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RimWorld => Releases => Mods => Outdated => Topic started by: Wastelander on February 25, 2015, 03:54:13 AM

Title: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 25, 2015, 03:54:13 AM
Slavers Mod

(http://i.imgur.com/7ix8CiT.jpg)

Description:
Slavers is a mod that changes your colonists from calm, reasonable worker ants to badass slavers and pirates. To thrive in this mod, you'll need to capture and manage a pool of slaves that do all the real work around the colony while your slavers kick their feet up at the bar. The main changes in this mod are:

Slaves
Prisoners can now be enslaved by crafting a slave collar at a tailor's workbench. Slaves work much like colonists in that they can be assigned tasks, drafted, and use all the same facilities that your colonists can. The biggest change is that over time, slaves will start to be mischievous and sabotage the colony, by sneakily destroying items, painting ugly graffiti, slacking off and avoiding work, or even powering down turrets when you aren't looking! To combat this, you can discipline your slaves by beating them, hanging their dead in gibbet cages, or even executing some to send a message to the rest. Be careful, though, the methods of disciplining slaves cause them to be unhappy, so don't lay it on too thick.

Pirates and Slavers
Instead of a colony built by survivors of a crash, the colony is a pirate clan marooned on the Rimworld. As pirates, the colonists won't care about murder, death, or slavery, but do expect wages to be paid once per month. Wages are paid by building an ATM building with attached money hoppers and filling the hoppers with gold or silver - the slavers will use the ATM on payday automatically.

Slavers expect all the heavy lifting in the colony to be done by slaves, and will grow very unhappy if they have to work!

New Stuff!
   -New Storyteller!
   -New turrets: beanbag turret and sonic turret! Both non-lethal, the beanbag turret is short range and rapid-firing, while the sonic turret is very long range, very low rate of fire, but almost guaranteed to put someone down when it hits.
   -New melee weapon: whip! Does almost no damage, perfect for disciplining slaves.
   -New buildings: ATM and money hopper! Build so colonists can draw wages.
   -New events: Nomads and Slave Riot!
   -New work: Guard! Like Warden but for slaves instead of prisoners.
   -All the stuff from the Prison Improvements mod! (https://ludeon.com/forums/index.php?topic=10069.0)

If you don't want spoilers, feel free to download the mod and check it out. If you want to know exactly how this mod works, check out the SPOILERS document (http://pastebin.com/XnGpvaW8/), which lists each and every change in the mod.

Screenshots
Click for the full size image.
(http://i.imgur.com/siu2iSZm.jpg) (http://i.imgur.com/siu2iSZ.jpg)

(http://i.imgur.com/Z6SKsa5m.jpg) (http://i.imgur.com/Z6SKsa5.jpg)

(http://i.imgur.com/nBi5AxBm.jpg) (http://i.imgur.com/nBi5AxB.jpg)

(http://i.imgur.com/dSoujdem.jpg) (http://i.imgur.com/dSoujde.jpg)

Thanks to:
Haplo for the job tutorial post in particular
EDB for the awesome mods
Justin C for the non-lethal turrets mod

Download
(http://button.moddb.com/rating/medium/mods/26800.png) (http://www.moddb.com/mods/slavers/downloads/a9-v10)
http://www81.zippyshare.com/v/RgVOo3ZR/file.html

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog

1.01:
- Colonist wages now cost (skillpoints * 3), instead of (skillpoints * 5). This should put the average wages around 150 instead of 250 per month.
- Colonists don't expect wages to be paid until the end of the second month (24 days in). "Buy pirates today and get the first month free!"
- Adjusted unpaid negative thoughts downward from -15 and -30 to -7 and -14.
- Adjusted Toiled to only stack to 5 (-25 total).
- Adjusted mischief to only gain at the rate of 3% instead of 5% per day
- Adjusted downward the saw turret and saw gibbet cage thoughts to -4 and -6
- New slaves get the disciplined state for 12 days after being enslaved.


Known issues / Bugs
   -Takes two keypresses to rotate security camera
   -Not all input is caught when naming a security camera - for example, 1-2-3 still change game time while naming. Will work on this one at some point.
   -Bloodlust trait has been removed (all slavers act like they have bloodlust anyway)
   -Slaves aren't sellable at the moment, you have to imprison them first
        -Wages are still being balanced, if your colony keeps running out of money you can turn off wages by modifying Slavers\Defs\ThoughtDefs\SlaversThoughtDefs.xml and setting the unpaid states to 0 effect.

A Note on Compatibility
This mod replaces a lot of behavior from the core game. Unfortunately that means this mod will not work with many of the other mods for this game.

Mods that just add new things - like new guns, turrets, plants - will probably work fine; mods that change the core game, like the mods that add zombies or aliens or whatnot, probably will not work. If you notice a problem with this mod or any other, please try disabling all the mods except Slavers before reporting a problem, and let me know in this thread what mods do and don't work together.

Compatible / Incompatible Mods:
* My Minor mods (https://ludeon.com/forums/index.php?topic=10908.0): Works!
* Prison Improvements: Already rolled into this mod, so disable when using Slavers.
* EDB's mods (interface, prepare carefully): Works!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Epyk on February 25, 2015, 04:48:31 AM
Very...original!
I'll give it go!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Novellum on February 25, 2015, 04:51:46 AM
"To combat this, you can discipline your slaves by beating them, hanging their dead in gibbet cages, or even executing some to send a message to the rest."

Geezus man...
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Vonholtz on February 25, 2015, 05:39:29 AM
I have to say it is some thing I did not think about. I will play around with it see what it like.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Viceroy on February 25, 2015, 05:43:10 AM
Yay for evil!

