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RimWorld => Releases => Mods => Outdated => Topic started by: WalkingProblem on May 09, 2017, 05:54:15 PM

Title: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on May 09, 2017, 05:54:15 PM
(http://walkingproblem.com/wp-content/uploads/2018/03/Preview4.2.png)


NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimslaves-ver4-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---

Version 4.2 Developer Note:
An update for the RimSlaves mod together with the launch of the Advanced Animal Frameworks.

With the new framework, new work abilities are added to the slaves, like constructing (yes its back), clearing snow, sowing plants (finally!), tending to wounded, etc... And as mentioned above, the mod will now require Advanced Animal Frameworks as a core mod.

Have fun!

---

VER 4.2 CHANGELOG:
– Added mod dependency on Advanced Animal Frameworks
– Sally's Pleasure now increases "Fun" stat
– Work Slaves can now Sow Plants, Operate Deep Drill, Construct Furnitures/Structures, Build Roofs, Remove Roofs, Remove Floors, Smooth Floors & Clear Snow.
– Maidens can now Tend To Human Injuries, Tend To Animal Injuries, Feed Human Patients, Feed Wounded Animals, Clear Snow, Milk Animals, Shear Animals & Sow Plants.
– Some of the work abilities will generate harmless error message on the error log, it doesn't affect the game. You can disable the auto open of the error log.

VER 4.1 CHANGELOG:
– Fixed infinite looping bug with Refugee Chased incident relating to Dothraki factions

VER 4.0 CHANGELOG:
– dead dothrak horse now reflects injury gotten as a Mounted Dothrak
– Dismounted Dothrak now inherits training and master from his previous life
– Work Slaves' carry resource to construction site work is disabled due to B18 changes
– Unsullied will now salute only twice a day, from the original every 2 hours.

VER 3.0 CHANGELOG:
– added child and teenage version of work slaves, maiden and sallys
– added "racial diversity" or different skin tones for work slaves, maiden and sallys
– added dothraki as a new type of slave for purchase
– there are 36 different texture made for the dothrakis
– added dothrak horse (not for sale though)
– added sound effects for dothraki
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees' codes
– fixed work slave no pants texture issue
– added delivery resource to construction site/frame to work slave
– added deconstruct ability to work slave
– added repair ability to work slave
– added A Dog Said support via "LBE's A Dog Said Easy Patcher" mod (the slaves uses animal parts)

VER 2.0 CHANGELOG:
– Updated to A17
– Increase frequency of Saluting and Pleasuring
– Some change to the codes to the slaves' works

VER 1.1 CHANGELOG:
– improved balancing in nuzzling (lesser) and costing (more expensive for sallys)
– increase temperature range for the slaves
– created slave-specific job codings apart from the minions mod to remove error
– removing caravan ability from work slave
– weaker health for work slave


-----

Have you watched Games of Thrones?

Have you wish that you are Daenerys Targaryen leading an army of slaves, maidens, Unsullieds and Dothrakis?

NOW YOU CAN! Brought to your by the infamous Walking Problem Studios that had brought you the abominations of Minions and Smurfs Mods – we bring you the Games of Thrones slavery into your RimWorld.



BACKSTORY (Walkblem Slavers Holdings):

Walkblem Slavers are corporations under the massive Walkblem Slavers Holdings that had found success in the Rim Worlds, despite being outlawed in the Glitter Worlds and Civilised Planetary Systems. Walkblem Slavers primarily sells both their proprietary slaves as well as the common free slaves that are already common place in the Rim Worlds. They have no interests in politics and are willing to accept almost all form of goods in the purchase of their slaves.

Walkblem Slaves can be purchase from your resident Walkblem Corporation on your planet, as well as from our franchised orbital trade ships that wanders around the RimWorlds.



DOTHRAKI
(http://walkingproblem.com/wp-content/uploads/2017/09/Dothraki_V6_h_khal_front-e1504470509329.png)
The Dothraki are nomadic horse-mounted warriors, who sweep across the vast central plains of the RimWorlds in search of plunder. Their reputation as fierce fighters attracted the attention of Walkblem Slavers Corporation, the corporation started selling Dothrakis as their latest warrior for sale.

Abilities:
– Move Fast
– 2 Lives
– Powerful Attack
– Rescue Downed
– Salute Colonists



THE UNSULLIED
(http://walkingproblem.com/wp-content/uploads/2017/05/Unsullied_front-e1494365460626.png)
The Unsullied are elite warrior-eunuchs bred and trained by corporations under the Walkblem Slavers Holdings. These slave-eunuchs, who have been trained from birth to fight, are renowned for their utter discipline on the battlefield and loyalty to their assigned master. They do not act independently, will protect their master faithfully and will fight to the death upon being ordered to.

Abilities:
– Armored
– Powerful Attack
– Rescue Downed
– Salute Colonists
– Rearm Traps



SALLYS
(http://walkingproblem.com/wp-content/uploads/2017/05/Sally_front.png)
Highly sought after slaves, euphemistically and affectionately named as Sallys by Walkblem Slavers Holdings, are priced for their ability to make any colonist happy with their unique skills. They are known to be indispensable in the psychological management of the colonies they are employed in, given how harsh life is in the RimWorlds. Often describe as "They have only one job", the famous marketing line used to sell Sallys is by the legendary Petyr Baelish, "All desires are valid to a man with a full purse."

Abilities:
– Can Pleasure Colonists
– Rescue Downed



WORK SLAVE
(http://walkingproblem.com/wp-content/uploads/2017/05/WorkSlave_front.png)
Slavery is generally outlawed (and phased out due to glitter technologies) in most of Glitterworld Planets and the civilised planetary systems. However, slavery is still widespread in the Rim Worlds. Walkblem Slavers Holdings' Work Slaves are the worst kept secret in the slavery market. Renowned for their absolute obedience and loyalty, they are considered a "safer" alternatives to "free slaves" that are already commonly sold in the Rim Worlds.

Abilities:
– Get Insulted By Colonists
– Rescue Downed
– Cut Plants
– Repair Structures/Furniture
– Deliver Resources to Construction Sites
– Construct Structures/Furniture
– Build Roof
– Remove Roof
– Remove Floors
– Smooth Floors
– Uninstall Furnitures
– Deconstruct Structures/Furniture
– Clear Snow
– Mining
– Operate Deep Drill
– Haul
– Flick Switch
– Sow Plants
– Harvest Plants



MAIDEN
(http://walkingproblem.com/wp-content/uploads/2017/05/Maiden_front.png)
Maidens serves as handmaidens and maids to the colonists who are willing to buy them. Their job mainly is to help out with the management of the house and its cleanliness. It is also heard that they give good massages to their masters.

Abilities:
– Can Massage Colonists
– Rescue Downed
– Clean Filth
– Tend To Wounded Humans
– Feed Wounded Humans
– Tend To Wounded Animals
– Feed Wounded Animals
– Clear Snow
– Milk Animals
– Shear Animals
– Haul
– Flick Switch
– Sow Plants




FEATURES:
- 5 types of slaves to choose from (according to your needs)
- There are 3 ranks of Unsullied – Infantry, Officer and Commanders.
- There are 3 ranks of Dothraki – Dothrak, Ko and Khal.
- Higher ranking Unsullied & Dothraki can fight longer and move faster than their subordinates (thus reflected in their cost)
- Dothraki essentially have 2 lives. When the mounted Dothraki is killed, it will respawn as a unmounted version of the Dothraki
- Slaves can only be purchased via the resident Walkblem Slavers corporation(s) on the planet, or via orbital tradeships.
- You can also send a caravan to the nearest Walkblem Slavers slave camp to purchase your slaves.
- Slaves comes with different age group: child, teenager and adult. Child and teenage slaves are cheaper, but your morals will be tested
- Sallys will make your colony, the happiest people on the planet (unless you hate women or you are too righteous)
- Maidens and Work Slaves takes care of different work.
- All slaves comes ready for work. Training is only required for Obedience (for assigning a master for them) and Release (if you want them as foot soldiers)



HOPE YOU GUYS LOVE THE MOD!

Some Screenshots:
(http://walkingproblem.com/wp-content/uploads/2017/05/slave-working-768x364.jpg)
(http://walkingproblem.com/wp-content/uploads/2017/05/buyingslaves-768x805.jpg)
(http://walkingproblem.com/wp-content/uploads/2017/05/slave-list-training-768x795.jpg)
(http://walkingproblem.com/wp-content/uploads/2017/05/God-King-and-his-Unsullieds.jpg)
(http://walkingproblem.com/wp-content/uploads/2017/05/Unsullied-vs-Minions-768x524.jpg)
ermz... how do I make it show the full size on click? =\


-------
Mod List Arrangement Reference:

(http://walkingproblem.com/wp-content/uploads/2017/05/Mod-List-ver-1.jpg)
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Cabdono on May 09, 2017, 06:22:05 PM
Awesome!  I just saw this earlier today while downloading the smurfs from your website and was hoping for a release =D
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Raizen on May 09, 2017, 06:40:05 PM
This is great! thank you so much  ;D
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Wazowski on May 09, 2017, 10:07:26 PM
 ;D Excellent.!!! I want to see updated this MOD on the A17
good idea.
regards
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: keylocke on May 10, 2017, 03:23:40 AM
woah, this is awesome.  ;D
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 10, 2017, 04:15:35 AM
Thanks peeps for the support~!

I will try to work on more "work" that the slaves can do (which will also enhance the minions as they are using the same "engine")

Have fun, and share screenshots/stories!

Join my facebook group or discord, so its easier to chat there!

discord.gg/W2Vb27T (http://discord.gg/W2Vb27T)
fb.com/groups/walkingproblemstudios/ (http://fb.com/groups/walkingproblemstudios/)
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Canute on May 10, 2017, 05:48:59 AM
Hey i realy honor your work, you are doing great job.
But i just got a little problem with brainwashed humankind they are hold as animals.

When i see soo many armed soldier slaves i just think why isn't there a slave who isn't a bit less brainwashed and smarter and lead the other to fight their masters/owners. When he need to die anyway at the fights why not kill the master and get a chance to free his sister-maiden/brother-slave.

I don't played them yet so far, but since they are animals, you could add a motivations timer for them, so the animal handle/slaver need to visit them once a day. If the timer is full they just work less, move slower and activate another timer.
And when this got full they go berserk.

Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: wickerworks on May 10, 2017, 07:12:00 AM
I tried this mod today. Funny thing happened. Slave vendor walked into my base during winter. All the slaves he was selling died of hypothermia very soon after.

Suggestion: Disable the vendor from coming when the temperature is bad. I think the Orassan mod already does something similar.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: SergeshD123 on May 10, 2017, 07:36:17 AM
Can pawns fall in love with their slaves?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 10, 2017, 06:25:51 PM
Quote from: Canute on May 10, 2017, 05:48:59 AM
Hey i realy honor your work, you are doing great job.
But i just got a little problem with brainwashed humankind they are hold as animals.

When i see soo many armed soldier slaves i just think why isn't there a slave who isn't a bit less brainwashed and smarter and lead the other to fight their masters/owners. When he need to die anyway at the fights why not kill the master and get a chance to free his sister-maiden/brother-slave.

