RimWorld

RimWorld

Simple Slavery Collars
234 Comments
TRIBeagle  [author] Sep 23 @ 5:28am 
@Official| TheWhiteHattedGamer
In my tests with vanilla plus only this mod, slave rebellions trigger normally. However, once a pawn reaches slave suppression stage 5, rebellions no longer occur — this is intended behavior. That said, even at stage 5, rebellions can still happen if the “Rebellion Cycle Change” option in the mod settings is disabled. Could you share your testing environment?
Official| TheWhiteHattedGamer Sep 22 @ 10:24am 
Is it normal for the dev tool to ennact slave rebellions to just... not work at all? No matter what settings i put, slave rebellions just don't happen
Dlitz Sep 17 @ 8:25am 
However, I still have doubts about someone feeling happy just because they have a bomb strapped around their neck.
Dlitz Sep 17 @ 8:25am 
I know,thanks for your reply
TRIBeagle  [author] Sep 17 @ 6:22am 
@Dlitz
That’s how the original mod was designed before I updated it. The +5 mood from the explosive collar is not an error—it has always been there.
Dlitz Sep 16 @ 6:23am 
Slave will gain 5 mood gain after wearing explosive collar. Is this normal?
TRIBeagle  [author] Sep 15 @ 10:22pm 
@lazy
The restraint toggle was accidentally missing in the last build — that’s why it disappeared. It’s fixed in the latest update, your saves are safe. Thanks for reporting!
lazy Sep 15 @ 11:42am 
It appears the restraint toggle is bugged? It worked a few days ago and now the option is gone from my saves. Have to use hediff which is a shame
TRIBeagle  [author] Sep 14 @ 2:24am 
@時夜
In vanilla RimWorld, you can toggle a bed “For Prisoners,” but there is no feature to manually assign individual beds to specific prisoners. This mod does not alter bed assignment or the prisoner toggle, but conflicts with other mods are possible. If the issue persists, please share a log or details and I will check.
時夜 Sep 14 @ 12:29am 
It seems that after using this MOD, it is no longer possible to assign beds to prisoners?
TRIBeagle  [author] Sep 13 @ 9:32pm 
@Dr Libertea
Up until now, this feature was only available in version 1.6. I’ve just updated it so it can also be used in version 1.5. Please check and let me know if it works for you.
Dr Libertea Sep 10 @ 2:50pm 
Thank you for the detailed response! I don't see see the Adjust TimeAsSlave command under "Simple Slavery Collars", I am playing on 1.5 is that why? If so what can I due to fix this issue?
TRIBeagle  [author] Sep 10 @ 4:45am 
@Dr Libertea
Hi! Please enable Developer Mode, then:

1. Click Open debug actions menu (top of screen).

2. Under Simple Slavery Collars, select Adjust TimeAsSlave....

3. Click the pawn you want to adjust.

4. Choose either a preset stage, or Set exact to manually input the number of slave days.

Note: this doesn’t automatically restore lost time — it simply lets you reset or assign a custom slave time value.
Dr Libertea Sep 9 @ 2:24pm 
@TRIBeagle What is the debug action to fix slave time upon slave time reset?
Gabe Knight Sep 4 @ 12:19pm 
Thanks a lot. Loving the tweaks and the collars so far. I'm going to try the slave stages tonight. Great mod. Cheers
TRIBeagle  [author] Sep 4 @ 11:59am 
@GabeKnight
Disabling slave stage in the options is safe — all the other mechanics still work fine. The reset issue isn’t a normal bug; it only appears in very specific cases, when a DLC or mod that introduces new records is added to an existing save. RimWorld’s record indices can get messed up in that situation, which makes the stages look reset. I will be revising the structure so it no longer depends on records. Until then, a debug action is included as a temporary workaround.
TRIBeagle  [author] Sep 4 @ 11:59am 
@TzeentchBot
Not “magic.” This only happens if you add a DLC or mod that introduces new records into an old save. RimWorld’s record indices can get messed up, and because the mod relied on those records, stages look reset. I will be revising the structure so it no longer depends on records. For now, a debug action is included as a temporary workaround so you can fix slave-time yourself if it happens.
Gabe Knight Sep 2 @ 7:31pm 
Need clarification on that issue. Just installed the mod and disabled slave stage but the mechanics look cool. If it's not a bug I'll install it. Thanks
Tzeentch Bot Sep 2 @ 10:47am 
And through simple tests has it turned out to be that the STAGE-RESET-MAGICALLY issue is caused by loading a save created without Anomaly dlc with the very dlc ENABLED. What an ANOMALY, isn't it!?
Tzeentch Bot Sep 2 @ 10:22am 
Bah, my stage-5 old men are MAGICALLY RESET BACK TO STAGE 1 after loading an old save, could it please be explained? Or could there please be a dev that REFUNDS MY TIME SPENDING ON AN OVER-COMPETENT slave?
Gabe Knight Sep 2 @ 9:00am 
Thank you for the mod. Looks awesome.
TRIBeagle  [author] Sep 2 @ 6:55am 
@Salvatore
For prisoners, only the collar feature is applied. The remote collar feature via comms console also works. However, slave mood changes, rebellion interval changes, title assignments, work speed debuffs, and faction origin changes do not apply to prisoners.
TRIBeagle  [author] Sep 2 @ 6:55am 
@WJSabey
Besides collars, this mod provides various tweaks related to slaves. For example, adding mood effects for pawns enslaved for a long time, adjusting rebellion intervals, assigning titles, applying work speed debuffs, changing factions, and enabling/disabling slave-restricted work types. All features are configurable in the mod options.
TRIBeagle  [author] Sep 2 @ 6:55am 
@Tzeentch Bot
That’s a good idea. I’ll consider it for the next update.
Salvatore Sep 1 @ 9:24pm 
Does this also work for prisoners?
WJSabey Aug 31 @ 3:48am 
What I want is the collars, not sure about this other stuff listed; any chance for a little more info what it's about?
Tzeentch Bot Aug 22 @ 3:07am 
it is advised that a 3-year-old colony-born child who is a 'slave-by-tradition' could start at a higher slave-stage (stage-3 for example). only through the letter's option could this bonus take effect, which means a 'free-colonist-by-tradition', if enslaved under the command of the player, still goes from stage 1 just as it is now.
CalamaBanana Aug 3 @ 12:13pm 
Thanks for the fix!
TRIBeagle  [author] Aug 3 @ 9:12am 
While acting as wardens, slaves can no longer perform "Slave Suppression," "Slave Emancipation," "Slave Imprisonment," or "Slave Execution" on themselves.
TRIBeagle  [author] Aug 3 @ 6:19am 
@CalamaBanana