Ever play Chronicles of Riddick - Assault on Dark Athena? It would be so cool if you could drone your slaves into automated machinegun wielding guards like they had.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Grynnreaper on February 25, 2015, 06:57:50 AM
any chance of getting the collars as a standalone ?
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: soulkata on February 25, 2015, 07:38:06 AM
Great Idea!
:)
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Viceroy on February 25, 2015, 08:00:59 AM
Is it possible to change the slaves' name colour, because... how dare they have proper citizen colours!
*beats slave*
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: lude on February 25, 2015, 08:17:45 AM
Hmm, I will have to try this out, perhaps map out which Mods it specifically doesn't work with, because I'm using 90 mods, but Prison Stuff is already pretty great and this reads like a beautiful 'half total conversion'.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: akiceabear on February 25, 2015, 09:34:01 AM
Sounds amazing - definitely giving this a try next game. If anyone else knows about mod conflicts (sounds like there could be many) please do tell.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: 1000101 on February 25, 2015, 09:37:05 AM
So I can be the evil bastards that are ruining all the colonists fun now?  Sha-weet!  Seriously, the games "must be a nice guy" is getting a little tired.  Once you've built a dozen colonies or so the game gets a bit tired.  Can't wait to try this.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Inacio on February 25, 2015, 10:18:50 AM
Would it be possible to have the collar as a standalone? I mean, it's cool and all but even I would prefer a version where prisoners are just happy to help. (or they might end up killed by a colonist accidentally throwing a tantrum)
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: TimTumm on February 25, 2015, 01:05:08 PM
Third, the request for stand alone collars.
Amazing idea!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Tynan on February 25, 2015, 01:09:14 PM
This looks amazing!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Igabod on February 25, 2015, 01:28:17 PM
Quote from: Tynan on February 25, 2015, 01:09:14 PM
This looks amazing!

I am in total agreement with Tynan. I would love to see some of the features of this mod implemented into the core game for sure.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Mithradates on February 25, 2015, 01:33:38 PM
I hope that there are well-organized Slave Revolts. Including the slaves arming themselves, freeing one another from their cells, and killing any incapacitated colonists.

Also, Roving Spartacus - AND the Night of Vespers.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: rEvolutionTU on February 25, 2015, 02:48:18 PM
This is amazing.

I tried adding it last in the mod order to my game with way too many mods for science and it surprisingly worked seemingly well until I loaded a saved game. Can we start working on a list of compatible mods or ways to make existing mods compatible?

If we manage to get this to work with the "convenience mods" (e.g. EdB interface which seemed to work except for the forward/backwards button for swapping between colonists) and a couple of the "much content mods" (e.g. Apothecarius / Cybernetic storm etc.) without savegame issues this would make for one amazing combination.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Grynnreaper on February 25, 2015, 03:16:55 PM
thanks for the mod, its nice to let the evil within out to play for a bit
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Fox on February 25, 2015, 03:59:51 PM
Unpaid = -30 morale

Stupid mod..
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Kruniac on February 25, 2015, 04:17:52 PM
Quote from: Fox on February 25, 2015, 03:59:51 PM
Unpaid = -30 morale

Stupid mod..

So pay them.

My bigger concern is slave morale. I give them a mat to sleep on in the cave attached to my slaver complex, and I only beat them once a day, yet they seem so mad.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Makani on February 25, 2015, 04:53:15 PM
Quote from: Fox on February 25, 2015, 03:59:51 PM
Unpaid = -30 morale

Stupid mod..

Calling the mod stupid is a bit uncalled for... all the same, a -30 penalty in anything seems really excessive. Even -15 is an extremely harsh modifier.

Anyways, does this mod include pirate clothes? Please tell me there's pirate hats and jackets :D
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Dragoon on February 25, 2015, 06:40:55 PM
Why do you need to pay slavers? It's not like you the boss paying them it's only the 3 of them landing and since we only get 24 days to get slaves to work it's not really fair since they already get negatives for having to work at all.

Quote from: Kruniac on February 25, 2015, 04:17:52 PM
So pay them.

My bigger concern is slave morale. I give them a mat to sleep on in the cave attached to my slaver complex, and I only beat them once a day, yet they seem so mad.

245 every  time you pay them is a lot of silver.

They are slaves what the hell did you expect not to pissed off 24/7 wouldn't you be?
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: skeeveo on February 25, 2015, 08:42:23 PM
This mod seriously needs a rehaul, it's an awesome idea with lots of great additions - however the needs system is total bullcrap - within 1 day of installing this mod ALL of my colonists had gone insane.

They don't want to work, they want an INSANE amount of silver to continue working, slaves are unstoppable... starting off a colony is quite literally impossible with this mod installed.

This is a great idea but horribly executed - get rid of the additional needs!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Wastelander on February 25, 2015, 09:09:00 PM
Quoteany chance of getting the collars as a standalone ?
Since there's already so much cross-pollination between this and the prison improvements mod, I could probably add the slave collars + ability to make slaves in that mod. They just won't have any of the extra behaviors from this mod and will act like regular colonists.

QuoteCalling the mod stupid is a bit uncalled for... all the same, a -30 penalty in anything seems really excessive. Even -15 is an extremely harsh modifier.
This is the first release, so I'm all ears for feedback - the numbers are easy to tweak. I could tone down the "not paid" penalties from -15 and -30 to say -5 and -10, but I wanted to reinforce the idea that the colonists aren't here for fun, they expect to be paid and are leaving if not.

And the reason there's a pay system at all is a balancing mechanism since pirates aren't as easy to anger as colonists are (there's a big list of negative thoughts they aren't affected by).

QuoteAnyways, does this mod include pirate clothes? Please tell me there's pirate hats and jackets :D
If somebody draws them, I'd sooooo include pirate clothes!

QuoteThis mod seriously needs a rehaul, it's an awesome idea with lots of great additions - however the needs system is total bullcrap - within 1 day of installing this mod ALL of my colonists had gone insane.
Huh, that's no good... like I said above the specifics might need some tweaking, any suggestions? Also if enough people ask for it I'll throw out the wages or mischief systems, but I'd rather not if some people enjoy them.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Makani on February 25, 2015, 09:36:06 PM
I recommend the following: -7 for the first tier of dissatisfaction, -14 for the second. Try that and see how it works? And to give people time to get setup... don't let it come active until new colony optimism buffs are gone, I think.

As for mischief, maybe just slow it up a bit and see how that goes at first?

It's a cool idea for a mod, don't mind the naysayers too much.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: ItchyFlea on February 25, 2015, 10:09:54 PM
Time to start a new colony.... I'm looking forward to this.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Wastelander on February 25, 2015, 10:51:50 PM
Updated to version 1.01! Hopefully this will make starting out easier.

