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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?
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.
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.
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mod, allowing to create separate Ideology for slaves, but they kept getting upset about nutripaste and then it got outdated.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?
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
@Facetoaster
@BistroWaffel
All of this mods precepts only apply to pawns that actually have them. convert your slaves and it'll work
Great idea tho!
Since Slaves can join gatherings, why not an option to give roles to slaves? For example having a "Respected Slave" as a moral guide?
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 :)
Slaves under terror slavery still get the +30 'Void catharsis' mood buff after suffering one of the new dark mental breaks.
Great Mod!
a: The slaves in question have the terror slavery precept, which suppresses that mood (regardless of the ideologies that other colonists might have) and these people didn't realize or
b: There is perhaps an incompatible mod out there that causes this, but without knowing which one that is i can't do anything about the issue
@伟
@KingsMan_
@NightWolf_REN
@lemoncharr
Since i couldn't find any incompatibilities with 1.5 and several people have reported no issues i just changed the mod to say it's 1.5 compatible. If you find any issues please do report them.