I don't played them yet so far, but since they are animals, you could add a motivations timer for them, so the animal handle/slaver need to visit them once a day. If the timer is full they just work less, move slower and activate another timer.
And when this got full they go berserk.

Hmm.... I not sure how to implement this yet... Some like a good idea. But the slaves looks for the masters themselves. So that might not exactly make sense for them to go berzerk. Walkblem Slavers Corp did a good job brain wash them... so... lol

Quote from: SergeshD123 on May 10, 2017, 07:36:17 AM
Can pawns fall in love with their slaves?

Nope. Because they are "animals"

They also can't mate with one another.

Quote from: wickerworks on May 10, 2017, 07:12:00 AM
I tried this mod today. Funny thing happened. Slave vendor walked into my base during winter. All the slaves he was selling died of hypothermia very soon after.

Suggestion: Disable the vendor from coming when the temperature is bad. I think the Orassan mod already does something similar.

Hmmm.... There isnt such an option in the xml... Not sure how that is set by Orassan

In the mod design, we will need to keep them warm in the house when winter hits (its by design) - rather than giving them Minions-like temperature tolerance.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: AngleWyrm on May 10, 2017, 08:02:32 PM
What are the differences between a Maiden and a Work Slave?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 10, 2017, 09:24:33 PM
Quote from: AngleWyrm on May 10, 2017, 08:02:32 PM
What are the differences between a Maiden and a Work Slave?

Maiden mainly haul, cleans the house and give massages (maintaining the colony).

Work Slaves do hard labour like mining, harvesting, lumbering...
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: arnoldboy3 on May 11, 2017, 01:45:20 AM
Will there be a ranged slave soon
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Canute on May 11, 2017, 03:10:22 AM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Quote from: wickerworks on May 10, 2017, 07:12:00 AM
I tried this mod today. Funny thing happened. Slave vendor walked into my base during winter. All the slaves he was selling died of hypothermia very soon after.

Suggestion: Disable the vendor from coming when the temperature is bad. I think the Orassan mod already does something similar.

Hmmm.... There isnt such an option in the xml... Not sure how that is set by Orassan

In the mod design, we will need to keep them warm in the house when winter hits (its by design) - rather than giving them Minions-like temperature tolerance.
Yep they should have a -30C tolerance, since they can't equip appearals.
Maybe -50C then you can use them at very cold biomes too.
Or create subclasses with different temp. tolerances, even at GoT there are races who live at the ice and desert only.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 11, 2017, 11:20:07 AM
Quote from: Canute on May 11, 2017, 03:10:22 AM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Quote from: wickerworks on May 10, 2017, 07:12:00 AM
I tried this mod today. Funny thing happened. Slave vendor walked into my base during winter. All the slaves he was selling died of hypothermia very soon after.

Suggestion: Disable the vendor from coming when the temperature is bad. I think the Orassan mod already does something similar.

Hmmm.... There isnt such an option in the xml... Not sure how that is set by Orassan

In the mod design, we will need to keep them warm in the house when winter hits (its by design) - rather than giving them Minions-like temperature tolerance.
Yep they should have a -30C tolerance, since they can't equip appearals.
Maybe -50C then you can use them at very cold biomes too.
Or create subclasses with different temp. tolerances, even at GoT there are races who live at the ice and desert only.

In considerations. But it would be weird to have all your colonists die of cold and the slaves wearing warm nice clothes....
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: GlitchKs on May 11, 2017, 12:57:47 PM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Nope. Because they are "animals"

Do the Sally's "nuzzle" at a higher rate than normal? Sorry that made me laugh.

I don't think I would feel comfortable with the morality this mod brings up. Different stroke for different folks I guess. That is the best part about mods. Don't like? the Don't use.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 11, 2017, 02:20:45 PM
Quote from: GlitchKs on May 11, 2017, 12:57:47 PM
Quote from: Walking Problem on May 10, 2017, 06:25:51 PM
Nope. Because they are "animals"

Do the Sally's "nuzzle" at a higher rate than normal? Sorry that made me laugh.

I don't think I would feel comfortable with the morality this mod brings up. Different stroke for different folks I guess. That is the best part about mods. Don't like? the Don't use.

The setting is every 2 hours if I didnt remember wrongly. The mood boost is 12, same as lovin.

this mod just like all most, arent for everybody. I dun insist ppl to use it~
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: beeeboop on May 12, 2017, 04:07:45 AM
Are any other mods required? I'm having some sort of issue, but I'm not sure whether it's an incompatible mod or a missing requirement.

Also, by Prisoner-Slave do you mean exploiting prisoners?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Raizen on May 12, 2017, 04:30:46 AM
If you put the minions mod above slaves mod it will fix it, but i think that error doesn't affect game play, at least for me.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: beeeboop on May 12, 2017, 04:33:44 AM
Yeah, I've had no problems. Thanks!
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 12, 2017, 12:06:59 PM
Quote from: beeeboop on May 12, 2017, 04:07:45 AM
Are any other mods required? I'm having some sort of issue, but I'm not sure whether it's an incompatible mod or a missing requirement.

Also, by Prisoner-Slave do you mean exploiting prisoners?

No other mods is required. It can actually run independent of the Minions mod (they use the exact same codes for the working) - but which is also why the slaves mod is looking for Minions (an error if you do not have minions mod) - but doesnt affect the game.

---

Yes exploiting Prisoners to work hard labour. But I not sure if I have that capability to make that a reality yet. haha
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 12, 2017, 07:17:12 PM
Quote from: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.

Yeah I somewhat read about it before.

But I probably wont be doing the same thing (or have the ability to). Lets see how
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 13, 2017, 11:55:21 AM
Hi all,

for those who are facing problems with this mod, please refer to my mod list arrangement as a reference to how to arrange your mods:

(http://walkingproblem.com/wp-content/uploads/2017/05/Mod-List-ver-1.jpg)

Let me know if you still facing errors and what are the mods your think might have caused it. I can test.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: beeeboop on May 14, 2017, 12:26:44 AM
Quote from: Walking Problem on May 12, 2017, 07:17:12 PM
Quote from: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.

Yeah I somewhat read about it before.

But I probably wont be doing the same thing (or have the ability to). Lets see how

Thanks for the help. For some reason the worker slaves aren't growing plants now?? I haven't tried the soldier ones, but the other ones work fine. I'm playing with Vegetable Garden and a few other mods.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 14, 2017, 02:19:40 PM
Quote from: beeeboop on May 14, 2017, 12:26:44 AM
Quote from: Walking Problem on May 12, 2017, 07:17:12 PM
Quote from: beeeboop on May 12, 2017, 04:47:19 PM
Nice. Sounds cool. No bugs yet. I know that there was such a mod for an older version of the game. If you haven't already, I recommend taking a look at it.
Yeah I somewhat read about it before.

But I probably wont be doing the same thing (or have the ability to). Lets see how

Thanks for the help. For some reason the worker slaves aren't growing plants now?? I haven't tried the soldier ones, but the other ones work fine. I'm playing with Vegetable Garden and a few other mods.

Yeah they cant grow plants yet. Because I havent figure out the codes to make that happen~

LOL
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 14, 2017, 02:33:03 PM
RimSlaves is now the Number 1 most popular mod of the week (or the past 7 days, after other mod popular mods dropped off in their download numbers)

(http://walkingproblem.com/wp-content/uploads/2017/05/RimSlave-number-1-in-the-top-3-most-popular-of-the-week.jpg)

....and 4000 subscribers milestone!

(http://walkingproblem.com/wp-content/uploads/2017/05/RimSlave-4000-subs-milestone.jpg)

Thank you everyone for all your support!

I will be continuing my development of this mod, and hope to expand on its content for you guys!

Cheers!
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: AngleWyrm on May 14, 2017, 10:16:12 PM
I tried setting up a salt mine (vegetable garden) with a bed, a food spot and a salt storage palette. The colonists use the salt mine and drop salt into the nearby storage, but when I assign a work slave to a small zone that includes only those things they just mill about. I'm guessing that's a mod interaction issue?

Also, when the slaver faction shows up it seems they don't want to buy my prisoners. As a suggestion for improvements going forward, maybe make them trade in prisoner slaves as well?

(https://s6.postimg.org/pwu23ttjl/slavesales.png)
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Canute on May 15, 2017, 02:26:17 AM
For good brainwashed slaves thes faction only take babies or kids.

Prisoners which allready know what "freedom" means arn't good slaves they need much more attention and still have a hang to flee, special when there are no family member at the vault of the faction.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: AngleWyrm on May 15, 2017, 04:43:47 AM
Quote from: Canute on May 15, 2017, 02:26:17 AM
For good brainwashed slaves these factions only take babies or kids.
Have you sold some babies or kids?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Canute on May 15, 2017, 05:04:29 AM
Did you saw any prisoner babies or kids yet ?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: AngleWyrm on May 15, 2017, 08:44:58 AM

(https://s6.postimg.org/kucq91k9d/ac4a_Uoj_Q.jpg)
Quote from: Canute on May 15, 2017, 05:04:29 AM
Did you saw any prisoner babies or kids yet ?

Working on it... 3:-)
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 15, 2017, 10:37:54 PM
Quote from: AngleWyrm on May 14, 2017, 10:16:12 PM
I tried setting up a salt mine (vegetable garden) with a bed, a food spot and a salt storage palette. The colonists use the salt mine and drop salt into the nearby storage, but when I assign a work slave to a small zone that includes only those things they just mill about. I'm guessing that's a mod interaction issue?

Also, when the slaver faction shows up it seems they don't want to buy my prisoners. As a suggestion for improvements going forward, maybe make them trade in prisoner slaves as well?

(https://s6.postimg.org/pwu23ttjl/slavesales.png)

Not sure why. Because in my tests, the slavers do buy my prisoner. =x

=\
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: AngleWyrm on May 16, 2017, 06:42:42 AM
Quote from: Walking Problem link=topic=32265.msg332009#msg332009
...In my tests, the slavers do buy my prisoner.
Then I'm guessing probably just a mod conflict as I have a lot of animal mods. Herds of 'em. Flocks even.

Do fairies come in flocks?
What about minions?
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 17, 2017, 07:25:05 PM
(http://walkingproblem.com/wp-content/uploads/2017/05/Preview-1.1.png)

RIMSLAVES 1.1 UPDATE RELEASED!

This is a quick update to resolve some of the pressing issues with RimSlaves...
namely: balancing, temperature and work slaves problem.

I have adjusted the "nuzzlings" for the various slaves to make them less often, in order not to make the nuzzling overpowered, especially for Sallys. I also adjusted the costings for the slaves accordingly.

I also raised the temperature range so that the slaves stop dying instantly in the artic biomes.

And finally, removing caravan abilities from the Work Slaves. People are unable to buy the work slaves from caravans because they are "pack animals" or "caravan animals". So we have to make a choice between either feature – so I have to choose the most important one to remain in the mod.


OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/rimslaves-1-1-update-released/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/


VER 1.1 CHANGELOG:
– improved balancing in nuzzling (lesser) and costing (more expensive for sallys)
– increase temperature range for the slaves
– created slave-specific job codings apart from the minions mod to remove error
– removing caravan ability from work slave
– weaker health for work slave

Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Cabdono on May 17, 2017, 07:37:44 PM
Can't seem to be able to download 1.1 from your website, link sends me to the mod's banner
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: mikex155 on May 17, 2017, 09:11:22 PM
i can confirm the same... straight to the banner, no DL. You'll get it patched in no time :3
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: Zazakita on May 17, 2017, 09:12:21 PM
Quote from: Cabdono on May 17, 2017, 07:37:44 PM
Can't seem to be able to download 1.1 from your website, link sends me to the mod's banner
^ It looks awesome!
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 17, 2017, 11:19:46 PM
Quote from: mikex155 on May 17, 2017, 09:11:22 PM
i can confirm the same... straight to the banner, no DL. You'll get it patched in no time :3
Quote from: Cabdono on May 17, 2017, 07:37:44 PM
Can't seem to be able to download 1.1 from your website, link sends me to the mod's banner

Sorry sorry, I made a mistake when I made the link to the download button.

Haha, its fixed now! My bad!
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 19, 2017, 11:55:24 AM

Just completed a long mod conflict testing:

RIMSLAVES 1.1 / MINIONS 3.1
KNOWN MOD CONFLICT:

Hunt For Me
- seriously affect work to only sporadic mining/sweeping

Hardworking Animal
- causes the slaves/minions to only sweep floor
- will not do other jobs

( also tested is Smarter Food Selection - no conflict found)
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: MWRK on May 23, 2017, 08:29:42 AM
I love this mod! Only thing is that I'm having issues with the work slaves only hauling. I have mining jobs queued, but the work slaves rarely if ever will fulfill them. Also, not sure if they are supposed to, but they can't harvest/construct.
Title: Re: [A16] RimSlaves : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 23, 2017, 09:04:42 PM
Quote from: MWRK on May 23, 2017, 08:29:42 AM
I love this mod! Only thing is that I'm having issues with the work slaves only hauling. I have mining jobs queued, but the work slaves rarely if ever will fulfill them. Also, not sure if they are supposed to, but they can't harvest/construct.

Sounds like you have the "Hunt For Me" mod. You need to disable the "Hunt For Me" mod.

Also, join my discord channel so its easier to talk there.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 26, 2017, 01:25:31 PM
(http://walkingproblem.com/wp-content/uploads/2017/05/Preview2.png)

Now updated to A17!

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/rimslaves-ver2-0-now-released-for-a17/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/


VER 2.0 CHANGELOG:
– Updated to A17
– Increase frequency of Saluting and Pleasuring
– Some change to the codes to the slaves' works
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Cabdono on May 26, 2017, 01:29:23 PM
Thank you for updating, it's been hard without my Sallys so far.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 29, 2017, 12:17:05 AM
Quote from: Cabdono on May 26, 2017, 01:29:23 PM
Thank you for updating, it's been hard without my Sallys so far.

I can totally imagine that.

----------

Hi everyone who uses RimSlaves.

I'm brainstorming how to expand RimSlaves for the next version.

All suggestions are welcomed.

What is confirmed now in the pipeline is:
- More "races" (all 3 non-combat slaves will get a variety of textures each - i found out a way to do it in A17)
- possible the clothings, armor and weapon for your colonists to purchase

Tell me what you guys wanna see
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: hal98 on May 29, 2017, 01:11:34 AM
great mod! but can you add a a16 version? I have a game I would like to finish
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on May 29, 2017, 09:25:11 AM
Quote from: hal98 on May 29, 2017, 01:11:34 AM
great mod! but can you add a a16 version? I have a game I would like to finish

Hey Hal98, its here: http://walkingproblem.com/sdm_downloads/rimslaves-ver1-1/
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Cmoa666 on May 31, 2017, 08:59:08 AM
I have some ideas for this mod:
- A male version of the SALLYS (well, everyone got different taste, and rich women exist too)
- a female version of the UNSULLIED, with more speed and less armor maybe ? (like an amazone/valkyrie)
- a hulkier version of the UNSULLIED (with the role of tank)
- a hulkier version of WORK SLAVE (for more transport/mining but without complex task like crafting)
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: kiesu on May 31, 2017, 10:53:33 AM
I like Cmoa666's suggestions!

I also have a question, is there any cosmetic mod plans for this mod, to make the slave appear less GoT? I like my RimWorld as its own game rather than another series spinoff.
Nice mod anyways ;)
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on June 01, 2017, 12:19:03 PM
Quote from: kiesu on May 31, 2017, 10:53:33 AM
I like Cmoa666's suggestions!

I also have a question, is there any cosmetic mod plans for this mod, to make the slave appear less GoT? I like my RimWorld as its own game rather than another series spinoff.
Nice mod anyways ;)

Currently, there is no plans for this yet.

I might be making an droid version of this mod (so instead of human slaves, they are bots) - so rather than making yet another human slave mod - which might just be duplicating.

Quote from: Cmoa666 on May 31, 2017, 08:59:08 AM
I have some ideas for this mod:
- A male version of the SALLYS (well, everyone got different taste, and rich women exist too)
- a female version of the UNSULLIED, with more speed and less armor maybe ? (like an amazone/valkyrie)
- a hulkier version of the UNSULLIED (with the role of tank)
- a hulkier version of WORK SLAVE (for more transport/mining but without complex task like crafting)

For the male version of the sallys..... how do i tell which colonist is gay or gay-friendly? lol~

I will need to code it in.

If you do not know yet, sallys do not serve woman-haters.

As for the unsullied variants - they are most likely will be of totally different textures. I'm currently interested to add Dothraki as an alternative to Unsullied, as well as some other type of mercenaries as fighting slaves.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: kiesu on June 02, 2017, 07:52:45 AM
Quote from: Walking Problem on June 01, 2017, 12:19:03 PM
Quote from: Cmoa666 on May 31, 2017, 08:59:08 AM
I have some ideas for this mod:
- A male version of the SALLYS (well, everyone got different taste, and rich women exist too)
- a female version of the UNSULLIED, with more speed and less armor maybe ? (like an amazone/valkyrie)
- a hulkier version of the UNSULLIED (with the role of tank)
- a hulkier version of WORK SLAVE (for more transport/mining but without complex task like crafting)

For the male version of the sallys..... how do i tell which colonist is gay or gay-friendly? lol~

I will need to code it in.

If you do not know yet, sallys do not serve woman-haters.

Romance Diversified (http://steamcommunity.com/sharedfiles/filedetails/?id=796643583) Adds sexuality in game, maybe a patchwork to get them working together? Other than that, whats stopping female colonists from wanting male services? ;)
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on June 02, 2017, 10:10:33 AM
Quote from: kiesu on June 02, 2017, 07:52:45 AM
Quote from: Walking Problem on June 01, 2017, 12:19:03 PM
Quote from: Cmoa666 on May 31, 2017, 08:59:08 AM
I have some ideas for this mod:
- A male version of the SALLYS (well, everyone got different taste, and rich women exist too)
- a female version of the UNSULLIED, with more speed and less armor maybe ? (like an amazone/valkyrie)
- a hulkier version of the UNSULLIED (with the role of tank)
- a hulkier version of WORK SLAVE (for more transport/mining but without complex task like crafting)

For the male version of the sallys..... how do i tell which colonist is gay or gay-friendly? lol~

I will need to code it in.

If you do not know yet, sallys do not serve woman-haters.

Romance Diversified (http://steamcommunity.com/sharedfiles/filedetails/?id=796643583) Adds sexuality in game, maybe a patchwork to get them working together? Other than that, whats stopping female colonists from wanting male services? ;)

It would be a big problem if I add functionalities from another mod into the mod. I as much as possible try to allow my mods to not have too many opportunities for errors - and even so, there are so many issues to resolve already... =\

As for male sallys, I will consider how is the best way to get it done right... =x
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Undeadbanana on June 17, 2017, 05:30:09 PM
My work slaves seem very lazy. I thought maybe another mod was conflicting with it so I started doing the whole Enabling/Disabling to see which but then I decided to just disable all and have this mod along with the Core folder enabled.

Their tendency to find work feels really random still. They spend the majority of the day Wandering.

I set up Mining, Harvesting, Lumber, Grow, and Hauling jobs while disabling it from the colonists to see how they work.

Haul jobs seem to be taken care of immediately, while the others have very low chance to queue up. The workload, from four slaves, completed in one full was mostly hauling, then Harvest/Lumber, Mining was last with about 6-7 pieces of granite mined, and Grow jobs never completed even when fast forwarding for 3 days. None of the jobs were fully completed also.


I think their wandering might be conflicting with the Jobs queuing up. The work slaves tend to act more like the pets, wandering next to the colonists as they do actions. I only think this because I had one that was following a colonist around, along with a cat, and he did none of the jobs (he didn't have a master set either).

I would've tested more but I wanted to play the game, and I wasn't sure if them not completing all jobs or sometimes hardly working was intentional or if I was messing something up.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on June 18, 2017, 11:32:12 PM
Quote from: Undeadbanana on June 17, 2017, 05:30:09 PM
My work slaves seem very lazy. I thought maybe another mod was conflicting with it so I started doing the whole Enabling/Disabling to see which but then I decided to just disable all and have this mod along with the Core folder enabled.

Their tendency to find work feels really random still. They spend the majority of the day Wandering.

I set up Mining, Harvesting, Lumber, Grow, and Hauling jobs while disabling it from the colonists to see how they work.

Haul jobs seem to be taken care of immediately, while the others have very low chance to queue up. The workload, from four slaves, completed in one full was mostly hauling, then Harvest/Lumber, Mining was last with about 6-7 pieces of granite mined, and Grow jobs never completed even when fast forwarding for 3 days. None of the jobs were fully completed also.


I think their wandering might be conflicting with the Jobs queuing up. The work slaves tend to act more like the pets, wandering next to the colonists as they do actions. I only think this because I had one that was following a colonist around, along with a cat, and he did none of the jobs (he didn't have a master set either).

I would've tested more but I wanted to play the game, and I wasn't sure if them not completing all jobs or sometimes hardly working was intentional or if I was messing something up.

Yes, their behaviors are supposed to be a lot like pets - because thats what they are. They are built on animals, so they behaves a lot like the dogs or the cats - just that they can do work - thus much more useful than pets.

To understand how to best use them, you must understand how they works: every other moment, the slaves will scan around what it is there to do. At every scan, they will need to decide whether to clean, to haul, to mine, to harvest, to cut plants, to rearm traps, etc... As a result, if there are too many choice, they will just pick one which is easiest for them, and they will go with it. From time to time, the nuzzling behavior will trigger, and they will run to the nearest colonist and "nuzzle" them.

So by restricting them to certain animal zones (for example a "mining zone" to force work slaves to have no other work choice but to mine) - they will become extremely efficient at mining.

If you give freedom to slaves - the slaves will not behave like slaves. they will just slack around.

=D
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: hauchong on June 27, 2017, 12:40:13 AM
Hi, i download the mod 2.0 and try to use it but it seem like not working for me. It show not compatible with the A17? I am using the latest version of A17.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on June 27, 2017, 05:55:15 AM
Quote from: hauchong on June 27, 2017, 12:40:13 AM
Hi, i download the mod 2.0 and try to use it but it seem like not working for me. It show not compatible with the A17? I am using the latest version of A17.

