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Does this include banning slaves trying to romance colonists? I'm sick of dirty slaves trying to chat up the colonist women D:
@SEVNCE
@Dantanen
@Fricadelle
@Worldie Feard
@𝒥𝒶𝓈𝒽𝒾𝓃
@Winks1638
@Masstell
Since you all asked for 1.6 i would like to inform you that the mod has updated. If you find any bugs please do report them. Thanks
This update should also include a potential fix for colonists sometimes getting into a relationship despite the "Slave Relation Disapproved" precept. Also the "Slave Relation Forceful" precept no longer for relationships between slaves.
https://steamcommunity.com/sharedfiles/filedetails/?id=3530586159
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)
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mod, allowing to create separate Ideology for slaves, but they kept getting upset about nutripaste and then it got outdated.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!