix on the way.
If by any chance a slave child is born (es, the slave was already pregnant, or you enslave a colonist that is) back in 1.5 the mod would try to check the ideology of the slave baby to see if it had the precept for mental breaks, and throw out null errors since a baby can't have a ideology.
The errors were mostly harmless but errors nontheless, back then i would just age the kid to 3, assign a ideology then deage it to fix it.
It's a very rare and specific interaction but would be nice if you could solve it.

(I remind messing with the mod's code locally and just adding a lifestage check prefix to the function that checks for the precept presence, but it's been a while since then)
服酒 15 Jul @ 2:54am 
thx
Fricadelle 13 Jul @ 6:57am 
Hello, soon 1.6 ? Thanks
Dantanen 12 Jul @ 8:35pm 
Still working in 1.6 as far as I can tell
hard erect balls :3 11 Jul @ 6:55pm 
WE LOVE U MODDCER
SEVNCE 7 Jul @ 11:41am 
I can't play without this mod, excited for 1.6 - Thank you for your work
WJSabey 29 Jun @ 12:37am 
The "sharing bed with slaves" seems to only apply to double beds, but it would also be useful to be able to tag medical beds to be used by either colonists or slaves. It's quite annoying to either have to have separate beds for slaves or to have to switch them depending on who needs them.
GarryFlowers  [author] 27 Jun @ 4:09am 
@dammie eventually. probably some days/weeks after odyssey is out
dammie 27 Jun @ 3:32am 
Will this be updated? :(
Grenadier novae Romae 15 Jun @ 4:06am 
this mod has a problem with polygamy mod " sleep with them all" if i remember corecly that name
Arthur GC 6 Jun @ 4:27pm 
+1 to @nah's suggestion
nah 27 May @ 12:48am 
Great mod! For status slavery, can you allow for adjusting the happiness threshold before slaves won't every rebel? Currently slaves won't ever rebel as long as their mood is "neutral" or higher, but I would like it if they only never rebel if they're "content" or "happy". After all, slavery sucks
GarryFlowers  [author] 19 May @ 12:43am 
@Ozurka did you convert your slaves? do you get the extreme break red warning at the right side of your screen when only slaves have a break chance? Do you have other mods installed which may affect mental breaks? if so, have you tried disabling all mods except this one and it's dependencies and has the issue persisted?
Ozurka 18 May @ 8:54am 
Mod might be broken, with terror slavery slaves still have the ability to mental break when at their lowest and nothing seems to fix it, all done via 1.5
Quanariin 6 Mar @ 10:37am 
fair enough, thx 4 ur time
GarryFlowers  [author] 6 Mar @ 9:14am 
@Quanariin me neither tbh. do you have any other mods installed that mess with ideologies, beds and/or romance? now that i think about it, i'm pretty sure that it is impossible for the "ideoligion forbids" error to appear because one of the colonists is a slave and the other is not, so there has to be a different reason for it since i didn't change that. In vanilla it simply wouldn't list slaves/colonists in the assign menu
Quanariin 6 Mar @ 9:06am 
@garryflowers it supports love as free and approved and the gizmo is set, so idk what the issue is
GarryFlowers  [author] 6 Mar @ 8:33am 
@Quanariin does your ideology support physical love as "free" or "free and approved" or is it set to something like "spouse only" or even "prohibited"? Also if you click on the bed there should be a gizmo for allowing both slaves and colonists. it should be toggled on
Quanariin 6 Mar @ 4:55am 
i keep getting 'ideoligion forbids' when trying to assign a slave to a colonist's double bed. they both have the same ideology, which has the 'slavery: status symbol' 'slave opinion: loved' 'slave relationships: forced' and 'slave attendance: approved' precepts. what am i missing?
Visoth 5 Mar @ 1:37pm 
Does anyone know of a mod that could disable colonists red flashing icon when they are in extreme break threshold? I'd like that red flashing on non-slaves. But its quite annoying on slaves who you want to be in extreme break.