It should be compatible, you try loading the mod last in your mod list, and try again.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: khearn on June 27, 2017, 02:26:32 PM
I just ran into the Hospitality issue again. Visitor group arrives with animals, visitors start to wander, eventually some go berzerk. I downed 2 berzerkers and rescued them, but ended up killing one other. Also had one visitor kill another one.

Their animals just moved to the caravan spot and are wandering around getting hungry. I suspect they'll eventually starve to death and end up in my meat locker.

There is a difference from previous occurances, though. Instead of getting a constant stream of spam about visitors leaving, I'm now getting a message every 30 seconds or so saying the visitors are leaving with their wounded, and an occaisiobnal visitors are fleeing. Much less annoying. :)

Now, this visitor group isn't from Walkblem Slavers, so it may just be unrelated to RimSlaves. But it's so similar  to past occurances that I thought I'd mention it here. I also posted in the Hospitality thread.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on June 28, 2017, 05:00:43 AM
Quote from: khearn on June 27, 2017, 02:26:32 PM
I just ran into the Hospitality issue again. Visitor group arrives with animals, visitors start to wander, eventually some go berzerk. I downed 2 berzerkers and rescued them, but ended up killing one other. Also had one visitor kill another one.

Their animals just moved to the caravan spot and are wandering around getting hungry. I suspect they'll eventually starve to death and end up in my meat locker.

There is a difference from previous occurances, though. Instead of getting a constant stream of spam about visitors leaving, I'm now getting a message every 30 seconds or so saying the visitors are leaving with their wounded, and an occaisiobnal visitors are fleeing. Much less annoying. :)

Now, this visitor group isn't from Walkblem Slavers, so it may just be unrelated to RimSlaves. But it's so similar  to past occurances that I thought I'd mention it here. I also posted in the Hospitality thread.

Yeah, my only experience with the error also had the visitor going berzerk.... not sure why berzerk instead of other stuff.... lol

maybe the errors are driving them crazy~ lol
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: DemonLordM on June 30, 2017, 08:23:12 PM
Do worker slaves work in cupros quarry mod?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: bonmar14 on June 30, 2017, 09:30:34 PM
Quote from: DemonLordM on June 30, 2017, 08:23:12 PM
Do worker slaves work in cupros quarry mod?
I think no because I set a animal zone on one of the quarry that I build
and set the work slaves and no matter what they don't mine at the quarry
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Plasmatic on July 02, 2017, 07:41:21 AM
I have a couple maidens, a Sally, and a couple work slaves, and this error keeps spamming the log, lagging my game quite significantly

Exception in Tick (pawn=Maiden172150, job=Clean A=Thing_FilthAnimalFilth217593, CurToil=4): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HarmonyPatches.Pawn_RecordsTracker_Increment.Prefix (RimWorld.RecordDef,RimWorld.Pawn_RecordsTracker) <0x00036>
at (wrapper dynamic-method) RimWorld.Pawn_RecordsTracker.Increment_Patch1 (object,RimWorld.RecordDef) <0x00018>
at CleaningArea.JobDriver_CleanFilth_CleaningArea.<MakeNewToils>b__6_1 () <0x00085>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=Verse.JobGiver_SlaveCleanFilth, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea why?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on July 03, 2017, 10:06:57 PM
Quote from: bonmar14 on June 30, 2017, 09:30:34 PM
Quote from: DemonLordM on June 30, 2017, 08:23:12 PM
Do worker slaves work in cupros quarry mod?
I think no because I set a animal zone on one of the quarry that I build
and set the work slaves and no matter what they don't mine at the quarry

I doubt so, since that game mechanic works differently. Quarry is from a mod right?

Quote from: Plasmatic on July 02, 2017, 07:41:21 AM
I have a couple maidens, a Sally, and a couple work slaves, and this error keeps spamming the log, lagging my game quite significantly

Exception in Tick (pawn=Maiden172150, job=Clean A=Thing_FilthAnimalFilth217593, CurToil=4): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HarmonyPatches.Pawn_RecordsTracker_Increment.Prefix (RimWorld.RecordDef,RimWorld.Pawn_RecordsTracker) <0x00036>
at (wrapper dynamic-method) RimWorld.Pawn_RecordsTracker.Increment_Patch1 (object,RimWorld.RecordDef) <0x00018>
at CleaningArea.JobDriver_CleanFilth_CleaningArea.<MakeNewToils>b__6_1 () <0x00085>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=Verse.JobGiver_SlaveCleanFilth, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea why?

Looks like a mod conflict, because I do not use harmony patching.

I suggest that you load the slave mod last in the mod list. It looks like you may have loaded the mod ahead of a harmony patched mod.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: DemonLordM on July 04, 2017, 06:35:36 PM
Could you make it possible for work slaves to work in the quarry and yes it is a mod from cupro its quite nice for obtaining metals and stone
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Plasmatic on July 05, 2017, 10:26:22 AM
Quote from: Walking Problem on July 03, 2017, 10:06:57 PM

Quote from: Plasmatic on July 02, 2017, 07:41:21 AM
-Snip-

Looks like a mod conflict, because I do not use harmony patching.

I suggest that you load the slave mod last in the mod list. It looks like you may have loaded the mod ahead of a harmony patched mod.

Thanks, I'll try that.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: CJoker3221 on July 11, 2017, 08:59:26 AM
Great mod! Really help with that early haul/cleaning that you need to do. However, can I make a small request? Any ways for you to program/code the workslaves to refuel stuff? Like campfire or generators?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: oyesboyz2016 on July 11, 2017, 01:59:37 PM
Broke my save, using hospitality + this mod causes error spam and lag when slave trader tries to leave. Choose one of the mods or you get a broken save too.

Easy solution if for modder if s/he can't find one is just remove the traders from visiting the map and keep the rest of the mod intact.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: LAWolves on July 22, 2017, 06:48:49 PM
Quote from: oyesboyz2016 on July 11, 2017, 01:59:37 PM
Broke my save, using hospitality + this mod causes error spam and lag when slave trader tries to leave. Choose one of the mods or you get a broken save too.

Easy solution if for modder if s/he can't find one is just remove the traders from visiting the map and keep the rest of the mod intact.

This was my case too
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: mrsebseb on July 25, 2017, 10:35:31 AM
Quote from: Plasmatic on July 02, 2017, 07:41:21 AM
I have a couple maidens, a Sally, and a couple work slaves, and this error keeps spamming the log, lagging my game quite significantly

Exception in Tick (pawn=Maiden172150, job=Clean A=Thing_FilthAnimalFilth217593, CurToil=4): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HarmonyPatches.Pawn_RecordsTracker_Increment.Prefix (RimWorld.RecordDef,RimWorld.Pawn_RecordsTracker) <0x00036>
at (wrapper dynamic-method) RimWorld.Pawn_RecordsTracker.Increment_Patch1 (object,RimWorld.RecordDef) <0x00018>
at CleaningArea.JobDriver_CleanFilth_CleaningArea.<MakeNewToils>b__6_1 () <0x00085>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=Verse.JobGiver_SlaveCleanFilth, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea why?

Also having this issue, I'm guessing it's a problem with "Pawns are Capable" (like the error says).  IT happens as soon as a minion or slave finishes cleaning.
Load order changes nothing.
I'm posting both here and in the Pawns are Capable thread.
It only seems to be cleaning and there is not a problem with other mods that adds "animals" that can clean, like Misc Robots, for instance.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on July 28, 2017, 01:36:10 PM
Quote from: mrsebseb on July 25, 2017, 10:35:31 AM
Quote from: Plasmatic on July 02, 2017, 07:41:21 AM
I have a couple maidens, a Sally, and a couple work slaves, and this error keeps spamming the log, lagging my game quite significantly

Exception in Tick (pawn=Maiden172150, job=Clean A=Thing_FilthAnimalFilth217593, CurToil=4): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HarmonyPatches.Pawn_RecordsTracker_Increment.Prefix (RimWorld.RecordDef,RimWorld.Pawn_RecordsTracker) <0x00036>
at (wrapper dynamic-method) RimWorld.Pawn_RecordsTracker.Increment_Patch1 (object,RimWorld.RecordDef) <0x00018>
at CleaningArea.JobDriver_CleanFilth_CleaningArea.<MakeNewToils>b__6_1 () <0x00085>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=Verse.JobGiver_SlaveCleanFilth, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea why?

Also having this issue, I'm guessing it's a problem with "Pawns are Capable" (like the error says).  IT happens as soon as a minion or slave finishes cleaning.
Load order changes nothing.
I'm posting both here and in the Pawns are Capable thread.
It only seems to be cleaning and there is not a problem with other mods that adds "animals" that can clean, like Misc Robots, for instance.

Misc Robots are not exactly animals. They are like an unique hybrid between human and animal. Its complicated to explain. 

I have never met the "Pawns are capable" mod. I'm not sure what is the issue.

But ideally, this mod should be load last, that usually resolve most issues.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: mrsebseb on July 28, 2017, 05:48:18 PM
Quote from: Walking Problem on July 28, 2017, 01:36:10 PM
Quote from: mrsebseb on July 25, 2017, 10:35:31 AM
Quote from: Plasmatic on July 02, 2017, 07:41:21 AM
I have a couple maidens, a Sally, and a couple work slaves, and this error keeps spamming the log, lagging my game quite significantly

Exception in Tick (pawn=Maiden172150, job=Clean A=Thing_FilthAnimalFilth217593, CurToil=4): System.NullReferenceException: Object reference not set to an instance of an object
at PawnsAreCapable.HarmonyPatches.Pawn_RecordsTracker_Increment.Prefix (RimWorld.RecordDef,RimWorld.Pawn_RecordsTracker) <0x00036>
at (wrapper dynamic-method) RimWorld.Pawn_RecordsTracker.Increment_Patch1 (object,RimWorld.RecordDef) <0x00018>
at CleaningArea.JobDriver_CleanFilth_CleaningArea.<MakeNewToils>b__6_1 () <0x00085>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=Verse.JobGiver_SlaveCleanFilth, curJob.def=Clean, curDriver=CleaningArea.JobDriver_CleanFilth_CleaningArea
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea why?

Also having this issue, I'm guessing it's a problem with "Pawns are Capable" (like the error says).  IT happens as soon as a minion or slave finishes cleaning.
Load order changes nothing.
I'm posting both here and in the Pawns are Capable thread.
It only seems to be cleaning and there is not a problem with other mods that adds "animals" that can clean, like Misc Robots, for instance.

Misc Robots are not exactly animals. They are like an unique hybrid between human and animal. Its complicated to explain. 

I have never met the "Pawns are capable" mod. I'm not sure what is the issue.

But ideally, this mod should be load last, that usually resolve most issues.

