RimWorld

RimWorld

Slave Rebellions Improved
63 Comments
Kenpa Jun 3, 2024 @ 1:54am 
Nice. Thank you very much.
Mlie Jun 2, 2024 @ 12:03pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3259932217
Hope it helps anyone!
2962342497 May 27, 2024 @ 7:11am 
1.5?
Microwaved Banana May 15, 2024 @ 2:46pm 
Rimworld John Brown mod real???
ubergarm May 11, 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 May 10, 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 May 7, 2024 @ 8:52pm 
dosent look like this is going to be updated hopefully there's an alternative soon
Doctorshaggy Apr 16, 2024 @ 1:11pm 
I've been using this as is in 1.5 without any major errors, for anyone waiting on an update.
Six Apr 13, 2024 @ 2:52am 
Looking forward to a 1.5 update! Thank you for your work on this mod, it is very appreciated.
mdungria Apr 12, 2024 @ 11:05am 
Any plans on updating this awesome mod? :)
im in japan (temporarily) Oct 24, 2023 @ 1:56pm 
@Rubber Ducky

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

https://steamcommunity.com/sharedfiles/filedetails/?id=2893432492
im in japan (temporarily) Oct 24, 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 Jun 19, 2023 @ 8:01pm 
any way to disable some items as a "weapon" like beer or some modded items like tools?
Nishe Jun 1, 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 Feb 14, 2023 @ 5:22am 
I need some help...
I lost half of my colony after a rebellion
femoral2 Jan 26, 2023 @ 11:00am 
Is this compatible with useful terror?
Bear Jan 20, 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 Jan 20, 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 Jan 1, 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 Dec 15, 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 Dec 15, 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 Dec 6, 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 Nov 6, 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 Nov 1, 2022 @ 5:35pm 
wow i didnt know vanilla slave rebellions worked like mental breaks. they really didnt actually try to escape? thats crazy!
VelxraTV Oct 27, 2022 @ 2:33pm 
thanks for updating!
Hate me  [author] Oct 27, 2022 @ 6:53am 
@NachoToast it's intended behaviour.
NachoToast is now playing RimWor Oct 27, 2022 @ 6:45am 
Anyone else getting an issue where setting both option sliders to 0% resets them to their default values?
Slice of Thanatoast Oct 26, 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 Oct 21, 2022 @ 3:18pm 
Please update to 1.4
Hate me  [author] Oct 13, 2022 @ 12:39am 
@Miriouki I'll get to it, once 1.4 is out to release
Miriouki Oct 12, 2022 @ 11:04am 
Hello, could you update this mod to 1.4 please ?
Ecks Sep 5, 2022 @ 2:34pm 
Nevermind, they have a trait that means they can't be suppressed. My bad.
Ecks Sep 5, 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 Jul 8, 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 Jun 21, 2022 @ 4:01pm 
ahhhh PERFECT, exactly what i was looking for!
(if it keeps it's promises)
Jet Apr 11, 2022 @ 4:04pm 
Compatible with prison labor ,mod?
BeauJet Apr 9, 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 Apr 8, 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 Feb 23, 2022 @ 8:33am 
Good work man
Jet Jan 22, 2022 @ 7:10pm 
can this happen to ai or only slave owning players
Red1 Jan 19, 2022 @ 7:22pm 
Same question as QueenBlade...
QueenBlade Dec 24, 2021 @ 1:21pm 
Does this work with "Prisoners should fear turrets"...?
Hate me  [author] Nov 19, 2021 @ 10:12am 
@Ronin yes
TROOPER BYRD Nov 18, 2021 @ 10:21am 
Is it safe to add to an existing game?
Almirante Poltergeist Nov 4, 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 Nov 1, 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 Oct 8, 2021 @ 7:55am 
So can we add this mid play through?
KingDomRock Sep 19, 2021 @ 10:55pm 
I made a Chinese patch, If you are interested, please click
https://steamcommunity.com/sharedfiles/filedetails/?id=2606842063
Prophet Of Merci Sep 19, 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 Sep 19, 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.