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RimWorld => Mods => Unfinished => Topic started by: Thirite on June 15, 2017, 11:07:32 AM

Title: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Thirite on June 15, 2017, 11:07:32 AM
(http://i.imgur.com/vrrh2ql.png)

Allows you to take prisoners as slaves.


How to Capture a Slave
   You'll first need to make a Slave Collar at either the Smithy or Machining Table, then in the Prisoner Tab, select the new option, "Enslave". After that your warden will fasten it to their neck, and presto! They're now a useful member of your slave-driving colony. Slaves typically won't be happy about their situation and will make repeated escape attempts until their willpower has been broken. You can get a general idea of how low their willpower is from checking the negative mood effect of their "Enslaved" thought: it starts at a -15 mood penalty and rises from there. When a slave attempts to escape, you'll have to send out a pawn to catch them; assuming you're successful, they'll be carried to a prison cell where they will be interned for a few hours. After that they will resume their duties as a slave.

What Can Slaves Do?
   Currently they function very similarly to a normal colonist-- able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Emancipating Slaves
   Toggle on the "Emancipate" gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Buying and Selling Slaves
   Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).

Note
   This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I'm sure the balance is likely in need of refining.


Disclaimer
   This mod is not meant to condone real world slavery, whether past or present. If you can't differentiate between a videogame and real life then you shouldn't be playing RimWorld to begin with.

Changelog
v0.5k - Slaves now can be shackled to reduce their speed
v0.5j - More noticeable alert for escaping slave and reverted collar indestructibility
v0.5i - Reworked mechanics for freeing slaves to use a toggle button
v0.5h - Updated to B18
v0.5g - Fixing various bugs before moving to v0.6
v0.5 - Added Tribal Slave Collar and disabled leftover debugging code
v0.4 - Fixed slaves escaping when indoors
v0.3 - Added new thought "SlaveColony", fixed slaves losing work priorities on escape attempt
v0.2 - Integrated buying/selling of slave with vanilla traders
v0.1 - Initial release

Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)
Download for B18 (https://gitlab.com/Thirite/SimpleSlavery/-/archive/B18_unstable/SimpleSlavery-B18_unstable.zip)
Download for A17 (https://gitlab.com/Thirite/SimpleSlavery/-/archive/master/SimpleSlavery-master.zip)

(http://verify.modsync.ninja?8348f2fd-ccd9-49bb-bb9a-5a490b0d0718) (http://www.modsync.ninja)

Permissions
Consider it licensed CC-BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/).
Title: Re: [A17] Simple Slavery v0.1
Post by: ThatOnePinata on June 15, 2017, 02:26:05 PM
Spicy, I like it. thanks for the mod! ☺
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 15, 2017, 02:50:22 PM
My tribals would like to know if slaves can still be recruited into the colony.
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 15, 2017, 02:54:04 PM
Yep, just direct the slave to a prison and free them by ordering them to remove their Slave Collar. Then you can attempt to recruit them as normal.

Also, just occurred to me it would be nice to have a neolithic era slave collar. One made of bone, maybe?
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 15, 2017, 03:29:02 PM
Ah, okay, thanks. And you can buy and sell slaves as usual? Is there a mood debuff for the colony? Is it the same as selling a prisoner?

A tribal version of the collar would be great. Wood, stone, or bone works for me. :)
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 15, 2017, 05:57:52 PM
Quote from: Rimrue on June 15, 2017, 03:29:02 PM
Ah, okay, thanks. And you can buy and sell slaves as usual? Is there a mood debuff for the colony? Is it the same as selling a prisoner?

Ah, that is part of why this is in the unfinished section. ^^, For now purchasing/selling slaves hasn't been modified to work with this system. I also need to add tutorial lessons to explain in game how to enslave/emancipate- as it's not exactly obvious.
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 15, 2017, 06:14:51 PM
Ah, okay. But I could probably return the slaves to prisoners and then sell them if a trader showed up interested in buying them?

(Gosh, I sound so . . . uncivilized here. Lol But seriously, playing tribal I have just about starved to death more than once because of stupid 99% prisoners. :/ Would be so much nicer to put them to work and make them earn their keep!)

More questions: can they develop social relationships while being a slave? Like will they become friends with more than just the warden? And can colonists become friends with them? What about lovers? Lol

Maybe I should just install it and try it out. ;)
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 15, 2017, 06:45:31 PM
Yeah, you could certainly reimprison them to sell them for now. As for colonist interactions, they're pretty much exactly the same; I didn't disable anything regarding jobs. Apart from escape attempts, the Enslaved moodlet, and the chain icon in their portrait showing their enslaved status, they otherwise function just like a normal colonist.
Title: Re: [A17] Simple Slavery v0.1
Post by: SpaceDorf on June 16, 2017, 04:50:44 AM
Subscribed ;) *whiplash sound*

Title: Re: [A17] Simple Slavery v0.1
Post by: GG123Snipa on June 16, 2017, 08:17:55 AM
I don't seem to be able to take the slave collar to a stockpile when it's dropped, am I just being stupid or does it still need to be assigned to stockpiles?
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 16, 2017, 01:30:35 PM
If you've added the mod to an existing game, make sure you modify your stockpile settings to add "slave collar" to be allowed. This is true for all mods that add content which you enable and run an existing save.
Title: Re: [A17] Simple Slavery v0.1
Post by: GG123Snipa on June 16, 2017, 01:55:10 PM
Ooohh aight, thanks!
Title: Re: [A17] Simple Slavery v0.1
Post by: Dragoon on June 16, 2017, 04:36:51 PM
Following this.
Title: Re: [A17] Simple Slavery v0.1
Post by: O Negative on June 16, 2017, 06:28:27 PM
Ah, yes! Another one of those controversial subjects that can get a chance to be tested before potentially being implemented.

I can't tell you enough how much I appreciate the work you put into these projects, Thirite :)

P.S. I think part of the controversy behind this idea is entirely around the name. It sounds silly, I know, but a "prison labor" mechanic and a "slavery" mechanic seem to have incredibly different connotations associated with themselves.
Title: Re: [A17] Simple Slavery v0.1
Post by: PixelBitZombie on June 17, 2017, 12:48:24 AM
Hey would this be from your mod? I added slavery and I do see options to do so and so (cuffs and whatever) but I ended up getting this line over 3,000 times and only on this specific person since it was the only raider I captured and recruited, not enslaved. In the log, you'll notice buildslave, unsure if that is something from your mod or just a coincidence. Thought I'd report it though. Also unsure if related to your mod but I have Combat Expanded?(extended)? as well and this is the only thing I can think of, once the raider is captured and dies the bed disappears. Prisoner bed.