ModDB is still waiting to approve the file, ugh, so here's a copy: http://www81.zippyshare.com/v/RgVOo3ZR/file.html

QuoteCHANGELOG
1.01:
- Colonist wages now cost (skillpoints * 3), instead of (skillpoints * 5). This should put the average wages around 150 instead of 250 per month.
- Colonists don't expect wages to be paid until the end of the second month (24 days in). "Buy pirates today and get the first month free!"
- Adjusted unpaid negative thoughts downward from -15 and -30 to -7 and -14.
- Adjusted Toiled to only stack to 5 (-25 total).
- Adjusted mischief to only gain at the rate of 3% instead of 5% per day
- Adjusted downward the saw turret and saw gibbet cage thoughts to -4 and -6
- New slaves get the disciplined state for 12 days after being enslaved.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Novellum on February 25, 2015, 11:01:26 PM
You probably wanna update the title of this thread so everyone knows it got an update, and also maybe throw the zippyshare link under the download section, just to cover all bases.

I also noticed you said season, does this mean you only pay your pirates 4 times a year(winter,spring,summer,fall)?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 25, 2015, 11:06:19 PM
Thanks for the tip, I've updated that... and nope that's a typo, I meant month.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 26, 2015, 12:42:14 AM
Could you remove the beatings/slaves not working I ask because when you beat them they use an entire med kit to heal em even if it's just a punch to the face. I do like it because it's nice and realistic but just not worth using a med kit to heal everyday after beating them.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 26, 2015, 01:13:12 AM
QuoteCould you remove the beatings/slaves not working I ask because when you beat them they use an entire med kit to heal em even if it's just a punch to the face. I do like it because it's nice and realistic but just not worth using a med kit to heal everyday after beating them.

Couple ways to make beatings less impactful, arm your Guards with whips, they do almost no damage; and uncheck "patient" labor for prisoners, so they never go to hospital beds. They'll just heal up the bruises while walking around.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Leif on February 26, 2015, 01:47:54 AM
Quote from: Wastelander on February 26, 2015, 01:13:12 AM
QuoteCould you remove the beatings/slaves not working I ask because when you beat them they use an entire med kit to heal em even if it's just a punch to the face. I do like it because it's nice and realistic but just not worth using a med kit to heal everyday after beating them.

Couple ways to make beatings less impactful, arm your Guards with whips, they do almost no damage; and uncheck "patient" labor for prisoners, so they never go to hospital beds. They'll just heal up the bruises while walking around.

Presumably that wouldn't interact well (from a gameplay standpoint, not from a conflict standpoint) with guards who have power claws or other similar enhancements from other mods?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: DarkTemplarlord on February 26, 2015, 02:05:49 AM
Nice mod where you can play as bad guys! Also coud you possible make  beanbag turret and sonic turret standalone mod, because there are no non-lethal turret mod or weapons and they woud be great way to get easyly more colonist, if you dont wanna create pirete colony
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Grynnreaper on February 26, 2015, 02:22:41 AM
works with prepare carefully, side note, don't use the guy jacked to the eyeballs (including the eyeballs ) with advanced cybernetics/ bionics to administer beatings. gets expensive to fix shattered and destroyed bits on a slave lol. I had to keep extra bits in stock
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Kruniac on February 26, 2015, 02:37:55 AM
Quote from: Dragoon on February 25, 2015, 06:40:55 PM
Why do you need to pay slavers? It's not like you the boss paying them it's only the 3 of them landing and since we only get 24 days to get slaves to work it's not really fair since they already get negatives for having to work at all.

Quote from: Kruniac on February 25, 2015, 04:17:52 PM
So pay them.

My bigger concern is slave morale. I give them a mat to sleep on in the cave attached to my slaver complex, and I only beat them once a day, yet they seem so mad.

245 every  time you pay them is a lot of silver.

They are slaves what the hell did you expect not to pissed off 24/7 wouldn't you be?

I was being sarcastic. I was basically saying that I'm brutalizing my slaves and they are mentally breaking, which is awesome.

Anyway, you seem to have got the mod nerfed. Oh well. Time to download the new version.

QuoteCould you remove the beatings/slaves not working I ask because when you beat them they use an entire med kit to heal em even if it's just a punch to the face. I do like it because it's nice and realistic but just not worth using a med kit to heal everyday after beating them.

No. Don't remove the beatings - it's one of the best features of the mod.

What I do is put my medical area (beds for medical use) behind a Slaver Door - slaves can't open it to get in. They can't make themselves use the medical area so there's no issues with medical care on a regular basis.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Justin C on February 26, 2015, 02:43:05 AM
I'm definitely going to have to give this mod a try.
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Fox on February 26, 2015, 03:24:24 AM
Quote from: Kruniac on February 25, 2015, 04:17:52 PM
Quote from: Fox on February 25, 2015, 03:59:51 PM
Unpaid = -30 morale

Stupid mod..

So pay them.

LOL?!

I have ~30 colonist.. Every month i need pay ~7500 silver.. Nice joke!
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Inacio on February 26, 2015, 08:00:52 AM
Quote from: Wastelander on February 25, 2015, 09:09:00 PM
Quoteany chance of getting the collars as a standalone ?
Since there's already so much cross-pollination between this and the prison improvements mod, I could probably add the slave collars + ability to make slaves in that mod. They just won't have any of the extra behaviors from this mod and will act like regular colonists.

That would be great!
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 26, 2015, 01:54:09 PM
QuotePresumably that wouldn't interact well (from a gameplay standpoint, not from a conflict standpoint) with guards who have power claws or other similar enhancements from other mods?

HAHA, yeah, I think that guy'd be slicing them to ribbons  ;D

QuoteI have ~30 colonist.. Every month i need pay ~7500 silver.. Nice joke!
Being successful in this mod requires playing a bit differently than playing the base game... you probably shouldn't have that many colonists, you should have more slaves instead. Colonists don't work anyway, do you want that many freeloaders sitting around? :)

But let me know if the wages still don't work out, always happy to tweak further.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 26, 2015, 02:02:40 PM
Quote
QuoteI have ~30 colonist.. Every month i need pay ~7500 silver.. Nice joke!
Being successful in this mod requires playing a bit differently than playing the base game... you probably shouldn't have that many colonists, you should have more slaves instead. Colonists don't work anyway, do you want that many freeloaders sitting around? :)

And let me add on to that - one of the first additions I want to make to this is to add a magnetic cannon building; You send a colonist to man it, it consumes a bunch of power, but has a chance of pulling down a passing cargo ship from low orbit. Chunks of the ship fall, including the cargo, and a couple of hostile crew survive the crash.

