RimWorld

RimWorld

[SYR] More Slaves
69 Comments
Mlie Nov 6, 2024 @ 12:43pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3361231919
Hope it helps anyone!
pibble Oct 26, 2024 @ 5:19am 
This version will still work on arriving caravans, but will break any city you try trading with.
Angrysquirrel May 3, 2024 @ 12:13pm 
1.5?
ThePhantomX64 Apr 27, 2024 @ 1:23am 
Just letting everyone know. Syrchalis has moved on from Rimworld modding way back. They currently do modding now for Baldur's Gate 3 and do not plan on coming back to RimWorld Modding anytime soon.
jerry807705586 Apr 25, 2024 @ 11:19pm 
1.5 pretty please
Bosh Apr 20, 2024 @ 7:36am 
If anyone's interested I took some code and made a highly simplified version of this.
https://steamcommunity.com/sharedfiles/filedetails/?id=3227695395
dysaster Apr 19, 2024 @ 7:16am 
1.5 pretty please
rjoaquinw Apr 5, 2024 @ 9:34am 
is this mod getting an update to 1.5?
CTH2004 Jul 15, 2023 @ 9:59am 
could you add a config to allow us to change the range of slaves in caravans? For instance, I could make it via the config have 0 to 4, or 4 to 4?

also, could you maybe make wether caravans bring slaves based on ideology precepts, and even make the range change based on precepts (configurable, and you can, via configs, change the values)
star Jan 14, 2023 @ 8:52pm 
Does the slave trader come if I have very high population?
jtjumper Nov 23, 2022 @ 7:06pm 
thx
Simmin Nov 19, 2022 @ 10:25pm 
does this also affect faction bases?
einBetra Oct 19, 2022 @ 4:16am 
Update for 1.4 plz :)
Mage of Fables Sep 23, 2022 @ 8:27pm 
Is this compatible with Ideology?
jjmalyen Jul 11, 2022 @ 7:25am 
Been playing 40 days in game, and not seen a single slave. Not from Vanilla or modded factions. Appears not to be working for me. Just left it at default 3-5 setting.
Yoann Jun 15, 2022 @ 4:15am 
Could you add a checking of the "slavery precept" of the faction before adding slaves in the stock, please?
Syrchalis  [author] Mar 7, 2022 @ 4:02pm 
Prob mod conflict. A mod is probably removing the node so it errors. You can try putting my mod higher in the load order - it won't change how anything works, but it'll remove the error.
-[EVIL]- Mášŧεя¹ Mar 7, 2022 @ 2:32pm 
[[SYR] More Slaves - Start of stack trace]
Verse.PatchOperationReplace(xpath="*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent"): Failed to find a node with the given xpath
[End of stack trace]

[[SYR] More Slaves] Patch operation Verse.PatchOperationReplace(*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent) failed

are these caused by a mod conflict/mod out of order error?
MrHades Oct 30, 2021 @ 11:23am 
I think this mod doesn't work with More Faction Interaction. Em I wrong? In me playthrough only traders from Mercenaries For Me had slaves.
ladyofthecastle Aug 26, 2021 @ 8:51pm 
1.3 pleas
♡ Pustalorc ♡ Aug 17, 2021 @ 5:35am 
Just tested as well, can confirm, works for 1.3 with no modifications.
Arthuro Aug 1, 2021 @ 4:59am 
@pacman0701 All I did was unsubscribe/subscribe but I don't know if that's even needed. I didn't move/change any files or anything like that.
g3 Jul 28, 2021 @ 11:12pm 
is it safe for 1.3
pacman0701 Jul 23, 2021 @ 8:12am 
Would love to see an update too.
@Arthuro did you change anything in the files?
Arthuro Jul 23, 2021 @ 7:49am 
Looks like it still works on 1.3
MiguelCairo Jul 22, 2021 @ 3:23pm 
update?
TurtleShroom Jul 21, 2021 @ 10:27am 
Does this Mod work in V1.3 ? It still functions perfeclty in V1.2 .
Lyca Jul 20, 2021 @ 2:34pm 
Please update :C
wjelk Jul 16, 2021 @ 11:17am 
Please update 1.3
einBetra Jul 9, 2021 @ 3:51am 
update for 1.3 plz <3
pokemaster787 May 30, 2021 @ 12:53am 
@IggyBoo Same issue here, although no prison labor. I'm 99% certain it's just this mod causing it. I moved it to the bottom of my load order which I think /decreased/ the chances I saw it, but it's definitely still happening.