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

Exception ticking Giggles: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x00274>
at (wrapper dynamic-method) Verse.Verb_Shoot.TryCastShot_Patch1 (object) <0x00034>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at (wrapper dynamic-method) Verse.VerbTracker.VerbsTick_Patch0 (object) <0x00043>
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () <0x00053>
at Verse.Pawn.Tick () <0x0028c>
at Verse.TickList.Tick () <0x002c0>
"
Title: Re: [A17] Simple Slavery v0.1
Post by: AngleWyrm on June 17, 2017, 01:37:37 AM
(https://s-media-cache-ak0.pinimg.com/736x/ae/a8/00/aea8001d4cf21e84fe8e663bc50d69d7.jpg)
QuoteException tickling Giggles...
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 17, 2017, 01:25:07 PM
@PixelBitZombie
I don't believe so. "buildslave" is just referencing a directory on your computer. In computer terminology "Master" and "Slave" refer to a system where (typically in reference to HDD set up) one component controls another. By the looks of it the error is a from a Harmomy Patch which affects how projectiles are shot. Not sure what mod that could be without seeing your modlist, but I suspect a mod which adds a special gun.
Title: Re: [A17] Simple Slavery v0.1
Post by: PixelBitZombie on June 17, 2017, 02:45:07 PM
Quote from: Thirite on June 17, 2017, 01:25:07 PM
@PixelBitZombie
I don't believe so. "buildslave" is just referencing a directory on your computer. In computer terminology "Master" and "Slave" refer to a system where (typically in reference to HDD set up) one component controls another. By the looks of it the error is a from a Harmomy Patch which affects how projectiles are shot. Not sure what mod that could be without seeing your modlist, but I suspect a mod which adds a special gun.

Alright thanks for the heads up. Then yeah its most likely Combat Extended.
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 17, 2017, 07:09:16 PM
It's worth mentioning that's not an incompatibility with this mod. That error is likely a bug in the original mod that should be reported to the developer.
Title: Re: [A17] Simple Slavery v0.1
Post by: jecrell on June 17, 2017, 08:25:46 PM
How fun! Looking forward to a release.
Title: Re: [A17] Simple Slavery v0.1
Post by: Devon_v on June 17, 2017, 08:43:04 PM
Quote from: PixelBitZombie on June 17, 2017, 02:45:07 PM
Quote from: Thirite on June 17, 2017, 01:25:07 PM
@PixelBitZombie
I don't believe so. "buildslave" is just referencing a directory on your computer. In computer terminology "Master" and "Slave" refer to a system where (typically in reference to HDD set up) one component controls another. By the looks of it the error is a from a Harmomy Patch which affects how projectiles are shot. Not sure what mod that could be without seeing your modlist, but I suspect a mod which adds a special gun.

Alright thanks for the heads up. Then yeah its most likely Combat Extended.

CE uses custom verbs, so I don't think so. The entire mechanics of firing a bullet are different in CE.
Title: Re: [A17] Simple Slavery v0.1
Post by: PixelBitZombie on June 17, 2017, 10:15:19 PM
Quote from: Devon_v on June 17, 2017, 08:43:04 PM
Quote from: PixelBitZombie on June 17, 2017, 02:45:07 PM
Quote from: Thirite on June 17, 2017, 01:25:07 PM
@PixelBitZombie
I don't believe so. "buildslave" is just referencing a directory on your computer. In computer terminology "Master" and "Slave" refer to a system where (typically in reference to HDD set up) one component controls another. By the looks of it the error is a from a Harmomy Patch which affects how projectiles are shot. Not sure what mod that could be without seeing your modlist, but I suspect a mod which adds a special gun.

Alright thanks for the heads up. Then yeah its most likely Combat Extended.

CE uses custom verbs, so I don't think so. The entire mechanics of firing a bullet are different in CE.

CE is definitely an issue with most mods I'm running. I just thought "buildslaves" was part of this mod. I got rid of CE and all my problems went away. Probably need compatibility patches. Anyway thanks for the heads up and letting me know.
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 18, 2017, 06:37:00 PM
Quote from: Devon_v on June 17, 2017, 08:43:04 PM
...
CE uses custom verbs, so I don't think so. The entire mechanics of firing a bullet are different in CE.
The code which is throwing an error is used to execute verbs whether vanilla or custom, so I would strongly suspect CE to be generating the error.
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 19, 2017, 12:22:22 AM
So I found a bug. :(

I enslaved a prisoner and she ran off to the stock room to grab some clothes, then ran back to the prison cell to grab some more from the shelf there (after I forbid her from wearing the best clothes. Lol), and then sort of fell into limbo. Her name turned yellow again, she's stuck in the prison and unable to get out, and her prison bed has her name on it, but she's lost her Prisoner tab. She's supposedly on joy time, but I have no control over her. :/

I've attached my game save. I would try to modify it myself, but would probably end up breaking it instead. :P

Thanks!