It'll give the player the ability to cause fights if you're low on slaves, as well as some cargo to steal and sell to traders if you're low on money. That should make it easier to sustain the colony at high populations.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Kruniac on February 26, 2015, 02:40:38 PM
Quote from: Wastelander on February 26, 2015, 02:02:40 PM
Quote
QuoteI have ~30 colonist.. Every month i need pay ~7500 silver.. Nice joke!
Being successful in this mod requires playing a bit differently than playing the base game... you probably shouldn't have that many colonists, you should have more slaves instead. Colonists don't work anyway, do you want that many freeloaders sitting around? :)

And let me add on to that - one of the first additions I want to make to this is to add a magnetic cannon building; You send a colonist to man it, it consumes a bunch of power, but has a chance of pulling down a passing cargo ship from low orbit. Chunks of the ship fall, including the cargo, and a couple of hostile crew survive the crash.

It'll give the player the ability to cause fights if you're low on slaves, as well as some cargo to steal and sell to traders if you're low on money. That should make it easier to sustain the colony at high populations.

I hope you add this - it's pretty vanilla when you go weeks without another person invading/visiting. Gonna play another game with the latest rimworld version and see if I can use the beanbag turrets a little better.

QuotePresumably that wouldn't interact well (from a gameplay standpoint, not from a conflict standpoint) with guards who have power claws or other similar enhancements from other mods?

Let me put it to you this way - my guard disciplined a slave with a knife. It went terribly wrong.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 26, 2015, 04:19:02 PM
Quote from: Wastelander on February 26, 2015, 01:13:12 AM
Couple ways to make beatings less impactful, arm your Guards with whips, they do almost no damage; and uncheck "patient" labor for prisoners, so they never go to hospital beds. They'll just heal up the bruises while walking around.

Thank you got telling me :D!! btw Will you be adding in the ability to have one slaver selected as leader?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: millenium on February 26, 2015, 07:33:42 PM
ooohh ooohh idea!

subdermal explosive control studs. like a slave collar but can be controlled to explode in the case of revolt.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: rbm11 on February 26, 2015, 09:06:41 PM
Could you make a version with wages disabled, or tell us how to disable them on our own?  Thanks.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Kruniac on February 26, 2015, 10:07:16 PM
A problem I'm having is that the cell doors can be both opened by prisoners and slaves. Slaves are treated as a member of the colony, however. So I can't assign them prisoner beds and treat them as prisoners. It's mildly annoying to have to make 3987234897 bedrooms.

I can't just have the slaves move in with me - they'll dirty and inferior barbarians.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: CodyRex123 on February 26, 2015, 10:22:32 PM
When i first played rimworld, I thought having slaves was gonna be a normal thing in the game... once i heard of slaver ships..
Title: Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
Post by: Psyckosama on February 26, 2015, 10:32:34 PM
Quote from: Tynan on February 25, 2015, 01:09:14 PM
This looks amazing!

Any chance of adopting this as an official game mode?

Jerk Mode. :D
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: millenium on February 26, 2015, 11:56:53 PM
i NEED  the ability to beat a slave out of a mental break.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Coenmcj on February 27, 2015, 02:20:32 AM
Now to find that mod that adds life support and I can truly torture my slaves...
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 27, 2015, 02:28:45 AM
HEY GUYS I found a way to sorta remove negatives for wages it's just temp but

Mods\Slavers\Defs\ThoughtDefs

And edit thought defs (right click and open with notepad if necessary) then change the negatives to 0.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Kruniac on February 27, 2015, 02:34:25 AM
Quote from: Dragoon on February 27, 2015, 02:28:45 AM
HEY GUYS I found a way to sorta remove negatives for wages it's just temp but

Mods\Slavers\Defs\ThoughtDefs

And edit thought defs (right click and open with notepad if necessary) then change the negatives to 0.

That's so weak. Just pay them. I understand that the initial embark is a little annoying to get an ATM up and running with everything else you need. Bedrooms, prisoner areas, food, dining, etc, but it adds an element to the game that you otherwise have an easy time with.

I mean you have 3 people who don't want to work and can wear human leather and eat people.

I swear, some folks aren't cut out for hardcore games. :P
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 27, 2015, 02:56:00 AM
Quotebtw Will you be adding in the ability to have one slaver selected as leader?
Yup, I'd like to do that too! Once you reach a certain size you elect a leader... that person gets a raise on their wages, wants a bedroom with expensive furniture, and requests a fancy hat. (I'll also probably add a crown too.) Maybe they'll walk around the colony and chat up the colonists, adding happy thoughts for chatting (or bad if you elect an Abrasive leader, I guess).

QuoteCould you make a version with wages disabled, or tell us how to disable them on our own?
Yep, as pointed out by Dragoon if you really hate the wages, modify Slavers\Defs\ThoughtDefs\SlaversThoughtDefs.xml and set the unpaid states to 0 effect. But I'd rather tweak the system until people are happy with it, should they get paid even less? Or less frequently? Or should there be an even longer grace time before they need to get paid?

QuoteA problem I'm having is that the cell doors can be both opened by prisoners and slaves.
That's intentional, there are three types of doors:
Stick the fancy digs behind a slaver door and keep the untouchables out.  :D

Quotei NEED  the ability to beat a slave out of a mental break.
I like this. Beating snaps them out of slacking mode, but it should probably work for any other (non-psychotic) mental break. I think I'll add this in the future.

Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 27, 2015, 03:35:29 AM
I wish I could help with the mod I really do  but it has so many dependencies: the A.I (storyteller) ,the area you land in (resource wise), the pawns themselves. You just can't survive with only 3 slavers (because raids aren't always humans and in alpha 9 they bleed out much faster so not easier to replace anyone). Really it's the A.I that decides what hits you and 7 slavers = 1050 (if they are paid 150 per month) and with the new degrading system in place you get much less from selling...it's just difficult (I know it must be hell for you modders everyone including me crying for balance but it's not that simple) .
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Draevin on February 27, 2015, 07:28:11 AM
I ran into an annoying bug.
Non lethal turrets just shoot errors on CaSe SeNsItiTvE operating systems such as Linux, because the folder named "HeDiffDefs" is miss capitalized it should be "HediffDef".