Yeah I figured, my point was the way they're implemented is compatible, the way your mods are implemented is not.
And as emphasized in the quote, I've tried multiple load orders, it makes no difference. Error pops up nonetheless.
It does not appear to be any problem besides the error message, so it's probably fine.
Just figured I'd report it as no one else seemed to know what mod the issue was with  ;)
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Riael on July 29, 2017, 09:36:27 AM
I've been looking for a while and I've not noticed the worker slaves mining or chopping wood. Does the animal overhaul interfere with it? https://ludeon.com/forums/index.php?topic=34173.0
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Canute on July 29, 2017, 09:58:57 AM
Quote- modified workgivers so animals will now follow their master for way more activities when sets to follow master for fieldworks
I would say, yes.
Try at first the slave mods behind the animal overhaul at the modlist.
The last mod at the list should override previous manipulations at the workgiver.

If that don't help, try to remove the animal overhaul.
Not sure if it is possible without killing some animals like trainable cats.

Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: Riael on July 29, 2017, 12:00:21 PM
Edit: Got it working, just redownloaded the game files, deleted the old ones put new ones in and now they mine.

No clue what was wrong but it works now
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on July 29, 2017, 03:35:35 PM
Why are Workslaves also genderless ?

The Unsullied are Lore, and the Sallies are common sense :-D

But why the Workslaves ?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on July 30, 2017, 06:54:23 PM
I had the same problem now with RimSlaves and Hospitality.

My interpretation of the problem is, that the Trader is a Faction Visitors generated by Hospitality,
but something is missing for the Visitors to finish the leaving algorithm.

So hot from the error log ... :


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0


My ingame solution was to kill them all, now I will remove the faction for now... ( and hope for the best it does not destroy my save :) )


===== EDIT =====

What I forgot to mention again is, how Randy planned with this error to place it at the most inconvinient time :)

Tuesday, 9th of Aprimay, 5501

I was preparing a Military Caravan to attack a Raider outpost.
While gearing up, the Slave Trader visited and I thought how nice of you.
The Visitress was slowly .. and I mean really slowly making her way to my base.
She was in fact so slow, that I sent Ally, my Trader to meet her halfway. After the trade was concluded and I got rid of some Baby Minions for a lot of silver, Ally collapsed in the mud with contractions.

While she gave Birth to a sweet baby Peanut, Cpt. Mags and Josh decided it was time to throw a wedding in full battle gear.
So they got married in Power Armor ( you may now clonk your helmets together )
Only my Tamer Cara was late, she was rescuin a Wooly Rhino she had to take down alone after a failed taming attemp.
She made it befor the Evil Minions came to interrupt the wedding and kill everyone.

At least we were geared up allready.

So while we celebrated with some fireworks .. the asshole trader decided to leave and started spamming errors.
to bad she did not walk into the minion horde ..

First I tried to send her away ..
Then Recruiting ( the stats were okay ) .. but she had not enough friends ..
Capturing Failed and she and her slaves started attacking.

After another round of fireworks, slaughtering some slave girls and baby minions it was quiet again.

The good news is, that by now I researched and built Transport Pods ..

=====2nd. EDIT =====

I ended up keeping the Faction.
Relations are so bad, I don't think they will send Visitors any time soon.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 04, 2017, 03:53:43 PM
Quote from: SpaceDorf on July 29, 2017, 03:35:35 PM
Why are Workslaves also genderless ?

The Unsullied are Lore, and the Sallies are common sense :-D

But why the Workslaves ?

Genderless are enforced because I dun want my slaves start mating. And its not possible to have male slaves become work slaves, and females become maiden automatically (they are considered different species).

So it easier to just disable their gender altogether. Because Walkblem Slavers Corp thinks that is better for business.

LOL

------

As for the Hospitality clash, the main reason for the error is because Hospitality do not account for pets/animals following visitors. As a result, the appearance of animals messed up the visitor pawn's "thought-process" and the visitor just end up, not knowing what to do.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 04, 2017, 04:55:36 PM
I understand the solution for genders, it makes sense .. in which market can it be allowed for the customer to make homebrew copies of a valuable product ..

the hospitality bug is a bit weird, because why are the slaves considered pets and not caravan animals ?


===== EDIT =====

I turned of all Guest Beds when the caravan from WalkBlem Arrived .. and guess what, they left without 5k of silver and no complaint.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: MCreeper on August 05, 2017, 01:40:04 PM
I can't keep only sallys and maidens and possibility to buy them from spaceships, do i?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 05, 2017, 01:57:19 PM
Quote from: MCreeper on August 05, 2017, 01:40:04 PM
I can't keep only sallys and maidens and possibility to buy them from spaceships, do i?

Do you mean removing/turning off everything else ?

You could do that .. by carefully removing everything else from the mod.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: MCreeper on August 06, 2017, 12:26:11 PM
Deleted all don't needed entries (not all  :( if i load it properly it says something about all slave interactions) Results is bizzare. If i load it with call of chtulhu AND psychology, it make mod conflict that crashes ALMOST all textures in call of chtulhu and methadon drug in psychology.  I don't have any idea how it's even possible. Unmodded mod works properly.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 06, 2017, 12:50:01 PM
In addition to removing the stuff from the mod, you have to also remove the entries from your savegame.

Okay .. I talked stupid shit yesterday .. let me check that real quick ..


====== EDIT ======

yeah .. factions is the only thing I have not tried to mod myself yet ..
You could do it the hacky way like I said ..
Or you could do it the smart way .. like I should have thought of from the beginning
( or someone could have said something ..  )

you don't have to remove anything .. you only have to turn it off .. ( will only work if you have faction discovery installed .. )

defs\factionDefs\WalkBlemSlaverCorps.xml       contains the definition of the faction
following lines define what the faction is allowed to do, and how many of them you want :

<requiredCountAtGameStart>1</requiredCountAtGameStart>
    <canMakeRandomly>true</canMakeRandomly>
    <raidCommonality>100</raidCommonality>
    <canSiege>true</canSiege>
    <canStageAttacks>true</canStageAttacks>


change it like this :


<requiredCountAtGameStart>0</requiredCountAtGameStart>
    <canMakeRandomly>false</canMakeRandomly>
    <raidCommonality>0</raidCommonality>
    <canSiege>false</canSiege>
    <canStageAttacks>false</canStageAttacks>


and the factions should be gone ..
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: MCreeper on August 06, 2017, 01:48:30 PM
*facepalm* oh, like this. A bit too late though, already started game with full mod.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 06, 2017, 02:11:10 PM
*facepalm* was what I did, when I remembered that ..
and it should be save  with "faction discovery" .. this adds/removes the faction savely .. ( at least adds, removal .. i am not 100% sure :) )

or turn of the visitor beds, when the slavers are around ..
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: MCreeper on August 08, 2017, 09:33:01 AM
Noticed that sallys sometimes rescue downed colonists, but they shouldn't be able to(max training - release). Is this vanilla?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 10, 2017, 04:44:43 PM
Quote from: MCreeper on August 08, 2017, 09:33:01 AM
Noticed that sallys sometimes rescue downed colonists, but they shouldn't be able to(max training - release). Is this vanilla?

Thats one of the rare Sallys' job.

Quote from: SpaceDorf on August 04, 2017, 04:55:36 PM
I understand the solution for genders, it makes sense .. in which market can it be allowed for the customer to make homebrew copies of a valuable product ..

the hospitality bug is a bit weird, because why are the slaves considered pets and not caravan animals ?


===== EDIT =====

I turned of all Guest Beds when the caravan from WalkBlem Arrived .. and guess what, they left without 5k of silver and no complaint.

Actually in the very first version of the mod, WorkSlaves are caravan animals (you can probably still find the texture of their backpack in the mod) - however, once an animal is a caravan animal - it is no longer available for purchase from a Walkblem Caravan.

Thus I removed workslaves' ability to be caravan animals.... unfortunately...
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 10, 2017, 04:54:35 PM
Guess what .. now there is a mod for that :)
with many more features from the animal wishlist.

Oblitus Animal Logic  (https://ludeon.com/forums/index.php?topic=34628.0)

Works quite well in the Animal Overhaul mod.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 11, 2017, 05:00:23 AM
Quote from: SpaceDorf on August 10, 2017, 04:54:35 PM
Guess what .. now there is a mod for that :)
with many more features from the animal wishlist.

Oblitus Animal Logic  (https://ludeon.com/forums/index.php?topic=34628.0)

Works quite well in the Animal Overhaul mod.

"Buyable Pack Animals
You have a mod which allows all animals to act as pack ones, and now traders don't want to sell them? Now they don't mind selling a pack animal without a load!" <--- ah i see~

But it would be for the players to add this mod themselves. If I rip the codes and implement in this mod, we will have a mod conflict~
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 11, 2017, 04:46:54 PM
Nope it's a .dll you can include similiar to HugsLib, KapKavern did the same for the Animal Overhaul. Works like a charm

And how you fooled me with your signature .. how can you write Slaves3.0 in there and not have it published yet ..
( where is that torch and pitchfork smiley .. *grmbl* )
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 11, 2017, 05:00:34 PM
Quote from: SpaceDorf on August 11, 2017, 04:46:54 PM
Nope it's a .dll you can include similiar to HugsLib, KapKavern did the same for the Animal Overhaul. Works like a charm

And how you fooled me with your signature .. how can you write Slaves3.0 in there and not have it published yet ..
( where is that torch and pitchfork smiley .. *grmbl* )

Nah, I dun want to add the dll. Its not part of my game design (and it "breaks the game").

It works fine without work slaves being caravan animals. =P

----

RimSlaves 3.0 is under development.

Sneak peak:
(http://walkingproblem.com/wp-content/uploads/2017/08/Dothraki-Coming-Soon-768x313.jpg)
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 11, 2017, 05:16:03 PM
Been to your page allready  :P
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: postm00v on August 13, 2017, 07:17:21 AM
Work slaves only seem to haul, which is fine, but as I understand they should also do specific work like mining. Do I need to train them?
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 13, 2017, 11:43:43 AM
No, but their first priority is hauling.

You can restrict them to workareas like anybody else, if you want to get something done.
Just don't forget to feed them :)


@WalkingProblem - would you mind adding the jobtypes and priorities of the slaves to the description ?
Just so it becomes clearer what they are able to do and how we can convince them to do it.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 13, 2017, 12:27:54 PM
Quote from: SpaceDorf on August 13, 2017, 11:43:43 AM
No, but their first priority is hauling.

You can restrict them to workareas like anybody else, if you want to get something done.
Just don't forget to feed them :)


@WalkingProblem - would you mind adding the jobtypes and priorities of the slaves to the description ?
Just so it becomes clearer what they are able to do and how we can convince them to do it.

Quote from: postm00v on August 13, 2017, 07:17:21 AM
Work slaves only seem to haul, which is fine, but as I understand they should also do specific work like mining. Do I need to train them?

The next update, the behaviors and "priorities" will be very different from the current version.

So its hard to tell for now.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: SpaceDorf on August 13, 2017, 01:18:18 PM
I can wait for that :)

And the priorities are not as important as the actual jobs you implemented.
If I know what they are able to do, I can at least try to do what they should.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 21, 2017, 08:21:20 AM
Latest progress on the Dothraki:

(http://walkingproblem.com/wp-content/uploads/2017/08/dothraki-concept.jpg)

The Dothraki will run on the same "rank concept" as the Unsullieds. They will have 3 ranks: Dothrak (Rider), Ko (Leader/Lieutenant) and Khal (King).