[attachment deleted by admin due to age]
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 19, 2017, 02:11:32 AM
Okay, I was able to fix my save by deleting all the slave related tags on my prisoner. I re-enslaved her, and a few in-game hours later she had the same thing happen again. I fixed it again, and then a few in-game hours after that she disappeared completely (I suspect she became unenslaved while she was outside and then escaped!). I reloaded from my last save and have now restricted her to the inside of my base until I get the outer walls built. Lol

Anyway, I thought perhaps the bug had to do with her work schedule, but since she disappeared after I set her to Anything, maybe that's not the source of it. Lol
Title: Re: [A17] Simple Slavery v0.1
Post by: Thirite on June 19, 2017, 02:28:44 AM
Hahaha, I didn't even consider a pawn doing the "attempt escape" action from a prison cell. I suppose that makes sense. Should be fixed in the next version.
Title: Re: [A17] Simple Slavery v0.1
Post by: Rimrue on June 19, 2017, 02:34:40 AM
Oh, is that what is happening? She's attempting escape? Lol But shouldn't I get a notification then that she's trying to escape so I can try to arrest her? Also it just happened again right after she woke up. Lol

Now that my base is clean (she's a neat freak) I may emancipate her and try to recruit her again. Dunno why it was taking so long. She's one of my colonist's mother! Lol
Title: Re: [A17] Simple Slavery v0.2
Post by: Thirite on June 19, 2017, 03:22:47 AM
Updated to v0.2
- Transferred mod to GitHub
- Initial integration of the core game's buying and selling of slaves with the mod's slavery system
- Numerous fixes
- Probably buggy as hell
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 19, 2017, 02:10:51 PM
Updated to v0.3
- Cleaned up a lot of the code and rewrote some parts
- Added new thought "SlaveColony"; Kind pawns won't be happy about being part of a slave-driving colony
Title: Re: [A17] Simple Slavery v0.3
Post by: O Negative on June 19, 2017, 05:58:12 PM
Quote from: Thirite on June 19, 2017, 02:10:51 PM
Added new thought "SlaveColony"; Kind pawns won't be happy about being part of a slave-driving colony
I really like the design decision to not have this apply to the average pawn, unlike other thought workers (i.e. butchering humans or harvesting organs).
Title: Re: [A17] Simple Slavery v0.3
Post by: Rimrue on June 19, 2017, 06:46:30 PM
So with this update, will we get alerts or messages when a slave attempts to escape? Lol

BTW, I finally was able to recruit my pawn's mother. Interesting thing: she went from 59% recruitment difficulty to 89% after being enslaved. Was that intentional?

Thanks!
Title: Re: [A17] Simple Slavery v0.3
Post by: XeoNovaDan on June 19, 2017, 07:02:38 PM
If it's not a thing already, I feel that colonists (bar psychopaths) should also be unhappy of the use of prisoners as slaves. I'm thinking something similar to the scaling of selling prisoners.
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 19, 2017, 07:29:22 PM
@Rimrue
You should get a "Prisoner X is escaping!" when they make an attempt, for now. In the future I'll change this to say slave. But basically what it does is turn the slave into a normal prisoner again- so they follow the prisoner logic of if they aren't in their prison cell and not considered "released" they will run away.

@XeoNovaDan
O Negative's comment is on point on this. The thing is in an otherwise uncivilized and harsh world, people typically have nothing against slavery- it takes a special kind of person to care enough to criticize it. Slavery has existed in basically every culture on earth at one point in history. It's only a very recent change in our mindsets that slavery is wrong, and that mostly happened due to mechanization.
Title: Re: [A17] Simple Slavery v0.3
Post by: Sniper Pilot on June 20, 2017, 12:14:53 AM
Im assuming this is compatible with your other mods?
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 20, 2017, 12:29:26 AM
It's compatible with Children and Pregnancy from my tests. I haven't coded particular behaviour to make sure it functions properly with Nerve Stapling though, come to think of it (ie: you nerve staple a slave). I'll have to fix that asap.

PS: I'll be MIA for about a week starting today. Going to the US for a trip and likely won't have time/access to wifi. Cheers
Title: Re: [A17] Simple Slavery v0.3
Post by: JustALittleCrazyTalk on June 22, 2017, 06:32:03 PM
Can I suggest a small global work speed hit for slaves, both on the grounds of realism and balance vs the more difficult recruitment. Edit: actually the mood penalty probably suffices, will have to take some slaves and see.
Title: Re: [A17] Simple Slavery v0.3
Post by: AllenWL on June 23, 2017, 12:34:48 PM
I think 'slave items' should reduce a slave's movement and/or global work speed, but also reduce the chances of an escape attempt appropriately.

1. Slave collars reduce a slave's movement by a small amount, and also slightly reduce the chances of a slave escaping.

2. A 'leather slave collar' that does not reduce a slave's movement, but does not reduce the chances of an escape.

3. 'Slave shackles'. Reduces a slave's movement and global work speed, but also reduces the chances of an escape attempt.
Title: Re: [A17] Simple Slavery v0.3
Post by: Lerin on June 25, 2017, 10:55:22 AM
Is possible force slave for any job ?
My slave just wandering in prison and thats all

Ok i just need Wait ;)
Title: Re: [A17] Simple Slavery v0.3
Post by: Rimrue on June 26, 2017, 03:58:28 AM
There reeeallly needs to be a way to enslave prisoners before you get the smithy built. A wooden collar made at the crafting spot (for tribals and new colonies) would be great. :)

Also, I still have the problem where the slaves just stop being slaves, but aren't quite prisoners. There's no alert that they are trying to escape or anything, either. I keep my slaves indoors, so maybe that's why I don't get the escaping alert?

Anyway, if I just leave them be, my wardens will grab them and pop them back into a prison cell and then a little while later will go back and re-enslave them. Lol
Title: Re: [A17] Simple Slavery v0.3
Post by: FoxXeL on June 27, 2017, 11:17:16 AM
Looking for something like this. Thank you so much!
Title: Re: [A17] Simple Slavery v0.3
Post by: DeLaFere on June 28, 2017, 02:27:21 PM
Quote from: Rimrue on June 26, 2017, 03:58:28 AM
There reeeallly needs to be a way to enslave prisoners before you get the smithy built. A wooden collar made at the crafting spot (for tribals and new colonies) would be great. :)

Also, I still have the problem where the slaves just stop being slaves, but aren't quite prisoners. There's no alert that they are trying to escape or anything, either. I keep my slaves indoors, so maybe that's why I don't get the escaping alert?

Anyway, if I just leave them be, my wardens will grab them and pop them back into a prison cell and then a little while later will go back and re-enslave them. Lol

Yes, I'm having this exact issue as well. No notification that they're trying to escape, they don't actually even try to escape, it shows them as "Wandering", they disappear from the colonists bar at the top, their name turns yellow (as if they were a prisoner). And as Rimrue says, wardens eventually grab them and take them back to a prison cell. It's happening quite frequently, at least daily.

I have a perimeter wall around my base, with (closed) doors, which might have the same effect as "keeping slaves indoors" as Rimrue said. If that helps.