Anyone know of at least a mod to force towns/ships to restock when it happens?
Irl_VriskaSerket May 28, 2021 @ 12:22am 
Question,does this also affect faction bases selling slaves or just caravans?
Kopp May 9, 2021 @ 4:49pm 
Hey Syrchalis,
if I may request a feature for this mod I would wish for a mod setting to disable the existing mod setting "Additional slave count" overwriting the countRange of slaves defined in the xml.
This way it would be possible to have different factions have different counts of slaves which ignore the pop cap.
Probably not worth the effort but I stumbled across this "problem" while balancing my modlist and just wanted to make a suggestion.
Greetings!
Johnny Cocas Apr 3, 2021 @ 4:22pm 
@cree you can change the configuration in the ingame mod settings to allow this mod to add many more slaves than vanilla allows
cree Mar 23, 2021 @ 7:51am 
i remeber a mod about slave that add a lot more slaves than this one, but i can't find it now, dammit does anyone has it or at least know its name
Sentient_Worm Mar 17, 2021 @ 12:39am 
I remember that issue from back in 1.0 :steamsalty: Havnt had it in 1.2 but holy was it infuriating. I spent a good month or so trying to figure it out
Ickum Feb 1, 2021 @ 12:13pm 
@IggyBoo I'm having the same issue but I'm not running Prison Labor.
IggyBoo Jan 24, 2021 @ 4:03pm 
I'm curious, has anyone seen an issue when used with the Prison Labor mod that the faction bases all of a sudden have nothing to buy (nothing but your items in the trade window) when sending a caravan and then afterwards you can only attack that faction base? I just spent a whole day with my mod list and these two mods together seemed to be the cause of this issue. Nothing in the debug to suggest an error is being thrown though.
Azraile Jan 21, 2021 @ 1:41pm 
any way to make it so when you buy a slave they start as prisoners instead of becoming colonist?
Shades Dec 21, 2020 @ 7:11am 
I read it as "More Slavs".
Got scared but Im all right now.
Syrchalis  [author] Aug 26, 2020 @ 6:37pm 
No, this mod does not make any changes to traits.
Osium Aug 26, 2020 @ 6:03pm 
Is this mod causing some slaves to spawn with up to 6-7 traits? Basically, some slaves will have 1-2 traits, and if they are bad the cost is very low. Then the most expensive slaves 3k+ sometimes, will have 6-7 good traits.

Wondering if this mod is causing it.
RonronLeNounours Jul 11, 2020 @ 11:26am 
can we increase the number of slave in the option menu ?
*btw thank for the mod ^^*
Syrchalis  [author] Jun 18, 2020 @ 6:13am 
Why would it not work?
ambi Jun 13, 2020 @ 1:40am 
does this work still?
Сэр, нет СЭР! Jun 10, 2020 @ 9:11am 
welcome to the club buddy
Omega13 Jun 1, 2020 @ 11:32pm 
Had a slave trade ship show up with no slaves, no money, no anything at all.
Syrchalis  [author] May 9, 2020 @ 12:07am 
Update:
- Tweaked slave ships and slaver caravans to still spawn at max population intent
- Curve is not disabled, you will get a lot of slavers at high pop intent (vanilla) but at low pop intent the chance will not be zero, instead it will be 40% of normal
- Changed patches to affect any trader that uses the slave stockgenerator, this will make this mod affect traders from other mods
Sidey May 6, 2020 @ 6:35pm 
Can you make a mod for more slavers?
Syrchalis  [author] Apr 20, 2020 @ 6:56am 
There is no such cap. Storytellers have weights for certain events and it's random what happens. I recommend either getting a mod for it (there are several) or do what I do: Make recurring events as scenario parts when starting a game