The 3 ranks will be distinguished by their hair length and how much clothing is on them. The higher the rank, the less "cover" there is on their upper torso. Hair length is a display of their prowess and power in Dothraki society, losers will have their hair cut off, thus only the longest hair of the Dothraks can become Khal.

I also made the effort to have more variety in them of their individual looks and clothing (as well as horse color) - this is to recreate the effect in the Game of Thrones series, in which the Dothraki do not have "standard uniforms".
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: faltonico on August 25, 2017, 10:29:00 PM
Hello Walking Problem!
You probably already know this, but as i haven't seen it post it here i'll say it anyway.
Regarding the incompatibility with Hospitality, commenting out the node <li Class="StockGenerator_Animals"> from <defName>Visitor_Walkblem_Slavers</defName> is a dirty workaround for that incompatibility. I tried to make a patch that detected a def from hospitality for then delete the node, but apparently the game doesn't recognize that yet, instead a dll patch is needed for that to make it work (fancy way to patch between mods here (https://github.com/cuproPanda/Cupros-Stones/issues/1)).
Just in case you want to improve compatibility with hospitality.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 29, 2017, 12:51:55 AM
Quote from: faltonico on August 25, 2017, 10:29:00 PM
Hello Walking Problem!
You probably already know this, but as i haven't seen it post it here i'll say it anyway.
Regarding the incompatibility with Hospitality, commenting out the node <li Class="StockGenerator_Animals"> from <defName>Visitor_Walkblem_Slavers</defName> is a dirty workaround for that incompatibility. I tried to make a patch that detected a def from hospitality for then delete the node, but apparently the game doesn't recognize that yet, instead a dll patch is needed for that to make it work (fancy way to patch between mods here (https://github.com/cuproPanda/Cupros-Stones/issues/1)).
Just in case you want to improve compatibility with hospitality.

Hi faltonico, I would definitely want to create that compatibility, especially since Hospitality is such a popular mod.

But i dun exactly understand the dll workaround that you quoted. Do you understand it to explain it a bit more how I gonna use it?

As for the "dirty workaround" - apparently in my test just 2 days ago, I was not able to spawn a visitor group with the slaves(animals) when I enabled Hospitality in my current work on the next update. The only visitor that was able to spawn are the individual humans only. I'm not sure if Hospitality mod actually updated to prevent animals from spawning for visitors.

Before that, when I did not enable the Hospitality mod, visitors with slaves appears.

I will test more later once I'm fully done with the Dothrakis. I MIGHT have a workaround through the thinknodes of the slaves. I found a difference between Humans and Animals, and that MIGHT solve the problem. But because I wasnt able to spawn the visitors with slaves, i cant verify it.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: faltonico on August 29, 2017, 08:58:52 AM
I still got the spammy error and the visitor going bezerk/starving to death, slaves not leaving the map and when they do they actually don't leave and cause a notification spam with the new Hospitality update:

Matt doing ThinkNode_Duty with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Matt doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_DutyConstant:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


But only with visitor who bring slaves.

To spawn visitors with slaves i just spammed the event with the developer mode (execute incident > VisitorGroup) until they brought some.

Regarding the dll, what it does is look for a installed mod and if it finds it, it patches the def you tell them to. The def you would have to patch in your mod is the visitor that is also a trader (Visitor_Walkblem_Slavers inside Walkblem_Slavers_Corporation.xml) for it not to bring slaves (<li Class="StockGenerator_Animals">). I don't know if there is a more elegant/easier way to do that, but this is what occurred to me xD

I still haven't made a working version of it for one of my mods (yet), but in that link (https://github.com/cuproPanda/Cupros-Stones/issues/1) you can see how they used it. CuproPanda and Dismar used it a lot with their mods, you have plenty of examples in there.

You could also just prevent the visitor from bringing slaves by just deleting the lines and updating your mod, but it would reduce the functionality of your mod for those who don't use hospitality.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 29, 2017, 01:54:18 PM
Quote from: faltonico on August 29, 2017, 08:58:52 AM
I still got the spammy error and the visitor going bezerk/starving to death, slaves not leaving the map and when they do they actually don't leave and cause a notification spam with the new Hospitality update:

Matt doing ThinkNode_Duty with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Matt doing ThinkNode_DutyConstant with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_DutyConstant:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

System.NullReferenceException: Object reference not set to an instance of an object
  at Hospitality.LordToil_VisitPoint.Leave () [0x00000] in <filename unknown>:0
  at Hospitality.LordToil_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.Execute (Verse.AI.Group.Lord lord) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


But only with visitor who bring slaves.

To spawn visitors with slaves i just spammed the event with the developer mode (execute incident > VisitorGroup) until they brought some.

Regarding the dll, what it does is look for a installed mod and if it finds it, it patches the def you tell them to. The def you would have to patch in your mod is the visitor that is also a trader (Visitor_Walkblem_Slavers inside Walkblem_Slavers_Corporation.xml) for it not to bring slaves (<li Class="StockGenerator_Animals">). I don't know if there is a more elegant/easier way to do that, but this is what occurred to me xD

I still haven't made a working version of it for one of my mods (yet), but in that link (https://github.com/cuproPanda/Cupros-Stones/issues/1) you can see how they used it. CuproPanda and Dismar used it a lot with their mods, you have plenty of examples in there.

You could also just prevent the visitor from bringing slaves by just deleting the lines and updating your mod, but it would reduce the functionality of your mod for those who don't use hospitality.

Actually I did tried.

There is no way to "turn off" the visitor function even if you deleted it.

As for spamming that dev mode button... i did try endless times.... nvm. i try again in a while.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: faltonico on August 29, 2017, 03:07:46 PM
nonono it is not about disabling the visitor, it is just deleting their stock for animals.
If visitors show up without slaves, no erros pop up.
Title: Re: [A17] RimSlaves 2.0 : Games of Thrones inspired Slaves Mod
Post by: WalkingProblem on August 30, 2017, 03:08:29 AM
Quote from: faltonico on August 29, 2017, 03:07:46 PM
nonono it is not about disabling the visitor, it is just deleting their stock for animals.
If visitors show up without slaves, no erros pop up.

Yeah that could be the other way to fix it.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod released!
Post by: WalkingProblem on September 03, 2017, 05:03:57 PM
[A17] RIMSLAVES 3.0 : DAENERYS' ARMY – Game of Thrones mod released!

(http://walkingproblem.com/wp-content/uploads/2017/09/Preview3.png)

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
NON-STEAM DOWNLOAD: http://walkingproblem.com/2017/09/04/rimslaves-3-0-daenerys-army-game-of-thrones-mod-released/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
FACEBOOK DISCUSSION GROUP: http://fb.com/groups/walkingproblemstudios/

----------

Version 3.0 Developer Note:

It had been a long time coming, for this update to the wildly popular Game of Thrones inspired RimSlaves mod. Due to the popularity the mod, we will be creating more Game of Thrones related mods in the future – White Walkers mod (will be done first) and Targaryen mod are currently being planned.

This Ver3.0 is a massive massive update for RimSlaves. Other than implementing the new work abilities that had been introduced in Minions 4.2 into RimSlaves, we have added a totally new unit: The Dothraki. The Dothraki is an extremely time consuming addition, we have created more than 117 individual texture; the dothraki comes with 6 texture variants, and each variant have its own unique texture for the rank of Ko and the rank of Khal. Not only that, the mounted dothraki will turn into a unmounted dothraki after it is killed in battle, in which, means another 18 variant of dothraki texture. The Dothraki thus is a very different sort of combat unit as opposed to the Unsullied. Dothraki is unarmored, but it moves very quickly and hits very hard. It essentially have 2 lives, in which it will revive as a unmounted Dothraki after it is killed. It can only do one work ability – rescue wounded (Unsullieds can rearm traps, Dothraki can't).

Other than the new unit, we have also caved in to popular demand, to add more "racial diversity" to the slaves. We have added numerous new skin variations to the various type of slaves, all in accordance to what we see in the Game of Thrones series. Other than that, we decided to test the players moral compass, by adding Child and Teenage age slaves for Maiden, Sally and Work Slaves: the child and teenage slaves are cheaper, good for colonies that are short of cash, however, are you ready to face the moral challenge of owning a child Sally or a teenage Work Slaves? We shall see.

And of course, we have added A Dog Said support, as per in the Minions 4.2 update – another of the highly demanded update to RimSlaves, so that the players can keep their slaves around longer. I would highly recommend you guys to turn your slaves into cyborgs – you will surprise how powerful they will become – especially the fighting slaves.

What's next for RimSlaves? We may be looking to adding slave clothings which you can buy for your colonists to wear. Or maybe allowing you to buy Unsullied spears or the Dothraki arakhs? Or even let your colonists have hair like a Dothraki. Stay tuned!

—–

VER 3.0 CHANGELOG:
– added child and teenage version of work slaves, maiden and sallys
– added "racial diversity" or different skin tones for work slaves, maiden and sallys
– added dothraki as a new type of slave for purchase
– there are 36 different texture made for the dothrakis
– added dothrak horse (not for sale though)
– added sound effects for dothraki
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees' codes
– fixed work slave no pants texture issue
– added delivery resource to construction site/frame to work slave
– added deconstruct ability to work slave
– added repair ability to work slave
– added A Dog Said support via "LBE's A Dog Said Easy Patcher" mod (the slaves uses animal parts)
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: SpaceDorf on September 03, 2017, 06:12:20 PM
Dothraki .. now that would be one fearsome Manhunter Pack.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: Apposl on September 03, 2017, 08:02:52 PM
Quote from: SpaceDorf on September 03, 2017, 06:12:20 PM
Dothraki .. now that would be one fearsome Manhunter Pack.

**A Dothraki horde has entered the area**
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 04, 2017, 07:04:18 AM
Quote from: SpaceDorf on September 03, 2017, 06:12:20 PM
Dothraki .. now that would be one fearsome Manhunter Pack.

The Dothrakis are 6 times more likely to spawn as a generic manhunter pack (because there are 6 variants of dothraki).

However, I am already pondering adding custom Dothraki raid events, either as a manhunters, or they behave somewhat like a faction raid, where you can probably appease them by putting some valuable shit out there for them to feel satisfied without killing anyone (or they might just kill for the fun of it)

Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: Kobra on September 04, 2017, 03:14:05 PM
Здравствуйте.Сделайте пожалуйста пехотинцев с стрелковым оружием. Им можно было бы назначать командиров за которыми они могут следовать и тогда бы можно было бы добиться удобного командования несколькими подразделениями. К примеру у одной твоей пешки есть 7 прикрепленных бойцов - полноценное подразделение которым можно отражать атаки на базу... (И если можно, кастомизацию брони и оружия) Спасибо!
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 04, 2017, 05:12:53 PM
Quote from: Kobra on September 04, 2017, 03:14:05 PM
Здравствуйте.Сделайте пожалуйста пехотинцев с стрелковым оружием. Им можно было бы назначать командиров за которыми они могут следовать и тогда бы можно было бы добиться удобного командования несколькими подразделениями. К примеру у одной твоей пешки есть 7 прикрепленных бойцов - полноценное подразделение которым можно отражать атаки на базу... (И если можно, кастомизацию брони и оружия) Спасибо!