Thanks in advance for any help. This is an awesome mod, much needed, and this has been my only issue with it.  :)
Title: Re: [A17] Simple Slavery v0.3
Post by: lazuli42 on June 28, 2017, 02:39:54 PM
There's a problem with slave collars being unable to be assigned to outfits or stockpiles. I was able to fix it by adding the following to ThingDef[defName="Apparel_SlaveCollar"]


<thingCategories>
    <li>Apparel</li>
</thingCategories>
Title: Re: [A17] Simple Slavery v0.3
Post by: Rimrue on June 28, 2017, 03:47:30 PM
I have that problem, too. I bought my first collar off a trader and it just lay on the ground because no stockpile would take it.

Speaking of traders, is it possible to make it so pirate and slave traders have a high chance of carrying slave collars? Only the one trader ever had one. And I think (but am not 100% sure) it was an exotic goods trader.

BTW, I noticed as time goes by, slaves attempt to escape/wander less frequently and their mood debuffs decrease. Is there ever a chance they might self-recruit?

Thanks! :)
Title: Re: [A17] Simple Slavery v0.3
Post by: IValerian on June 28, 2017, 04:47:39 PM
Is the repeated wandering of slaves intentional after their wills are broken? Does it go away?
Title: Re: [A17] Simple Slavery v0.3
Post by: Sekiolite on June 28, 2017, 05:47:41 PM
Odd my game breaks when i use this mod
Screenshot of errors
https://gyazo.com/fb62261795276f68cb6bd759a9d131aa
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 29, 2017, 12:21:01 AM
Thanks for the feedback guys. I'll have to take a look into the exact behavior regarding the described problems. And no, slaves shouldn't revert to prisoner status (try to escape) after their will is broken.

@Sekiolite
It sounds like you don't have HugsLib installed correctly.
Title: Re: [A17] Simple Slavery v0.3
Post by: Lerin on June 29, 2017, 12:09:48 PM
Are you planning to add deeper immersion? or Will it stay as in the title simple ?
Title: Re: [A17] Simple Slavery v0.3
Post by: Cherna on June 29, 2017, 06:08:42 PM
Found another problem with slaves turning to prisoners (enslaved opinion about -10, -15). After some time my wardens get job to release slave, and I can't stop it because of missing prisoner tab.
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 29, 2017, 07:18:04 PM
@Lerin
The mechanics I have already are about as much as I want to do- throw a slave collar on a prisoner and they turn into a member of your faction that occasionally tries to escape until their willpower is broken. Now obviously it's not working entirely as intended based on feedback received, but that's about as much as I want to add in terms of new game mechanics. The Prisoners and Slaves mod was a lot more fleshed out, and in turn grew too big to maintain. I don't mind adding some more details, like I plan on adding a leather slave collar for tribals to use. But yes, I just wanted a simple solution without having entirely new slave tab, slave work areas, slave chain-gang shackles etc.

@Cherna
Thanks, I'll look into it.
Title: Re: [A17] Simple Slavery v0.3
Post by: Lerin on June 30, 2017, 01:41:13 AM
Ok Thirite i understand :)

Only you know, now the slave looks like a colonist, I meant something that will always make us aware that it's just a slave. I did not mean mechanics... but for example, bald head, changed color in tab, reduced efficiency. Difference in perception, between slave and colonist
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 30, 2017, 03:53:32 AM
They should get a chain icon in their portrait to denote their slave status. I would have liked to draw the slave collar on their necks as a piece of clothing itself, but unfortunately that would require detouring parts of the Pawn Renderer...
Title: Re: [A17] Simple Slavery v0.3
Post by: Thirite on June 30, 2017, 08:38:49 PM
Updated to v0.4
- Fixed slave escape attempt not working when slave is indoors
- More clean up
Title: Re: [A17] Simple Slavery v0.1
Post by: MrWeeGee on June 30, 2017, 10:33:57 PM
Quote from: Thirite on June 18, 2017, 06:37:00 PM
Quote from: Devon_v on June 17, 2017, 08:43:04 PM
...
CE uses custom verbs, so I don't think so. The entire mechanics of firing a bullet are different in CE.
The code which is throwing an error is used to execute verbs whether vanilla or custom, so I would strongly suspect CE to be generating the error.

Just wanted to make sure, is it safe to say then that this currently isn't compatible with CE? Or is that no longer the case?

Thanks for making this happen though, been waiting for this kind of mod. The prisoner system always felt lacking.
Title: Re: [A17] Simple Slavery v0.4
Post by: Thirite on June 30, 2017, 11:12:49 PM
CE shouldn't conflict with this mod at all; they change entirely different parts of the game. That bug was surely just a bug CE had on its own, regardless of using this mod. And thanks.^^

I was actually just about to push an update to add tribal slave collars but then a power line just snapped outside my house killing my power. So I guess that will have to wait until tomorrow.

Updated to v0.5
- Added tribal slave collar
- Removed leftover debug code that I accidentally left enabled
Title: Re: [A17] Simple Slavery v0.5
Post by: kiesu on July 01, 2017, 12:10:05 PM
Awesome mod, I'll be playing around with this a ton in my raider colony for sure.
How long does it take to break a slaves will? Two seasons in and no broken wills yet.


Just tried this today, noted a few "annoyances" (not sure if bugs or intended):

Enslaved pawns escape a LOT. I have two in my colony atm and they are both attempting to escape 2-5 time a single ingamegame day, sometimes literally five meters outside prison door. So most of their day they're not actually working as they're too busy escaping and getting chased by my colonists, or simply sitting in prison (neighter of them have ironwilled trait).

Also, whenever a slave attempts escape, goes to prison and leaves it, their medical tab always reset (meaning, if I set them to "herbal med or worse care", after escape attempt and colony rejoin they change to "best medical care" status insead)
Title: Re: [A17] Simple Slavery v0.5
Post by: JustALittleCrazyTalk on July 01, 2017, 06:56:27 PM
The escape event should trigger when the slave leaves their designated area, not the home area. My slaves are able to go right up to the edge of the map on standard map size, meaning the alert is 100% useless and arresting them before they get outside the walls leads to them then making another escape attempt within seconds of leaving prison. Also seconding that escape attempts are silly common.