Other wise Great Work ;D
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: old_sinh on February 27, 2015, 07:39:04 AM
How i can delete turrets from mod?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: lude on February 27, 2015, 08:27:19 AM
Great mod!

Eh, uhm

would it be possible to exclude certain jobs (those perfect for the gentry!) from incurring negative thoughts or have varying degrees of "this is below me" I think of Artistic, Doctoring and Research.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Kruniac on February 27, 2015, 09:10:24 AM
QuoteYep, as pointed out by Dragoon if you really hate the wages, modify Slavers\Defs\ThoughtDefs\SlaversThoughtDefs.xml and set the unpaid states to 0 effect. But I'd rather tweak the system until people are happy with it, should they get paid even less? Or less frequently? Or should there be an even longer grace time before they need to get paid?

The system is fine. It was a little pricey before, but since the nerf it's fine. I think what's actually happening here is that certain people aren't used to these kinds of challenges and are having a tough time with it. They'd rather have cannibalistic psychopaths with slaves and no downside, making for an easier game. That's fine, but I think that there has to be some kind of depth to the mod aside from slave mechanics, and the pay system works fairly well.

QuoteThat's intentional, there are three types of doors:

    Doors from the base game, colonists and slaves can open
    Cell doors from the Prison Improvements mod, colonists, slaves and prisoners can open
    Slaver doors, only colonists can open

Stick the fancy digs behind a slaver door and keep the untouchables out.

The thing is that if slaves can't use slaver doors, I can't let them go outside to work in the mines. Alternately, if I have a cell door on my main base's entrance, prisoners just casually walk outside, which isn't realistic.

Am I not using the prisoner's mod content properly? What does the security camera do, anyway?

QuoteI wish I could help with the mod I really do  but it has so many dependencies: the A.I (storyteller) ,the area you land in (resource wise), the pawns themselves. You just can't survive with only 3 slavers (because raids aren't always humans and in alpha 9 they bleed out much faster so not easier to replace anyone). Really it's the A.I that decides what hits you and 7 slavers = 1050 (if they are paid 150 per month) and with the new degrading system in place you get much less from selling...it's just difficult (I know it must be hell for you modders everyone including me crying for balance but it's not that simple) .

LMAO. You aren't supposed to be recruiting more slavers, silly! You're supposed to be capturing slaves! I keep my starting 3 slavers and have 4+ slaves to do the labor while the slavers sit around and smoke cigars. No wonder you're having problems with the payment system, you have an army of angry pirates!
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: CodyRex123 on February 27, 2015, 09:20:29 AM
Kruniac, The slaves are considered colonists and therefore can open the normal doors, the slaver doors are only for the colonists you recruit or start out with.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 27, 2015, 09:49:18 AM
Quote from: Kruniac on February 27, 2015, 09:10:24 AM
-snip-
You know what i have been biting my tongue you speak like a RAHHHHHH someone who is not hearing what I am saying.

Being used to it That's not the problem, I don't mind paying them however it's the amount cash we have available. If you read my comment instead of just comment you would know I said 7 people not because I don't know to recruit slaves (trust me I see the negatives form them having to work at all) but because you would not arm your slaves realistically speaking they would turn on you and more likely shoot at who than who is attacking since there is a good chance that he people attacking are friends of the slaves.
You need more than 3 people I said 7 (because it just sounds right) because if the A.I decides to attack you with a large group of people (who may or may not besiege you) what are you gonna do send 3 at 20? Or what if a revolt happens 3 guards wont be much fighting 10 - 20 slaves. I don't want the paying removed but these are things you have to think about.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: leted on February 27, 2015, 12:11:31 PM
I'm having trouble feeding the slaves for some reason. Once I click the "enslave option" and put those collars on them, they stopped eating and going to bed and just outright died. Did I do something wrong here?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Novellum on February 27, 2015, 12:14:30 PM
Quote from: leted on February 27, 2015, 12:11:31 PM
I'm having trouble feeding the slaves for some reason. Once I click the "enslave option" and put those collars on them, they stopped eating and going to bed and just outright died. Did I do something wrong here?
Is your food supply behind slaver doors? Slaves can't go through those, only pirates.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 27, 2015, 01:28:30 PM
QuoteI don't mind paying them however it's the amount cash we have available.
You know, I'm hitting about day 100 in my test colony with this mod and I'm having cash trouble too. I drop with enough money (1300 or so) to keep me going for four or so months, but after that I'm having cash trouble.

I'm used to Alpha 8, where degradation didn't happen and stuff you pulled off raiders sold for full price; I'd usually have $10k just sitting around. Now stuff sells for quite a bit less it seems.

For now, go ahead and shut off wages thoughts if they're obtrusive, and consider that feature a work in progress. Rather than continue to adjust the wages down, for now I want to focus on ways to make money, like the magnetic cannon I mentioned earlier, or maybe a repair bench so you can fix up the stuff you steal and sell for full price.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: rbm11 on February 27, 2015, 02:11:00 PM
Wages don't really make sense to me.  All of the pirates' needs are met using the labor of the slaves and food, weapons, and armor are all freely distributed.  Plus they're marooned on the world together and the only economy is trade with random ships which is handled collectively.

Perhaps instead there could be stacking penalties after x amount of days if they aren't living in luxury, or much harsher penalties for frayed clothes and other inconveniences.  This gives the player more of a reason to spend lots of time crafting large works of art and other things.

Since these are pirates we're talking about here, perhaps you could incorporate the tobacco and weed mods, and add your own drugs.  You could also add other forms of recreation.  I'm thinking video or arcade games, playing cards, and films that can be accessed from special "workbenches."  Really go crazy with it.

Once you reach a certain point in colony development where penalties will be at their highest, you risk mutiny if the slavers aren't having fun.  Also add mood boosts for beatings/torture to pirates.  Also, you could make slaves that receive access to select "luxuries" are less likely to mutiny.  Another idea is to make it that once the pirates reach a certain level of luxury, the slaves become harder and harder to control due to jealousy. 

