RimWorld

RimWorld

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Simple Slavery Collars
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
12.543 MB
Jul 25, 2021 @ 1:22pm
Sep 22 @ 1:19am
43 Change Notes ( view )

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Simple Slavery Collars

Description
Add collars from Simple Slavery Mod and some tweaks related to slavery in Ideology DLC.

Caution!
This mod is available with or without ideology DLC. However, unlike the Simple Slavery mod, the function of creating slaves is not included. Without Ideology DLC, you can only use the collars.

If there's a slave that doesn't have a shackle icon, use debug action menu - add hediff... - enslave(hidden) - select slave - (no body part) or use character editor mod to apply enslave (hidden) hediff to your slave.

Original Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2144935009

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1,1.2 by MarkSill.

Current features
- Explosive Collar
- Electric Collar
- Crypto Collar
- Heavy Collar
- Tribal Collar

...And their special abilities.

Explosive Collar explode the wearer's head when activated. The wearer will die.
Electric Collar shock the wearer when activated. The wearer falls down with burns.
Crypto Collar freezes the wearer when activated. The wearer will just be unable to move.

Tribal Collar has 10% slave suppression buff.
Electric Collar, Crypto Collar and Heavy Collar have 20% slave suppression buff.
Explosive Collar has 25% slave suppression buff.

Functions can be used not only for slaves but also for colonists and prisoners in settlements.
You can get slaves to wear collars and shackles.
Mood buff/debuff function according to slave collar wear.

You can activate the collars worn by pawns on the map at once.
It is available on a powered-on Comms Console.
It is also available in Small Comms Console from Small Comms Console mod, Tiny Comms Console from Tiny Comms Console mod and Micro Comms Console from Micro Comms Console mod.

Functions to turn on/off in mod options
- Slave stage function available. Depends on slave time. (A slave with iron-will or steadfast trait will not be Slave Stage 5.) You can also set the slave stage period in the mod option.
- Rebellion cycle change function enabled. Depends on the slave stage.
- Add role assignment function to slaves.
- Remove the slave's global working speed debuff.
- The slave's home faction to be changed to the player's faction when the slave stage reaches level 5.

Please refer to the change notes for updates.
I'm a novice moder, so I've been as careful as I can, but an unexpected error can occur.

HAR aliens can be shackled.

Life is busy, so it's hard to update often. Modifications may be delayed.

1.6 Update
Several new toggleable features have been added to the mod options menu:

- Once a slave has assimilated into the colony, they can now perform previously restricted tasks such as wardening, hunting, artistic work, and research.
- You can now restrict collar activation to only be usable via the Comms Console.
- The compatibility patch for Humanoid Alien Race has been migrated to a DLL patch. (Version 1.5 patch was also migrated to a DLL patch.)
- Several pieces of code have been refactored, and the UI icons have been updated.

Activate Collars Only at Comms Console
As of version 1.6, you can now configure collars to only be activated through a Comms Console.
This option is enabled by default in the mod settings.

When enabled, collars can only be triggered via a powered Comms Console (or compatible devices from other mods).
Once a command is issued at the console, a colonist—or an assimilated slave—who can perform Warden work must interact with the console for the collar to activate.
You can choose to target individuals or groups.

If you disable this option in the mod settings, collars can be used the same way as in version 1.5: either by selecting an individual colonist wearing a collar or by issuing a mass command through the console.

Addons
SSC Remove Collar Graphic

Compatibility Issues
When used with Cybernetics Organism and Neural Network mod, the special abilities icon does not appear when the pawn is in the mental break state. Special functions are still available in the event of slave rebellion or prisoner escape.
The use of functions in the Comms Console works normally.

Credits
Thirite - Original Author, Continued Updates
Ziehn - 1.0 Update, Continued Updates
MarkSill - 1.1,1.2 Update, Continued Updates
TRIBeagle - 1.3,1.4,1.5,1.6 Collars Version Porting
Proxyer - Japanese Translation
Aramati - Portuguese-BR Translation
xRg - Russian Translation
And you - For clicking subscribe

Source & Development
GitHub Repository: github.com/TRIBeagle/Simple-Slavery-Collars

This repository includes:
- Full source code
- License (CC-BY-NC-SA 4.0)
- Credits and changelog

I don't speak English well. The explanation may be awkward because I used a translator.
If you have a problem, please tell me with the error log.
Popular Discussions View All (1)
28
Nov 18 @ 3:13pm
Bug Report
TRIBeagle
243 Comments
Neolyph Nov 18 @ 2:44pm 
Having the same problem as @KaelynZ. The shackles are automatically added to new slaves (despite the mod option being toggled off), and I can't disable the Gizmo or find a way to remove them in the dev console.
KaelynZ Nov 18 @ 5:48am 
I just a acquired a new slave that has the 'Shackle' gizmo - my previous slaves didn't have it, despite this mod being active when i got them. My problem is that the Gizmo doesn't let me *un*-shackle her - her movement is always slowed. Likewise, when I use the Character Editor to apply the Enslaved(hidden) hediff to an existing slave, the gizmo appears on that slave - but I can't uncheck it on her, either.

I have a *lot* of mods, so I'm sure it's a mod conflict. Any suggestions where to look?
tubros Nov 15 @ 4:45am 
This is a good mod!
brankfrank6 Nov 4 @ 2:30pm 
Would be nice for a CE patch to use FSX instead for the explosive collar, because ♥♥♥♥♥♥♥♥♥ 2 81mm mortar shells is way too expensive for the collar
Cripple Gaming Nov 2 @ 8:45am 
thankyou, now i can have slaves farm cotton and then i send it trainwise to a faction for silver
快下无影船 Oct 20 @ 11:53pm 
Some of my characters were not properly added to hidden states after being enslaved
Tzeentch Bot Oct 13 @ 6:35am 
I found that my stage-5 slave is still in its ORIGINAL faction after an ARCHONEXUS transition. In the new map, dev the stage to 0 then back to 5 does NOT help at all,
Malorn Oct 2 @ 10:48pm 
@TRIBeagle would it be possible to make the workspeed debuff remove on stage five no longer require the slave rebellion setting to be turned on? I want fast slaves who can still be a rebellion risk.
Rexicek.1 Sep 29 @ 11:57am 
Does electric collar work for you? It seems to only cause -50% consciousness and stuns for 0,5 sec. No burns or pain. It might be caused by one of my billion other mods. Just asking before arduous search.
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?