Jokes on one slave that got away though a trader came buy and guess who was for sale?
Title: Re: [A17] Simple Slavery v0.5b
Post by: Thirite on July 01, 2017, 11:30:23 PM
Oh wow, that's sort of ridiculous. I'll fiddle with the formula for probability of an escape attempt now. It's obviously way too high.

Updated to v0.5a
- Nerfed probability of escape attempts
- Raised minHoursBetweenEscapeAttempts from 8 to 24
- Minor bug fixes

Updated to v0.5b
- Fixed inability to put slave collars in stockpiles (thanks lazuli42)
Title: Re: [A17] Simple Slavery v0.5b
Post by: DeLaFere on July 02, 2017, 10:16:38 AM
Wow, that was fast. Thanks so much!

I did want to second someone else's question above, about how long we can expect it to take to break a slave's will. Seasons? Years? On average I mean.

Thanks in advance!
Title: Re: [A17] Simple Slavery v0.5b
Post by: Cherna on July 02, 2017, 10:48:40 AM
Thanks for updates!
Can anyone tell me is it normal for slave with no enslavement mood debuff to escape? Or should they have some broken will mood buff?
Title: Re: [A17] Simple Slavery v0.5b
Post by: IValerian on July 02, 2017, 08:48:41 PM
Hey, I have a similar question.

Quote from: DeLaFere on July 02, 2017, 10:16:38 AM
Wow, that was fast. Thanks so much!

I did want to second someone else's question above, about how long we can expect it to take to break a slave's will. Seasons? Years? On average I mean.

Thanks in advance!

I've looked into the code and it looks like a pretty straight progression to zero willpower (btw does that move them to stockholm syndrome?) but this doesn't seem to happen in-game. Colonist runs away, gets caught, 77 willpower. Becomes a slave again, 67 willpower. Next day? 80 Willpower.

I'm a little bit confuzzled, and I'd really be grateful for an idea of how it's working. Thanks! :)
Title: Re: [A17] Simple Slavery v0.5b
Post by: Thirite on July 02, 2017, 11:15:54 PM
Say what now? Their willpower absolutely shouldn't be going back up- damn. No wonder people are wondering why is taking so long to break them. I'll have to investigate things and figure out why this is happening.
Title: Re: [A17] Simple Slavery v0.5b
Post by: kiesu on July 03, 2017, 11:22:29 AM
Hah, yeah I was starting to wonder how many years it'd take to break a pawns will.

Here is a couple improvements ideas I got from playing around with this mod. Take em or leave em.

-Research for slave collar with Alarm on them, so when collared pawn leaves designated zone you get big red alarm about slave escape.
Currently slaves manage to sneak off sometimes because the alert for escaping slave is very silent and doesnt stop game time. Makes perfect sense right? Single slave sneaking silently into the night isnt as noticeable as an angry mob tearing down your prison door during red alert prison break. But with some security research maybe we'd get some madly beeping collar red alert once collared pawn leaves X area.

- Remove or reduce mood penalties when selling/killing enslaved pawns. If we aren't getting mood penalties for stripping strangers of their free will I doubt we care about selling or killing them at whim either.

- Add a visual slave collar on pawns neck (there seems to be texture for these in the mod folder but I'm not seeing the texture appear on pawns? Possible mod conflict or is it just not there yet?)
Title: Re: [A17] Simple Slavery v0.5b
Post by: Thirite on July 03, 2017, 11:47:23 AM
I intended to have slave collars visible on the pawn but it turned out to be a huge pain in the ass code-wise. In the final version it will be there but for now it's low priority.

I was also considering some kind of "auto shock collar" that zaps a slave when they try to escape. But yeah, I have to modify the alert for "prisoner is escaping" to "slave is escaping" with a more noticeable notification.
Title: Re: [A17] Simple Slavery v0.5b
Post by: Lazarae on July 04, 2017, 06:39:04 PM
Funny thing: after repairing relations I was able to sell a slave back to the faction they originally belonged to when they sent a pirate merchant caravan. (Even funnier, said faction was the 'slaves' faction from KingSlaves.)

However they didn't take the slave. I got the money, but the slave stayed with me even after the caravan left. Also right after I sold her she made an escape attempt, which might be part of the problem. (I captured her when she tried to escape out of habit. The caravan didn't seem to mind. :P)
Title: Re: [A17] Simple Slavery v0.5b
Post by: FoxXeL on July 05, 2017, 03:53:09 AM
Great mod! Still, is it normal for slaves to sleep in my colonists' barracks? Shouldn't they go to sleep back in the prison barracks?
Title: Re: [A17] Simple Slavery v0.5b
Post by: Thirite on July 05, 2017, 01:47:59 PM
Right now I don't plan to make them sleep in prisoner beds as the player can't control which prisoner sleeps in which bed. So if you want to keep your slaves in a certain cordoned off barracks you'd have no way to tell them to stay there rather than your normal prison.

Also, planning on severely nerfing the berserk chance when a warden attempts to arrest an escaping slave. If not removing it altogether. Right now in my quick playthrough my slaves just end up getting killed before I can ever break them. That could be mitigated by using a non-lethal weapon mod, but I'd rather not depend on outside mechanics. What do you guys think?

Updated to v0.5c
- Fixed bug with not saving "waitingInJail" variable
- Added one-time willpower hit on enslaving new slave with metal slave collar
Title: Re: [A17] Simple Slavery v0.5c
Post by: Cherna on July 06, 2017, 08:09:39 AM
In my current game I have to savescum a lot because of slaves getting beaten to death by my dogs and bears who protect their masters. Other thing that bothers me a lot is when some slaves becoming halfprisoners (with no prisoners tab) after escape attempt and wandering in prison until I manually strip and reenslave them.
Title: Re: [A17] Simple Slavery v0.5b
Post by: DeLaFere on July 06, 2017, 06:44:59 PM
Quote from: Thirite on July 05, 2017, 01:47:59 PM
Right now I don't plan to make them sleep in prisoner beds as the player can't control which prisoner sleeps in which bed. So if you want to keep your slaves in a certain cordoned off barracks you'd have no way to tell them to stay there rather than your normal prison.