So being able to single out certain pawns and disable their mood warning (red flashing icon on their colonist icon, top of screen) would be amazing.

Any suggestions?
Grim 30 Dec, 2024 @ 11:26am 
Breaks beds when used with One Bed to Sleep With All if the bed has no set owner. Interactions disappear if polygamy mode is enabled with no set owner. Setting an owner beforehand fixes this.
Pazik 8 Dec, 2024 @ 12:26pm 
I think this mod might have a soft conflict with hospitality in regards to beds? Can anyone confirm?
GarryFlowers  [author] 30 Nov, 2024 @ 7:33am 
@Wildcard Hendricks slaves that are under major break risk can break despite the terror slavery precept, so what would be point of that? it only affects extreme break risk, and that message already gets removed
Wildcard Hendricks 30 Nov, 2024 @ 5:28am 
Can this mod remove the annoying pop up about "Major break risk" on slaves that are under terror slavery?
GarryFlowers  [author] 24 Nov, 2024 @ 12:08pm 
@Dr Jimothy just did a quick test in game and it seems to work correctly, but the numbers, which are automatically added by the game to the precept description, aren't displayed correctly in the ideology screen. I'd say just pick the precept and test if it works in game.
Dr Jimothy 24 Nov, 2024 @ 11:53am 
Been playing with this for a bit and love it!
Only bad thing I've noticed is that the slave opinion precept doesn't seem to have numbers assigned properly? They all give +30 opinion, which seems... inaccurate when the precept is set to consider slaves disgusting.
Tilson 2 Nov, 2024 @ 8:55am 
Tried it. Had to make new ideology for slaves with character editor to make it work. Made no sence anyway that slaves were encouraged by skullspikes around them (which even in vanilla are supposed to TERRORISE them) and didn't give a damn about that fact that other slave was organ-harvested for his escape attempt not so long ago.
Totaly love your mod, it solved my issues with a little support from other mods. AT LAST slaves are something other than just another colonist, who, despite having the same requirements, work for 85% total speed, WILL fuzz like a teenage girl at low mood (and cannot be brute-forced into line despite being a mere slave) and will inevitably rampage every 2 in-game ears. Thanks A LOT!

BTW: ideology moodlets still appear, but now with low mood being a good thing it's OK. I just think of it as if slaves demanding age reversal were envious of their immortal masters.
Falmingkitter 28 Oct, 2024 @ 11:17am 
@tilson Is it just the fact that they demand those things? if you have terror slavery they should stop rebelling at 0 mood, and denying them those requests lowers thier mood anyways
Tilson 27 Oct, 2024 @ 10:53pm 
Having fun in my colony of geneticaly enhanced cyborg-supervampire-cannibals. BUUUUT, since we are all transhumanist my rightless lifestock keep demanding neural supercharge, sleep accelerators, cybernatic enhancements and age reversal of their masters.
Tried other mod, allowing to create separate Ideology for slaves, but they kept getting upset about nutripaste and then it got outdated. Will this finally solve my problems? Installed, but have yet to reform my fluid ideology midgame to actually try it. Will my animated posessions stop bugging me about their "wants", leading to "rebellions" locked deep in a mountain bunker, surrounded by unhospitable pollution-poisoned wasteland at last? And will it be a bad thing, since now i am SUPPOSED to keep 'em miserable?
GarryFlowers  [author] 16 Oct, 2024 @ 7:09am 
@Matt i actually use this mod a lot and never ran into this. Do you also other mods besides this one? it might just be an incompatibility
Matt 16 Oct, 2024 @ 6:14am 
I'm seeing a bug with this mod - sometimes I cannot right click a certain slave to "return to slave bed" etc., the right click functionality is just gone entirely on the tile this pawn is located. Done a lot of mod testing, and this is 100% the one causing it
醪糟芋圆冰粉 12 Sep, 2024 @ 7:46am 
Great work, thank you !
Falmingkitter 3 Sep, 2024 @ 4:26pm 
That's a great workaround, thank you
GarryFlowers  [author] 3 Sep, 2024 @ 2:33pm 
@Big Fat Rat

I've added the source code files to the mod, so you can change it yourself if you want.