How possible would it be to make it so that if the slaves successfully revolt and kill all the slavers, you get to play as them?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dragoon on February 27, 2015, 07:17:26 PM
Quote from: Wastelander on February 27, 2015, 01:28:30 PM
-snip-

Thanks for seeing it the way I do  :). I think that you are right to focus on ways to make money. Oh will you add in what wrote in the front page (Temp until money issue is resolved so people don't have to dig to find it) ?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: CodyRex123 on February 27, 2015, 08:20:01 PM
The only thing hard about it is that the trade ships don't come often enough, i tend to start building art early and i am able to mass perduce, i only have my slavers to work on art and some crafting, everything else is for the slaves, And even though the art is bad, I can still get enough money from that.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: CodyRex123 on February 27, 2015, 08:57:49 PM
Also, Crashlanding and this don't work well, inless you want like 7 more slavers, Because otherwise you have the debuff of the "Colonists" being slavers then slaves... ugh, Damn pirates being sentimental.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on February 28, 2015, 12:29:40 AM
For all the folks asking for the slave collar without the extra stuff, I just added it to the Prison Improvements mod: https://ludeon.com/forums/index.php?topic=10069.0
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: NephilimNexus on March 01, 2015, 04:12:49 AM
Odd... I had already named one colony "Paradise Falls" as a joke.  Looks like now I'll have to start taking it more seriously.    ;)
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: tuefekci on March 01, 2015, 01:32:43 PM
said nothing else than love it great idea ::)
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: BinaryBlackhole on March 03, 2015, 02:55:43 AM
Just a comment how about if someone is passionate about a job they can do it without any penalty and if they have 1 flame then they get a smaller mood buff this way I can run my colony without having to depend on a select few slaves.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Draxis on March 05, 2015, 08:00:40 AM
With regards to the last point, is that actually true? I still saw the negative moodlet from my double flamed grower. Also, just wanted to chip in and say that I like the mod. I still get pretty frustrated with it at times because I feel like I am not making money quickly enough and it is hard to have your first three colonists become effectively useless for most things after two months' time. I get that and I understand it, but it can be hard to get enough money to pay them some times. I get that you are balancing that, so no worries.

Part of it is that it is now a lot harder to make cash from salvaging weapons and the like in the early game. I also suspect that I had trouble due to my biome which had many heat waves which caused my slaves to break a lot. Anyway, I'm planning on starting anew and hopefully it will work out better. I might also tone down the effects of seeing a turret on mood as a -10 mood drop is pretty significant. I don't know how much of the mental breakage is coming from my biome, so hard to say. Keep up the good work!
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on March 05, 2015, 01:17:10 PM
Thanks for the feedback!

QuoteI still saw the negative moodlet from my double flamed grower.
I think Binary was offering a suggestion - colonist passion for labor won't make them happier about doing it.

Quoteit can be hard to get enough money to pay them some times.
Part of it is that it is now a lot harder to make cash from salvaging weapons and the like in the early game.
Agreed, that's a work in progress; I did just release a small mod that adds a repair bench to the game, so you can repair items: https://ludeon.com/forums/index.php?topic=10908.0. I'll be rolling that into this mod so you can fix up stuff before you sell it and get full price for it again.

QuoteI might also tone down the effects of seeing a turret on mood as a -10 mood drop is pretty significant.
Yup, that's a change that is already in v1.1 of the mod (it's -6 now). I think you might be running the old version, try redownloading :)
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Draxis on March 05, 2015, 01:31:16 PM
I have the latest, just forgot the number. Anyway I'm enjoying the mod and you've done a good job. One thing I was thinking about is the fact that it's not really a benefit to have pirates. They don't do work and the fact that they are not bothered by things is of marginal difference if slaves still do all the work.  Not quite sure how to balance that out.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Vexare on March 07, 2015, 05:20:58 PM
I'm considering trying this mod, but in my perfect vision of a slave colony, not ALL the members are slaves with only a tiny number (the starter three?) as the slavers. I envision a social hierarchy... a class based system if you will, where *some* of the more favorable slaves can be promoted from slaves to slavers/pirates or whatever you want to call them (I prefer human trafficking engineers ;)).

Would you consider the payment system to be optional or at least add some other ways to pay the slavers (weapons, armor etc)?

It's already quite difficult in A9 to make money compared to previous builds so I really dislike the idea of all my silver and gold going into the paychecks for my slavers especially as I'd like to build a 'colony' of higher end citizens with the slaves as the manual labor so probably an 80/20 kind of scenario. I'm concerned with how to pay more slavers.

*Edit1: Noticed you added a repair bench so that's interesting and might help with income .... I will probably give this a try!

*EDIT2: I am also reading about your prisoner improvement mods. Do I also need to install that or is it standalone apart from this one? If I install this one, I don't need the improvement mod, correct?

*EDIT3: (sorry for so many questions!) - Does this mod work ok with EdB's Plan Carefully mod? It's really the only other one I was considering and is an interface mod.

*EDIT4 (LOL): Went back and read aaaall 5 pages of replies and noticed you backed off the income amounts and then recommended disabling the payment system since Alpha 9 is so rough for making money. I really like the idea of income for the slavers but I think you should make it an option that can be toggled off and on if that's possible and maybe a slider to decide what you pay them. Larger pay could increase morale for the slavers so it would be a goal you want to achieve but not penalize so much if you can't make the money every month. I do like the idea of it, just not sure how stable it is with Tynan's constant tweaks to his core system which often causes poverty like we're seeing in A9 haha!


Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Vexare on March 08, 2015, 03:41:24 PM
Hi Wastelander. I went ahead and downloaded your mod last night and put it through it's paces with a few months of a test colony. Here are some things I found as feedback:

1. Enslaving a colonist and then trying to 'release' them seems broken. It adds the slaver designator AND the slave designator both which confuses everyone. The colonists get the debuff for having an enslaved colonist friend and it doesn't go away after you 'release' them. Worse though is that in my test case the medic colonist kept attempting to 'free x' over and over even though she had already carried him out the door and set him down. She kept doing this in an infinite loop until she finally went to bed and he went right back to slave status. Might need some looking at the code to see how it removes that slave designation and whether or not the freed slave becomes a regular colonist again or just a released non faction NPC.

2. I think someone else mentioned this but there needs to be a distinction between slave jobs and colonist (slaver) approved jobs. If you intend to have a handful of colonist slavers who don't do much at all because they're lazy bum pirates, they still need at least something to occupy their time. There's currently no entertainment activities sadly, or else I'd assign them all to just enjoy that nonstop. I'd say there are a few jobs that pirates would still enjoy doing but should not give them the 'labored' debuff:

- Hunting: This one's pretty mandatory anyways since who's going to let the slaves run around the countryside unattended with guns? Pirates like to shoot things, so they should get a buff for hunting animals.