Also, planning on severely nerfing the berserk chance when a warden attempts to arrest an escaping slave. If not removing it altogether. Right now in my quick playthrough my slaves just end up getting killed before I can ever break them. That could be mitigated by using a non-lethal weapon mod, but I'd rather not depend on outside mechanics. What do you guys think?

Updated to v0.5c
- Fixed bug with not saving "waitingInJail" variable
- Added one-time willpower hit on enslaving new slave with metal slave collar

Good idea, that would be nice. I'm doing a savescum round, but even so, my slave is now missing an arm, a leg and umpteen other bits that have been shot or cut off in self defense due to the repeated berserking. Thanks for the update!
Title: Re: [A17] Simple Slavery v0.5c
Post by: Thirite on July 07, 2017, 12:07:12 AM
Quote from: Cherna on July 06, 2017, 08:09:39 AM
... Other thing that bothers me a lot is when some slaves becoming halfprisoners (with no prisoners tab) after escape attempt and wandering in prison until I manually strip and reenslave them.

Does this happen without saving/loading in between? This seems to be caused by the "waitingInJail" variable not being properly set.
Title: Re: [A17] Simple Slavery v0.5c
Post by: FoxXeL on July 07, 2017, 01:43:44 AM
System.NullReferenceException: Object reference not set to an instance of an object
  at SimpleSlavery.Hediff_Enslaved.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [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()


Does anyone know what is this? I keep getting this error.
Title: Re: [A17] Simple Slavery v0.5f
Post by: Thirite on July 07, 2017, 11:11:39 AM
Huh, looks like a slave world pawn is having some problems. Thanks for the report.

Updated to v0.5d
- Fixed null ref exception for World Pawn slaves (see post above)
- Added a preview.png image

Updated to v0.5f
- Severely nerfed chance of escaping slaves going berserk on arrest (actually works now)
Title: Re: [A17] Simple Slavery v0.5c
Post by: Cherna on July 08, 2017, 04:21:58 AM
Quote from: Thirite on July 07, 2017, 12:07:12 AM
Does this happen without saving/loading in between? This seems to be caused by the "waitingInJail" variable not being properly set.
Good job with updates! I can't reproduce this bug on v0.5d, and most of my slaves finally broken down.
Title: Re: [A17] Simple Slavery v0.5f
Post by: FoxXeL on July 08, 2017, 05:31:09 AM
Quote from: Thirite on July 07, 2017, 11:11:39 AM
Huh, looks like a slave world pawn is having some problems. Thanks for the report.

Updated to v0.5d
- Fixed null ref exception for World Pawn slaves (see post above)
- Added a preview.png image

Updated to v0.5f
- Severely nerfed chance of escaping slaves going berserk on arrest (actually works now)


Thank you, I don't get that error anymore.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 10, 2017, 01:08:33 AM
Updated to v0.5g
- Enslavement now happens on enslave job execution, not on equipping a slave collar (fixes pawns inadvertently enslaving themselves)
- Slaves may now decide to join your colony if freed outside a prison
Title: Re: [A17] Simple Slavery v0.5g
Post by: Katarumi on July 10, 2017, 01:12:12 PM
Nice mod! Going to try it out. It would be nice to have a 'Willpower' bar for more obvious handling, but it works as is.
Title: Re: [A17] Simple Slavery v0.5g
Post by: FoxXeL on July 11, 2017, 03:41:54 AM
Quote from: Katarumi on July 10, 2017, 01:12:12 PM
Nice mod! Going to try it out. It would be nice to have a 'Willpower' bar for more obvious handling, but it works as is.

As much as I have seen, the mood works as a willpower bar. Firstly he has -15 mood from the Enslaved debuff. Each time the slave tries to escape and is caught, the "Enlaved" debuff is closer to 0 by 5. It means that the third time he is caught, the willpower will be 0. I know you know this, but new people looking for this mod might find this reply useful.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 11, 2017, 06:18:59 AM
Well, almost. Slaves have a willpower percentage which is affected by three main things: failed escape attempts, days spent enslaved, and damage taken from colonists (yay beatings). There are a few other things which damage willpower but those are the main ones. How much willpower a pawn loses is weighted by their traits- an Iron Willed pawn will lose little willpower, but a Very Neurotic Wimp for example will break incredibly quickly. This percentage is then used to determine what the mood hit should be.
ie:
75% or greater = -15
50% or greater = -10
25% or greater = -5
1% or greater = 0
0 will = Stockholm Syndrome + 5 (only applies to pawns without Steadfast/IronWilled traits)
Title: Re: [A17] Simple Slavery v0.5g
Post by: Katarumi on July 11, 2017, 12:07:45 PM
Oh, neat! It's really cool that it ties into traits like that.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Katarumi on July 13, 2017, 01:16:11 PM
Something odd may happen when you have a slave from a faction that then becomes friendly to you. When it happened to me, my slave stopped registering as mine or a slave and instead acted like she was imprisoned, but the wardens couldn't interact with her. I had to knock her down and re-enslave her (which pissed her faction off again).

I'll see if I can reproduce the issue.

Edit: Reproduced the issue. The issue is with Dubs Central Heating and Hygiene - when a slave goes to take a bath, she 'technically' takes off her collar, causing her to unenslave. That disrupts the bathing job, causing her to put it back on, but she doesn't re-enslave properly. Totally fine if you don't want to mess with it since it's a weird cross-mod interaction, but I thought I should report it anyway.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 13, 2017, 08:40:12 PM
Hm, I'll have to change the way slaves are freed (simply on collar removal is silly anyways). An action in the pop-up context menu for ordering a pawn to "emancipate slave" would be a better solution. Thanks for the report.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Undeadbanana on July 14, 2017, 08:36:18 AM
Quote from: Katarumi on July 13, 2017, 01:16:11 PM
Something odd may happen when you have a slave from a faction that then becomes friendly to you. When it happened to me, my slave stopped registering as mine or a slave and instead acted like she was imprisoned, but the wardens couldn't interact with her. I had to knock her down and re-enslave her (which pissed her faction off again).

I'll see if I can reproduce the issue.

Edit: Reproduced the issue. The issue is with Dubs Central Heating and Hygiene - when a slave goes to take a bath, she 'technically' takes off her collar, causing her to unenslave. That disrupts the bathing job, causing her to put it back on, but she doesn't re-enslave properly. Totally fine if you don't want to mess with it since it's a weird cross-mod interaction, but I thought I should report it anyway.