Настроить оружие для пехоты невозможно, потому что это животные. не пешки.

Тем не менее, уже можно прикрепить «Unsullied» или «Dothraki», обучая их в «Послушании» и «Release». Я предлагаю вам назначить одну из ваших пешек в качестве командира всех ваших рабских воинов и поставить эту пешку в качестве хозяина всех этих рабов.

-----

Customisation of weapons for the infantry is not possible, because these are animals. not pawns.

However, it is already possible to attach the "Unsullied" or "Dothraki" by training them in "Obedience" and "Release". I would suggest you appoint one of your pawns as the commander of all your slave warriors and set this pawn as the master to all these slaves.



Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: Kobra on September 05, 2017, 06:43:02 PM
Спасибо, но я имел ввиду, что в бою не хватает дальнобойных рабов с автоматами и в современной броне...
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 06, 2017, 08:43:26 AM
Quote from: Kobra on September 05, 2017, 06:43:02 PM
Спасибо, но я имел ввиду, что в бою не хватает дальнобойных рабов с автоматами и в современной броне...

Существует 2 причины.

Один из них заключается в том, что животным запрещено иметь оружие дальнего боя. Если они закодированы, чтобы иметь оружие дальнего боя, они не могут быть добавлены в качестве домашнего животного в колонии.

Во-вторых, это потому, что это основано на «Game of Thrones».

Поэтому, если игровой движок не позволяет, его трудно включить подчиненные подчиненные.

---

There is 2 reasons.

One is because animals are not allowed to have ranged weapons. If they are coded to have ranged weapons, they cannot be added as a pet in the colony.

Two, is because this is based on "Game of Thrones".

So unless the game engine allows, its hard to include ranged slaves.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: kenji199 on September 07, 2017, 10:46:58 AM
after I load rimslaves 3.0 I found this bug in develop mode.

Failed to find Verse.JobDef named SlaveSow. There are 240 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs_Patch1(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I'm not using any listed conflict mods.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: laokangz2 on September 07, 2017, 10:22:44 PM
I also have this bug
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 08, 2017, 07:39:29 AM
Quote from: kenji199 on September 07, 2017, 10:46:58 AM
after I load rimslaves 3.0 I found this bug in develop mode.

Failed to find Verse.JobDef named SlaveSow. There are 240 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs_Patch1(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


I'm not using any listed conflict mods.

Its actually unused code.

I will release a patch to fix this.

It however does not affect the game at all. My bad
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: RyanRim on September 09, 2017, 08:00:13 AM
TL:DR posts

So gonna ask quick, are you going to add dragons?

And does it work with Zombie mod?

Anyways looks cool, you made me want to start a new game.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 09, 2017, 08:47:04 AM
Quote from: RyanRim on September 09, 2017, 08:00:13 AM
TL:DR posts

So gonna ask quick, are you going to add dragons?

And does it work with Zombie mod?

Anyways looks cool, you made me want to start a new game.

You dun have to start a new game, you just need Faction Discovery mod to add the Slavers Faction into the game.

As for Dragons yes, but not yet, because I dun feel like adding Dragons when I havent figured out how to give animals ranged attacks.

As for Zombie mod, yes it is compatible.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: RyanRim on September 09, 2017, 08:51:58 AM
OK Cool, looking forward to Dothraks vs Zombies lol
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: faltonico on September 24, 2017, 12:25:56 AM
Just so you know...
Maidens suddenly started hauling:
(https://www.mediafire.com/convkey/c68c/ay4qvc36vhpmypr6g.jpg) (https://www.mediafire.com/view/?ay4qvc36vhpmypr)
I am NOT complaining... is just so you know xD
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 25, 2017, 03:45:20 AM
Quote from: faltonico on September 24, 2017, 12:25:56 AM
Just so you know...
Maidens suddenly started hauling:
(https://www.mediafire.com/convkey/c68c/ay4qvc36vhpmypr6g.jpg) (https://www.mediafire.com/view/?ay4qvc36vhpmypr)
I am NOT complaining... is just so you know xD

Maidens are supposed to haul. haha 

But they are way more efficient in the latest version of the mod right? =}
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: faltonico on September 25, 2017, 02:01:22 PM
Quote from: Walking Problem on September 25, 2017, 03:45:20 AM
Maidens are supposed to haul. haha 

But they are way more efficient in the latest version of the mod right? =}
Oh, i assumed they couldn't because you can't teach them hauling.
Regarding if they are more efficient or not, i didn't get to use them in my last test run, so i couldn't tell.
Thanks a lot!

On another matter... walkblem orbital traders seem to be an awful lot common. Did you modified something to them?
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: KnightsCross on September 26, 2017, 01:38:53 AM
My colonist were always depressed on how harsh reality gets. luckily we have women thanks for this mod!
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on September 26, 2017, 03:42:27 AM
Quote from: faltonico on September 25, 2017, 02:01:22 PM
On another matter... walkblem orbital traders seem to be an awful lot common. Did you modified something to them?

Nope. I didnt really adjusted anything....

But maybe the "<commonality>5</commonality>" is a bit high? But you know...slavers want to earn more money.... (so you no need to travel to them?)

Is it a problem? you think?

Quote from: KnightsCross on September 26, 2017, 01:38:53 AM
My colonist were always depressed on how harsh reality gets. luckily we have women thanks for this mod!

Yeah... I found myself desperately trying to buy sallys too....

We are sad people.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: wedekit on October 03, 2017, 05:11:56 PM
Seems like Sallys should also have a male counterpart... Back Alley Sal's, if you will. The night's watch also called Satin a "catamite" behind his back, so that would also be a valid canonical term. I mention it because you quote Littlefinger on how all pleasures are valid.

Also, you wouldn't want yourself brought into the gender stereotype controversy, so may want to provide an option that doesn't automatically assume all women are down to be "pleasured" (into orgasm, according to the code) by other women. Including gay men as colonists who wouldn't participate with a woman, and gay women as colonists that would is also something that shouldn't be overlooked. Unfortunately for bed slaves, they don't get much say over who they pleasure so you wouldn't need to take that into consideration at all.

Just giving some friendly advice.  I wouldn't want something like that to take away from the great quality of this mod. I really like how you've expanded on the basic aspects of the "pet" system to include more useful things you can train them to do.  It's inspirational and opens up a lot creative ideas in my mind of what could be done in the future.

The inclusion of "Daenerys' Army" as part of the title is a little confusing though. I thought this would include a way to liberate slaves... you know, the bulk of her storyline.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: InfinityKage on October 03, 2017, 05:13:49 PM
Colony is close to social collapse and everyone's mod is very low. Slaver shows up. Looks at my funds. $759. Looks at Sally. $1000. Looks at child Sally. $536. Sweating begins. Clicks child Sally. Sweating intensifies. Clicks purchase. Screen fades to black and large sign shows "You sick son of b!+<h! The FBI has been notified." Deletes all saved game data and computer blue screens as windows and doors burst open and heavily armed military men beat me to ground.
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: WalkingProblem on October 04, 2017, 01:04:03 AM
Quote from: InfinityKage on October 03, 2017, 05:13:49 PM
Colony is close to social collapse and everyone's mod is very low. Slaver shows up. Looks at my funds. $759. Looks at Sally. $1000. Looks at child Sally. $536. Sweating begins. Clicks child Sally. Sweating intensifies. Clicks purchase. Screen fades to black and large sign shows "You sick son of b!+<h! The FBI has been notified." Deletes all saved game data and computer blue screens as windows and doors burst open and heavily armed military men beat me to ground.

LMAO.

Yeah, this mod is meant to test your morals in that way.... XD

Quote from: wedekit on October 03, 2017, 05:11:56 PM
Seems like Sallys should also have a male counterpart... Back Alley Sal's, if you will. The night's watch also called Satin a "catamite" behind his back, so that would also be a valid canonical term. I mention it because you quote Littlefinger on how all pleasures are valid.

Also, you wouldn't want yourself brought into the gender stereotype controversy, so may want to provide an option that doesn't automatically assume all women are down to be "pleasured" (into orgasm, according to the code) by other women. Including gay men as colonists who wouldn't participate with a woman, and gay women as colonists that would is also something that shouldn't be overlooked. Unfortunately for bed slaves, they don't get much say over who they pleasure so you wouldn't need to take that into consideration at all.

Just giving some friendly advice.  I wouldn't want something like that to take away from the great quality of this mod. I really like how you've expanded on the basic aspects of the "pet" system to include more useful things you can train them to do.  It's inspirational and opens up a lot creative ideas in my mind of what could be done in the future.

The inclusion of "Daenerys' Army" as part of the title is a little confusing though. I thought this would include a way to liberate slaves... you know, the bulk of her storyline.

Feel free to share any ideas you have.

Daenerys' Army is accurate - the "freed slaves" practically still behaves like slaves in the series. Whether they are slaves or not in your colony, its really up to your imagination. Like you can choose to never bound your slaves to specific zones - because you want to give them freedom - its your choice too. LOL

Its basically up to the players' imagination how they want to play the mod to their story.

As for male sallys, I forgotten about it. A lot, I really mean a lot, of people had asked for it. I will add it in, for the next update. (although after which, I think this mod is really more or less, "maxed out", until I found a way to make them cook and sew. lol
Title: Re: [A17] RIMSLAVES 3.0 : DAENERYS’ ARMY – Game of Thrones mod! Now with Dothraki!
Post by: SpaceDorf on October 04, 2017, 02:59:52 AM
(https://vignette.wikia.nocookie.net/southpark/images/a/a6/Big_Gay_Al.jpg/revision/latest?cb=20120520185038)

Here are some suggestions to that.
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on December 01, 2017, 09:52:58 PM
[B18] RIMSLAVES 4.0 : DAENERYS' ARMY – GAME OF THRONES MOD

(http://walkingproblem.com/wp-content/uploads/2017/12/Preview4.png)

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimslaves-ver4-0/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

VER 4.0 DEVELOPER NOTE:
Finally, RimSlaves is updated to B18. It is the last mod among all my mods to get updated. So what is new in this update? Dothraki! Dothraki previously when killed, will spawn a dead horse and a untrained dismounted Dothraki. This is now updated, with the dead horse now reflecting the injuries it gotten when it is still a Mounted Dothraki, and the Dismounted Dothraki will retain its training and his master. Which means that the Dothrak will be able to continue fighting after respawn as a dismounted dothrak after being killed the first time. Unfortunately, together with the Minions mod, the Work Slaves' carry resources to construction frames/sites is now disabled, as the B18 update caused some changes which is not easy to fix. So I leaving this out, while taking the time to fix. There is also a small amendment to Unsullied's salute rates after complains of it saluting to colonists way too often. Have fun!