- Research: Bringing on the mad scientist to help your evil slave colony advance makes sense and wouldn't be a slave doing this job. Buff to the scientist / researcher for this job.

- (some) Crafting: There are a few jobs I could see pirates actually wanting to do such as weaponsmithing, maybe tailoring to make special armor because that's their focus and of course the whips and slave collars. Unfortunately there's no way to designate specific jobs in crafting yet (I think Tynan said next build he was adding that option).

- Artwork: This could be a slave job but also I could see psychotic pirates wanting to create bloody works of art as their hobby.

- Medic/Doctor: This should be a Pirate job primarily with minor medics in the slave ranks to heal their own. Again, there's no way to really designate who heals who, but a slave healer can only heal slaves if they can't get to the pirate's quarters anyways so separating medical rooms would help this separation. A high end surgeon only for your pirates should not get a debuff for healing and doing their job.

So I think that handful of jobs combined with guard/warden duties should at least give your pirates something to do instead of just constant idle and they shouldn't get the 'labored' debuff. Yes I get it slavers don't want to work but I think that should really apply to "hard labor" jobs such as farming, mining, hauling, chopping wood, cleaning, etc.... basically all the 'dumb labor' type things you often see the medieval nobles, midworld chefs, and criminal types lacking the ability to do anyways. Model your slavers after the 'classes' Tynan's created who hate that kind of work. Those are often very underplayed characters because players always want the perfect choices who do all work. Those are slaves! ;)

I love the cranky ones who refuse to do specific jobs. They are why I thought the slaver idea was so great in the first place and started thinking up a slave colony long before I realized you were making this awesome mod. Kudos to you for putting it into action!

PS: I disabled the payment system for my slavers until we figure out a level that's acceptable for long-term A9 play because of item degradation and constantly needing to repair / sell stuff as a way to pay your slavers.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Vexare on March 08, 2015, 03:51:10 PM
Oh and one other thing (sorry for the huge posts). I am wondering if there's a way we can have a distinction between a 'chef' who prepares the high end meals only for the slavers to enjoy and a simple cook who only makes the crappy simple meals or just loads the nutrient paste hoppers for the slaves to eat? My high level chef I started with as one of the slavers because my leader demands good meals from day one gets the debuff for labored. I separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers! I've puzzled out how to design the cooking / eating areas to keep slaves from eating those high end meals and the only way is to prevent them access to that stockpile, but then that means I have to have a slaver chef to prepare them because the slaves can't get through the doors where food prep is being done anyways (nor do I want them to).

I guess what I'm saying is, I'd like to keep a chef who has high cooking to produce high end meals but don't want them to get the labored debuff if they are a colonist. A "chef" creates food for pleasure, not as menial labor. A "cook" on the other hand just cranks out meals all day long for the slaves. I'm probably making this way too complicated haha.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Monkeysaur on March 09, 2015, 11:23:08 AM
If I have slaves and I have some prisoners, will my slaves take up the role of warden for prisoners?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Monkeysaur on March 12, 2015, 02:22:07 PM
Idea:

Slave Zones:

Simple really, you zone an area and your slaves are limited to only those places and will only complete tasks which are within the zone.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on March 12, 2015, 03:17:28 PM
Thanks for all the feedback!

QuoteI'm considering trying this mod, but in my perfect vision of a slave colony, not ALL the members are slaves with only a tiny number (the starter three?) as the slavers. I envision a social hierarchy... a class based system if you will, where *some* of the more favorable slaves can be promoted from slaves to slavers/pirates or whatever you want to call them (I prefer human trafficking engineers ;)).
Yeah, right now the only way to get more pirates is to buy them off slave traders (which confusingly causes them to come in as pirates, not slaves... should probably change that at some point) or recruit using the old "friendly chat warden" method. I've considered some way of promoting slaves up to pirates and I'll be doing that in the future, just nothing specific yet.

QuoteWould you consider the payment system to be optional or at least add some other ways to pay the slavers (weapons, armor etc)?
Right now I'd like to focus on making the wage system doable, by adding ways to make money. Right now the storyteller can really screw you by not sending traders, or not sending raids so you have nothing to sell. Before the next release, I'll have the mending (item repair) stuff rolled into this mod, plus the guarantee that you'll get a trader at least once a month, plus the magnetic cannon building I've been talking about in this thread, so you don't have to wait for raiders to bring you loot. You'll have options to proactively generate money.

Quote*EDIT2: I am also reading about your prisoner improvement mods. Do I also need to install that or is it standalone apart from this one? If I install this one, I don't need the improvement mod, correct?
Yup, PI is rolled into this one so don't use it at the same time.

Quote*EDIT3: (sorry for so many questions!) - Does this mod work ok with EdB's Plan Carefully mod? It's really the only other one I was considering and is an interface mod.
I haven't actually tested, but I think so!

Quote1. Enslaving a colonist and then trying to 'release' them seems broken.
My bad, I'll look into fixing that.

Quote2. I think someone else mentioned this but there needs to be a distinction between slave jobs and colonist (slaver) approved jobs.
Pirates only get unhappy about the following jobs:
        -Construction
        -Mining
        -Planting or Harvesting
        -Plant cutting (cutting trees, etc.)
        -Anything that requires a bill (crafting)
So they can do hunting, doctoring (except surgery), research, hauling, etc. without becoming angry. I would like to be able to refine the "gets angry about doing any bill" part of this so they can do surgery and craft weapons and such without getting mad, but it'd be almost prohibitively difficult. :( Right now I'm just causing the thought whenever they do a bill, to get more specific would require a ton of work and be very fragile across upgrades.

All that said, though, I'd like to eventually add 'entertainment' buildings like VR booths, or a bar (which when supplied with beer provides an even bigger mood and social boost), etc. so idle pirates have something to do.

QuoteI separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers!
I'm having the same issue in my test colony, I'd like to reserve my finer meals for the pirates, but can't figure out a good way to without micromanaging. I think I'll add some kind of "slave rules" tab somewhere where you can define what foods, beds etc. the slaves have access to.