No wonder why my slave kept getting trapped in bathrooms.. Thought she had PTSD or something.
Title: Re: [A17] Simple Slavery v0.5g
Post by: stigma on July 14, 2017, 11:15:50 AM
I like the idea, but it strikes me as being a little superfluous in terms of mechanics.
I mean, in gameplay terms what you are essentially doing is trading the recruitment downside the escape attempt downside.
I suppose it could be useful on those 99% difficulty captures if you are impatient - but it feels like it doesn't really change enough.

What if slaves were severely limited in work-tasks (haul, clean, sow/plantcut, mine - no fighting) and worked at half or even less speeds - but they didn't count towards your storyteller's population cap. Probably also need a second restriction that you can't have more slaves than free colonists (too great a chance of a slave uprising and all that).

I think that would make for more interesting choices - and something "useful" to do with those raiders you capture who have too bad skills and traits to justify recruiting. Arguably slavery sounds less bad when the alternatives are organ harvesting and cannibalism O_o

-Stigma
Title: Re: [A17] Simple Slavery v0.5g
Post by: dodger0788 on July 14, 2017, 12:55:41 PM
Would it be possible to add a explosive slave collar? So if they are preforming an escape attempt and they leave the colony's home zone the collar will explode which results in the slaves head being destoryed. Also if a slave has the explosive collar they would be less likely to attempt escape because they know that attempting escape results in instant death.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Dragoon on July 15, 2017, 08:52:47 AM
Quote from: stigma on July 14, 2017, 11:15:50 AM

What if slaves were severely limited in work-tasks (haul, clean, sow/plantcut, mine - no fighting) and worked at half or even less speeds - but they didn't count towards your storyteller's population cap. Probably also need a second restriction that you can't have more slaves than free colonists (too great a chance of a slave uprising and all that).

-Stigma
I have to disagree with you here.

For the first big no for me. Is "Probably also need a second restriction that you can't have more slaves than free colonists (too great a chance of a slave uprising and all that)." That defeats the purpose of slaves. You are supposed to have many slaves if they rebel that adds another level of balance and danger. It makes your guards have to be stronger and well equipped. It makes no logical sense to have that restriction. Especially if they can already escape and what not.

As for the second. Slaves would only work slowly if they felt there were no repercussions. They would have worked fast or at a standard rate in fear of being beaten or killed right? So only those with high willpower would work slowly. If they were dumb that is. If they were smart they would work at the same pace so as not to draw suspicion for when they can break free. Either way, there is no reason for them to work slowly other than through natural reason like bodily damage, or through their own stupidity.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Katarumi on July 15, 2017, 01:06:49 PM
Another minor report. One of my slaves was downed and left there for awhile. This came up when she was rescued and then stood up:

DEBUG: Marjot has returned to being a slave.
Used SetFaction to change Marjot to same faction Alturas
[SimpleSlavery]: Failed to find SlaveMemory hediff for pawn Marjot.
DEBUG: Slave Marjot Willpower = 54.60001

I've not noticed any negative side effects from this yet.

Stack traces:

DEBUG: Marjot has returned to being a slave.
Verse.Log:Message(String)
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Used SetFaction to change Marjot to same faction Alturas
Verse.Log:Warning(String)
Verse.Pawn:SetFaction_Patch1(Object, Faction, Pawn)
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

[SimpleSlavery]: Failed to find SlaveMemory hediff for pawn Marjot.
Verse.Log:Error(String)
SimpleSlavery.Hediff_Enslaved:LoadMemory()
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

DEBUG: Slave Marjot Willpower = 54.60001
Verse.Log:Message(String)
SimpleSlavery.Hediff_Enslaved:TakeWillpowerHit(Single)
SimpleSlavery.Hediff_Enslaved:SlaveAgain()
SimpleSlavery.Hediff_Enslaved:Tick()
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I'm also noticing that when a slave escapes and is captured without a fight, that they show up as prisoners until they're knocked down and stand back up again.

As for the discussion of balance, I will say that my current scenario is that I have a single, extremely advanced warden with some bionic parts and full weapons / armor controlling a colony of practically unarmed slaves. It seems like a valid play choice, and putting arbitrary hard limits on play style tends to be a bad idea. Soft limits (i.e. high colonist:slave ratios get to be hard to control) tend to work better and let players find interesting new routes of play.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 15, 2017, 02:49:54 PM
Hum, I wasn't expecting that error message to actually trigger; I suppose it's good I put it in just in case. I'm have to look into it.

As for this:
Quote...it strikes me as being a little superfluous in terms of mechanics.
That's absolutely a fair point. I want to give the player freedom to control their slaves how they desire, but if slavery is just another recruit mechanic it isn't very interesting. On one hand, I would very much like to keep the mod's mechanics simple enough (hence the name), but it would also be nice to have slaves operate differently. I actually like the idea of decreased move speed- they're supposed to be shackled, right? And when they make an escape attempt, they strangely suddenly become shackled ( to slow down their movement so your warden actually has a chance to catch them). But I think it would make more sense both from a mechanical and realistic perspective if they were always treated as shackled.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Dragoon on July 16, 2017, 12:07:06 AM
I am fine with the movement speed being nerfed with shackles on, but for the rest of it just doesn't make sense to me. Why would they work slower? And why would there be a limit?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Katarumi on July 16, 2017, 02:46:13 PM
Okay, I might have another issue.

A slave runs. My warden captures the slave. They give up without a fight. When the slave is put into prison, they list as 'Slave of X' where X is their original faction. They have to be stripped and re-enslaved, going through the rigmarole of trying to enslave them. Is this intentional?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 16, 2017, 06:50:09 PM
@Dragoon
Yeah, the other things I don't really see the point of.

@Katarumi
Ah crap. I'll have to look into it.
Title: Re: [A17] Simple Slavery v0.5g
Post by: stigma on July 20, 2017, 08:29:38 PM
Quote from: Dragoon on July 15, 2017, 08:52:47 AM
Quote from: stigma on July 14, 2017, 11:15:50 AM

What if slaves were severely limited in work-tasks (haul, clean, sow/plantcut, mine - no fighting) and worked at half or even less speeds - but they didn't count towards your storyteller's population cap. Probably also need a second restriction that you can't have more slaves than free colonists (too great a chance of a slave uprising and all that).