This is an error I hadn’t anticipated. Although I don’t have much time to work on it right now, I’ll try to find a fix soon.
CalamaBanana Jul 29 @ 11:52pm 
One of my level 5 pawns tried to suppress themselves. Did not throw an error, interstingly enough, they just froze in place till they starved.
perc20 Jul 22 @ 7:44pm 
bro holy when i shocked my pawn to test it out he had a heart attack bc of the shock XD
WarKittyKat Jul 20 @ 11:47am 
@Reprogrammed Automaton did you by any chance add the mod midway through the game? I did a little playing around and what it looks like is happening for me - if you get a slave, and then you add the mod after, that slave won't assimilate. You can get around this by arresting the slave and re-enslaving them; if they've reached stage 5 they will immediately assimilate once re-enslaved.
TRIBeagle  [author] Jul 17 @ 5:58am 
@Reprogrammed Automaton

When I tested this in a vanilla environment, I confirmed that slaves do join my faction once they reach stage 5. Are both "Slave Stage On/Off" and "Assimilation Slave On/Off" enabled in your settings? If either of these options is turned off, the feature will not work. Also, does your slave have the "iron-willed" or "steadfast" trait? In that case, the slave's faction will not change.
Reprogrammed Automaton Jul 16 @ 11:56pm 
As of 1.6 slaves aren't becoming part of my faction once they hit stage 5 any more....
GhoulNik Jul 13 @ 1:09pm 
Thank you!
DZiral Jul 13 @ 10:01am 
Thanks!
everrot Jul 11 @ 3:53pm 
thank you for your hard work!
nana_the_ninja Jul 11 @ 11:28am 
Thanks for the update and all your work
TRIBeagle  [author] Jul 11 @ 8:32am 
Currently working on an update. I’m planning to release the 1.6 compatibility update this weekend.
kkpp1213456 Jul 10 @ 2:29am 
1.6
XYM04689733 Jul 5 @ 5:26am 
1.6
Monbland Jul 2 @ 5:11pm 
1.6 UPDATE PLEASE!
BlackFranky Apr 20 @ 11:39am 
@Drogo they do with the crypto collar.
dubygob Mar 17 @ 10:34pm 
is there a point to this without ideology?
Iguano Luján Carrión Jan 13 @ 8:12am 
Dude this mod serve no purpose if my slaves don't fall down in a instant
Jesse Sep 21, 2024 @ 10:08pm 
Hey man I found the exact issue with HAR. You have a patch operation with the xpath "Defs/AlienRace.ThingDef_AlienRace/alienRace/raceRestriction/whiteApparelList"

Your patch operation does not take into account people who might have an alien race that does not use the "whiteApparelList" tag. I have a race that only uses "apparelList" and blackApparelList" it does not use "whiteApparelList" so the mod can't apply anything.
BestestBlake Sep 3, 2024 @ 12:15am 
I have a work around to remove the shackles on slaves.

Toggle God mode in dev mode and select the pawn that is in shackles. Navigate to health, select dev tool then enable show hidden hediffs.

Click on the red i icon next to the purple Enslaved (hidden) hediff, this will remove the pawn being in shackles.

The issue with this work around is that it will require you either manually remove or reapply the Enslaved (hidden) hediff each time you wish to shackle or unshackle your slaves.

I hope this helps while we wait for a bug fix.
WarKittyKat Aug 23, 2024 @ 3:24pm 
Did anyone ever figure out how to fix the shackles on these? The posted fix doesn't work, slaves still can't be unshackled.