Or you could use dev mode to edit every ideology to include the precept you want to use. Since npc factions never take slaves it won't change anything aside from making things work the way you want them to. Just make sure to be thorough, since sometimes the game will create new ideologies during a playthrough if pawns enter your map through certain events. A good way to tell if everything is working as intended is that the red warning for extreme break risk should not show up for slaves where the precept is applied correctly. also, in the "slaves" tab on the pawn it will say in the escape interval that the slave will never try to escape
Falmingkitter 2 Sep, 2024 @ 12:54pm 
In runs where I do slavery, it's usually "enslave anyone not of our ideology", then convert and recruit good pawns. I like the concept of this mod but it doesn't work for my play style, is there any way to have it affect all slave pawns?
GarryFlowers  [author] 1 Sep, 2024 @ 1:39am 
@Falmingkitter
@Facetoaster
@BistroWaffel

All of this mods precepts only apply to pawns that actually have them. convert your slaves and it'll work
Falmingkitter 31 Aug, 2024 @ 1:54pm 
for terror slavery to work, does the slave has to be the same ideology as my colony?
Facetoaster 30 Aug, 2024 @ 4:03am 
Terror meme seems to be broken - they get positive catharsis und expectation modifiers, making it impossible to get them to extreme break risk, let alone keep them there
Great idea tho!
BistroWaffel 27 Aug, 2024 @ 11:48pm 
My slave keeps breaking with terror slave meme? Am i not understanding how it works? Am i not supposed to make them as uncomfortable as possible?
Azavit 19 Aug, 2024 @ 9:12pm 
Maybe this would be for an other mod, but I figured I'd ask here (if it's even possible that is)

Since Slaves can join gatherings, why not an option to give roles to slaves? For example having a "Respected Slave" as a moral guide?
Visoth 6 Aug, 2024 @ 7:22pm 
Additionally, guests can flirt with slaves, causing 100% chance to become lovers.
Visoth 6 Aug, 2024 @ 5:47pm 
Parroting what Tinda said, it also apparently happens to prisoners. One of my prisoners just flirted with a colonist and seemingly a 100% chance, became a lover.
GarryFlowers  [author] 21 Jul, 2024 @ 2:42am 
@Tinda thats definitely a bug and i wasn't aware of it yet. guess i'll have to do something about it some day (don't have a lot of time on my hands currently). this mod was kinda made under the incorrect assumption that slaves can't initiate a relationship/flirt. Don't know where i heard about that but it seems to have caused some issues
Tinda 21 Jul, 2024 @ 2:02am 
Been a while since I played with this, so I don't know if you fixed it already, but:

When enabling Slave relationship forced, you get some weird behaviour.
I had a bunch of slaves who had this precept, and when they flirted with each other, it was always successful. They would leave their current partner for the first person who asked. Pretty soon they all hated each other for "Cheating". Meanwhile, no free pawn had displayed any interest.
I feel like this was not the intended purpose.

This could be fixed by two things:
1: does not affect slave-slave interactions
2: maybe make all romance attempts fail if the pawn already has a partner (who is free (and don't consider it cheating if they're not))

Or, even better: make a completely new relationship status for this. It's hardly consensual, and should not work like a normal romance. It would be weird if the slave could "break up" lmao
Not sure how relationships are implemented or if this is even possible, but it's an idea :)
GarryFlowers  [author] 17 Jul, 2024 @ 12:30pm 
@gunns22 i can't think of anything that would break so probably. I highly recommend backing up your save file though, just in case. also, the precepts won't be added after your world is already created, so you'll have to do it manually