QuoteIf I have slaves and I have some prisoners, will my slaves take up the role of warden for prisoners?
Nope, slaves will not warden or Guard other slaves. I figured it didn't make much sense to have a slave trying to convince a prisoner to join the colony as a pirate. At some point I might revisit that so slaves can at least feed prisoners.

QuoteSlave Zones:

Simple really, you zone an area and your slaves are limited to only those places and will only complete tasks which are within the zone.
I would love to do this but it'd be very, very difficult without hooking into the pathfinding code, which isn't possible yet. :(
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: millenium on March 12, 2015, 06:58:23 PM
Quote from: Vexare on March 08, 2015, 03:51:10 PM
Oh and one other thing (sorry for the huge posts). I am wondering if there's a way we can have a distinction between a 'chef' who prepares the high end meals only for the slavers to enjoy and a simple cook who only makes the crappy simple meals or just loads the nutrient paste hoppers for the slaves to eat? My high level chef I started with as one of the slavers because my leader demands good meals from day one gets the debuff for labored. I separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers! I've puzzled out how to design the cooking / eating areas to keep slaves from eating those high end meals and the only way is to prevent them access to that stockpile, but then that means I have to have a slaver chef to prepare them because the slaves can't get through the doors where food prep is being done anyways (nor do I want them to).

I guess what I'm saying is, I'd like to keep a chef who has high cooking to produce high end meals but don't want them to get the labored debuff if they are a colonist. A "chef" creates food for pleasure, not as menial labor. A "cook" on the other hand just cranks out meals all day long for the slaves. I'm probably making this way too complicated haha.

i fixed this myself with the a2b conveyors mod and teleporters the slaves make the meals put them on the conveyors and its transported the the slaver area.

as to counteracting the slavers are lazy thing with their favorite task just give them a buff for doing things they like to do.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Ket009 on March 17, 2015, 05:54:48 PM
so you said you wanted suggestions for additions:

In the vanilla game there's a trait called masochist which gives a mood boost whenever the pawn is in pain (scales with the amount). Pawns with this trait make great slaves because they get a mood boost when beaten. If you could add the opposite trait (sadist) and have it give a mood boost for whenever that pawn sees another pawn in pain and a greater mood boost for actually causing pain, that'd be cool. 

Also Im having issues with getting enough money simply because theres just not enough trade ships (especially slaver ships) coming by. In the story teller you added could you increase the trade ships?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on March 17, 2015, 08:38:05 PM
QuoteIn the vanilla game there's a trait called masochist which gives a mood boost whenever the pawn is in pain (scales with the amount). Pawns with this trait make great slaves because they get a mood boost when beaten. If you could add the opposite trait (sadist) and have it give a mood boost for whenever that pawn sees another pawn in pain and a greater mood boost for actually causing pain, that'd be cool.
I like it! I'll put that on my roadmap (though not quite for the next release).

QuoteAlso Im having issues with getting enough money simply because theres just not enough trade ships (especially slaver ships) coming by. In the story teller you added could you increase the trade ships?

Absolutely, I'm planning the following for the next release:
-Magnetic cannon, lets you pirate ships in orbit (half-done)
-Roll in the Mending mod, so you can repair items you get from raiders/etc (done)
-Ransom paid for prisoners you hold (done)
-Custom storyteller will send lots more traders, especially slavers (done)
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Scourge on March 19, 2015, 05:36:51 PM
Quote from: Wastelander on March 17, 2015, 08:38:05 PM
Quote
-Custom storyteller will send lots more traders, especially slavers (done)

Oh please yes. I have been gathering about 10 slaves now that are utterly useless and there is not a single slave trader coming or in sight! For several month's now!

...

At least they help with consuming of food.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Snowpig on March 27, 2015, 05:43:05 AM
Is it possible to make these turrets as a stand-alone mod?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Killaim on March 27, 2015, 06:05:51 AM
is there any way to utilise the slavers unhappyness from working to be singled out ?

i would so much like a mini mod that changes the ((No hauling)) to instead give unhappyness if forced to haul stuff

any possibility in this ?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Wastelander on March 27, 2015, 07:04:54 PM
QuoteIs it possible to make these turrets as a stand-alone mod?

Quoteis there any way to utilise the slavers unhappyness from working to be singled out ?

i would so much like a mini mod that changes the ((No hauling)) to instead give unhappyness if forced to haul stuff

any possibility in this ?
Sorry all, the more "mini-mods" or branches I build for this mod means more work to maintain the mod (and more work at upgrade time!) so I won't be branching off this mod.

Regarding the turrets, there is no code backing the turrets so you should be able to create your own small mod using the turret XMLs and images... you're more than welcome to but I'll leave that as an exercise for you if you're interested in building that ;)
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dewion on March 29, 2015, 07:16:29 AM
Hey, great mod!

I was just wondering different approach.
Could "Slaver" be just a backround that prevents "dull work" and "manual labor", then "Slave" will be another backround that can't do any intellectual work? And the slavers would get minor negative thought from doing other than beating and shooting and maybe butchering and cooking?
Is it possible that when the game start, mod create new slaves?
If that's not possible, what about that when new colony is started 1/3 or 1/4 number of colonists would become slaves?
Or player have to choose the poor one that have to become slave and do all the "dull work"?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Rhubarbs on April 05, 2015, 10:56:51 AM
Great mod, but you should re-think some of the balancing.

I'd suggest you ease up on handicapping the movement and work speed of slaves. I mean, you've got a global -35% work speed debuff, you've got the possibility of undisciplined slaves slacking off, and if you have enough slaves to offset all that they'll riot. All of these compound to some pretty inefficient forced laborers -- I've had days where my cook managed to make four meals in a whole day.

At the very least, disciplined slaves should get something that offsets that work speed debuff, maybe even goes past it.
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dante King on June 25, 2015, 10:40:08 PM
UPDATE PLZ!
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: «Temple» on August 23, 2015, 11:08:12 PM
Please update for A12, I loved this mod and came to see what was new and saw it was still A9!!!  :'(
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: S1lverw0lf on October 01, 2015, 10:44:43 AM
Please make a12 version!
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: yusukenl on July 17, 2016, 10:21:40 PM
Does this mod still work on A14?
Title: Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
Post by: Dante King on July 18, 2016, 06:22:39 AM
Nope