VER 4.0 CHANGELOG:
– dead dothrak horse now reflects injury gotten as a Mounted Dothrak
– Dismounted Dothrak now inherits training and master from his previous life
– Work Slaves' carry resource to construction site work is disabled due to B18 changes
– Unsullied will now salute only twice a day, from the original every 2 hours.
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: zay_brad on December 09, 2017, 02:56:47 PM
Damn. Do all the slaves have dark skin tones? I mean, as a black person I would feel uncomfortable having all of my slaves black...
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on December 09, 2017, 11:44:39 PM
Quote from: zay_brad on December 09, 2017, 02:56:47 PM
Damn. Do all the slaves have dark skin tones? I mean, as a black person I would feel uncomfortable having all of my slaves black...

There are 4 skin tones for work slaves.
And none of the Sallys are "dark skins"
Why is Daenerys a white person?
Why is the Night King blueish white?
Where are the white slaves in GoT?
Where are the fucking chinese?
The Mongols are fucking unrepresented
Why are Wyverns called Dragons?
Why cant the Dragon breath Ice?
Why there is no characters with almond slanted eyes?
Why are the Unsullieds all non-white?

Dun ask this kindda question. You racist.
The only reason to notice and bothered by such things is because you are already seeing the world with a racist mind. 

I do not watch a chinese pugilist movie and think to myself : the whites are totally unrepresented. Fuck the brad pitt great wall movie - its rubbish. 

K. I finish my ranting.

---- just to add ----

Because in game of thrones, the people in the east are oppressed and enslaved by the slaver lords in the 3 cities that are liberated by Daenerys. The slaves in the movie are all middle-eastern and dark in skintone - thus replicated in the mod. In Westeros, slavery was abolished - thus there is no white slaves.  Which is also the reason why Jorah is banished from Westeros because he engaged in the slave trade.

Better?
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on December 10, 2017, 12:31:58 AM
Quote from: zay_brad on December 09, 2017, 02:56:47 PM
Damn. Do all the slaves have dark skin tones? I mean, as a black person I would feel uncomfortable having all of my slaves black...

But you are not uncomfortable with owning slaves ? .. good things you have your priorities straight  ;D
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on December 10, 2017, 01:43:37 AM
Ancient Egypt owns slaves too, and their slaves are all "blacks" as well (they used to call it africans but... whatever, what does this yellow ching chong knows)

---

Sorry, I'm very triggered.
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on December 10, 2017, 06:59:44 AM
Quote from: Walking Problem on December 10, 2017, 01:43:37 AM
Ancient Egypt owns slaves too, and their slaves are all "blacks" as well (they used to call it africans but... whatever, what does this yellow ching chong knows)

You fogot the jews !
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: zay_brad on December 10, 2017, 08:46:29 AM
Sorry, I did not mean to offend everyone. I haven't even watched Game of Thrones to be honest, I just saw this mod and thought it was pretty cool. My question was foolish and was not backed by any historical or Game of Thrones context. It was only when I realized all of the slaves shown were black, I felt uncomfortable about having slaves in the first place.... But, I guess its not that serious as i'm portraying it to be . I'm just downloading a mod on a fictional game after all lol. 
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on December 10, 2017, 02:12:39 PM
Quote from: zay_brad on December 10, 2017, 08:46:29 AM
Sorry, I did not mean to offend everyone. I haven't even watched Game of Thrones to be honest, I just saw this mod and thought it was pretty cool. My question was foolish and was not backed by any historical or Game of Thrones context. It was only when I realized all of the slaves shown were black, I felt uncomfortable about having slaves in the first place.... But, I guess its not that serious as i'm portraying it to be . I'm just downloading a mod on a fictional game after all lol.

Then you need to watch it. Game of Thrones is crazy awesome.
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Canute on December 10, 2017, 03:16:53 PM
Too much intrigues, betrayal not enough action ! :-)
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on December 10, 2017, 03:26:46 PM
NOT ENOUGH WRITING .. thats what it is ..

a crappy spoilerfest for volume 6 ...
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on December 10, 2017, 07:28:03 PM
I write it here and in Marvins Thread.

I have the combination of Rimslaves, Planet of the Apes ( Monkey Island  ;D ) some few other mods,
and sometimes raids go wrong by MarvinKosh.

What Happened is :
I let a  Refugee Ape joine my Colony.
He was chased by dothraki raiders and a single one turned up to raid.
then the alarm sounded and another one turned up .. and another one, and then a scyther,
a dothraki on fire, a short snouted bear of one of the animal mods ..
and it did not stop ..
every second another raid was triggered ..


==== EDIT ====

I deactivated sometimes raids go wrong and still got following debug messages :

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on December 11, 2017, 06:41:06 AM
Quote from: SpaceDorf on December 10, 2017, 07:28:03 PM
I write it here and in Marvins Thread.

I have the combination of Rimslaves, Planet of the Apes ( Monkey Island  ;D ) some few other mods,
and sometimes raids go wrong by MarvinKosh.

What Happened is :
I let a  Refugee Ape joine my Colony.
He was chased by dothraki raiders and a single one turned up to raid.
then the alarm sounded and another one turned up .. and another one, and then a scyther,
a dothraki on fire, a short snouted bear of one of the animal mods ..
and it did not stop ..
every second another raid was triggered ..


==== EDIT ====

I deactivated sometimes raids go wrong and still got following debug messages :

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Noted.

Looks like the problem had consistently been about refugees being chased by Dothraki... may need to check the codes a bit for it...
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on December 11, 2017, 07:18:58 AM
Seems so, every other Dothraki encounter seems to work.

I can confirm : Normal Raids, Caravan Ambush and Enemy Outpost Quest.

----

Still thank you, for the funniest encounter in B18 so far ..
I can upload the savegame or screenshots if you want.
Title: Re: [B18] RIMSLAVES 4.0 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: SpaceDorf on January 08, 2018, 02:58:48 AM
Just out of interest, could you list all worktypes Slaves and Maidens are supposed to do, so I know what to expect from them.
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on March 20, 2018, 05:20:47 PM
(http://walkingproblem.com/wp-content/uploads/2018/03/Preview4.2.png)

RIMSLAVES IS NOW 4.2!! NEW WORK ABILITIES!!

An update for the RimSlaves mod together with the launch of the Advanced Animal Frameworks.

With the new framework, new work abilities are added to the slaves, like constructing (yes its back), clearing snow, sowing plants (finally!), tending to wounded, etc... And as mentioned above, the mod will now require Advanced Animal Frameworks as a core mod.

Have fun!

--

The full list of work abilities now:

WORK SLAVE
- Get Insulted By Colonists
- Rescue Downed
- Cut Plants
- Repair Structures/Furniture
- Deliver Resources to Construction Sites
- Construct Structures/Furniture
- Build Roof
- Remove Roof
- Remove Floors
- Smooth Floors
- Uninstall Furnitures
- Deconstruct Structures/Furniture
- Clear Snow
- Mining
- Operate Deep Drill
- Haul
- Flick Switch
- Sow Plants
- Harvest Plants

MAIDEN
- Can Massage Colonists
- Rescue Downed
- Clean Filth
- Tend To Wounded Humans
- Feed Wounded Humans
- Tend To Wounded Animals
- Feed Wounded Animals
- Clear Snow
- Milk Animals
- Shear Animals
- Haul
- Flick Switch
- Sow Plants

SALLYS
- Can Pleasure Colonists
- Rescue Downed

THE UNSULLIED
- Armored
- Powerful Attack
- Rescue Downed
- Salute Colonists
- Rearm Traps

DOTHRAKI
- Move Fast
- 2 Lives
- Powerful Attack
- Rescue Downed
- Salute Colonists



NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimslaves-ver4-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem



VER 4.2 CHANGELOG:
– Added mod dependency on Advanced Animal Frameworks
– Sally's Pleasure now increases "Fun" stat
– Work Slaves can now Sow Plants, Operate Deep Drill, Construct Furnitures/Structures, Build Roofs, Remove Roofs, Remove Floors, Smooth Floors & Clear Snow.
– Maidens can now Tend To Human Injuries, Tend To Animal Injuries, Feed Human Patients, Feed Wounded Animals, Clear Snow, Milk Animals, Shear Animals & Sow Plants.
– Some of the work abilities will generate harmless error message on the error log, it doesn't affect the game. You can disable the auto open of the error log.
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Ruisuki on March 20, 2018, 06:07:55 PM
wow this is awesome. Seems like a really unique way to improve the slavery aspect of the game. Mostly only seen takes on prisoners before. Id love a non GOT flavored version of this with your own lore attatched to it if you ever decide to release such a variation
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on March 20, 2018, 06:20:15 PM
Quote from: Ruisuki on March 20, 2018, 06:07:55 PM
wow this is awesome. Seems like a really unique way to improve the slavery aspect of the game. Mostly only seen takes on prisoners before. Id love a non GOT flavored version of this with your own lore attatched to it if you ever decide to release such a variation

This is just a "animals" mod - it doesnt really tie with normal prisoners.

Just that these animals looks like human, have human meat and very very diligent + doesnt give you shit problems. LOL

---

as for the variant to this mod... I'm considering doing a star wars droids mod... but it might take forever before i get there.... got a lot of mods to work thru before i will even start working on that.
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Ruisuki on March 20, 2018, 08:36:10 PM
Quote from: Walking Problem on March 20, 2018, 06:20:15 PM
Quote from: Ruisuki on March 20, 2018, 06:07:55 PM
wow this is awesome. Seems like a really unique way to improve the slavery aspect of the game. Mostly only seen takes on prisoners before. Id love a non GOT flavored version of this with your own lore attatched to it if you ever decide to release such a variation

This is just a "animals" mod - it doesnt really tie with normal prisoners.

Just that these animals looks like human, have human meat and very very diligent + doesnt give you shit problems. LOL

---

as for the variant to this mod... I'm considering doing a star wars droids mod... but it might take forever before i get there.... got a lot of mods to work thru before i will even start working on that.
Thats still very cool. I havent seen anything else like it, except maybe children and pregnancy, but without the utility all the 'animals' add. Any plans to port something like this for vanilla non established franchises??
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on March 21, 2018, 02:54:12 PM
Quote from: Ruisuki on March 20, 2018, 08:36:10 PM
Thats still very cool. I havent seen anything else like it, except maybe children and pregnancy, but without the utility all the 'animals' add. Any plans to port something like this for vanilla non established franchises??

Tentatively no plans yet.

Minions runs on the same "engine" as well, although I have yet to update Minions to Advanced Animal Framework yet.

I already have some ideas for a non-established franchise version of the mod... its currently still in conceptualising stage in my brains
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Ruisuki on March 21, 2018, 06:51:11 PM
Good stuff man. Keep up the great work
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Cook The NightHunter on March 21, 2018, 09:30:13 PM
Can you make two slavers fight each other in the closed room for a bread?
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: WalkingProblem on March 22, 2018, 02:42:04 PM
Quote from: Cook The NightHunter on March 21, 2018, 09:30:13 PM
Can you make two slavers fight each other in the closed room for a bread?

2 slavers or 2 slaves? =x
Title: Re: [B18] RIMSLAVES 4.2 : DAENERYS’ ARMY – Game of Thrones mod!
Post by: Ruisuki on April 24, 2019, 01:10:38 AM
Quote from: Cook The NightHunter on March 21, 2018, 09:30:13 PM
Can you make two slavers fight each other in the closed room for a bread?
would go nicely https://ludeon.com/forums/index.php?topic=48219.0