-Stigma
I have to disagree with you here.

For the first big no for me. Is "Probably also need a second restriction that you can't have more slaves than free colonists (too great a chance of a slave uprising and all that)." That defeats the purpose of slaves. You are supposed to have many slaves if they rebel that adds another level of balance and danger. It makes your guards have to be stronger and well equipped. It makes no logical sense to have that restriction. Especially if they can already escape and what not.

As for the second. Slaves would only work slowly if they felt there were no repercussions. They would have worked fast or at a standard rate in fear of being beaten or killed right? So only those with high willpower would work slowly. If they were dumb that is. If they were smart they would work at the same pace so as not to draw suspicion for when they can break free. Either way, there is no reason for them to work slowly other than through natural reason like bodily damage, or through their own stupidity.

I'm not talking about how it would work in terms of real-world logic here - but more about game balance. Lots of extra high-efficiency labor is very powerful.

-Stigma
Title: Re: [A17] Simple Slavery v0.5g
Post by: stigma on July 20, 2017, 08:32:29 PM
Quote from: Thirite on July 15, 2017, 02:49:54 PM
Hum, I wasn't expecting that error message to actually trigger; I suppose it's good I put it in just in case. I'm have to look into it.

As for this:
Quote...it strikes me as being a little superfluous in terms of mechanics.
That's absolutely a fair point. I want to give the player freedom to control their slaves how they desire, but if slavery is just another recruit mechanic it isn't very interesting. On one hand, I would very much like to keep the mod's mechanics simple enough (hence the name), but it would also be nice to have slaves operate differently. I actually like the idea of decreased move speed- they're supposed to be shackled, right? And when they make an escape attempt, they strangely suddenly become shackled ( to slow down their movement so your warden actually has a chance to catch them). But I think it would make more sense both from a mechanical and realistic perspective if they were always treated as shackled.

I think one of the biggest things to consider is if these slaves count towards the population cap or not.

If they do then it's essentially just "alternative recruitment" and it makes sense for them to not be very limited.
If they don't then slaves are free labor - and if they aren't restricted in some way it can be gamebreakingly powerful.

-Stigma
Title: Re: [A17] Simple Slavery v0.5g
Post by: _FantasyName_ on July 21, 2017, 08:38:41 PM
Is this mod available on steam and if not, can you upload it there, or give someone the permission to do so?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on July 21, 2017, 11:22:30 PM
If I do put this on steam it won't be until it's bug free. Why don't you just install it normally?
Title: Re: [A17] Simple Slavery v0.5g
Post by: _FantasyName_ on July 22, 2017, 12:57:45 PM
I did install it normally, But I'm lazy, so i don't want to spare the extra 60 seconds needed to manually update the mod when an update comes out.  :P
Title: Re: [A17] Simple Slavery v0.5g
Post by: FoxXeL on July 23, 2017, 05:59:37 AM
An idea for how to use this mod:

Give a slave collar to two of your prisoners and make them fight. The one who wins will get a prize: set him free, give him his lung back or just give him food ffs, whatever you seem fit. Basically, use it like a gladiator mod.

PS: equip a piece of wood to be able to force melee attack.
Title: Re: [A17] Simple Slavery v0.5g
Post by: FoxXeL on July 24, 2017, 11:54:24 AM
Hi, I started recently to get this error when I'm trying to enslave a prisoner:

Wattis started 10 jobs in one tick. newJob=EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753 jobGiver=RimWorld.JobGiver_Work jobList=(EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753) (EnslavePrisoner A=Thing_Human4510019 B=Thing_Apparel_SlaveCollar4573753)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.<Reserve>c__AnonStorey4F7:<>m__7DF()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
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()


It simply stops a colonist from enslaving a prisoner. Others can still enslave that prisoner.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Zkupt on August 01, 2017, 01:30:56 PM
Question; you get the debuff (I believe -10) for owning a slave, but does the psychopath trait remove that debuff? Or is there some other way to make your colonists not angry for having slaves. Because I don't want my pirate colony to get debuffs for owning slaves, when in reality they would be perfectly okay with that.
Thx

Jimmy: OMG! Why do we have the slaves! Its so inhumane! -10 debuff
*Looks at traits*
*Looks at Cannibal trait*
Me: So your saying that its more humane to eat raiders and colonists with bad skills than it is to enslave them? Not to mention no matter how hard I try, they still eat our lavish meals?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on August 02, 2017, 02:25:24 PM
Only colonists with the Kind trait will get the "Slave colony" negative thought.
Title: Re: [A17] Simple Slavery v0.5g
Post by: ptx on August 04, 2017, 08:24:19 AM
Thanks for your great mod Thirite.
Long time lurker here.

Could you please add human branding / tattoo to the torso as a way to mark pawn as slave.
Maybe like how scar works, so any other mod that forces pawn to undress (taking a bath) doesn't interfere with the slave status.
To emancipate the slave, well, same process as healing scar.
Title: Re: [A17] Simple Slavery v0.5g
Post by: nylem on August 08, 2017, 04:28:07 PM
I too would like to second ptx's suggestion. Could keep the collar for those that want it and those of us that use mods that remove clothing can use the non-removable/branding option.
Title: Re: [A17] Simple Slavery v0.5g
Post by: GngBngBus on August 09, 2017, 01:33:26 PM
does this work with hospitality
Title: Re: [A17] Simple Slavery v0.5g
Post by: gimmily on August 16, 2017, 03:44:48 AM
Hello, im getting some bugs after playing with it for a while. here are the logs (which is 180mb atm lol)

QuoteUsed SetFaction to change Bertus to same faction

(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 SimpleSlavery.Hediff_EmancipateFix.PostTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

usually this happens after a while when playing probably after a slave escapes or die, looking at the save bertus is still listed on the player faction but im almost sure he escaped since all the deaths on the colony happened to colonists(why the sniper always aim for my colonists?x.x) otherwise he is dead but that should change him to the original faction no?

im guessing that for a quick fix is when the pawn dies or escape he drops the slave colar the same way he drops his weapons when he tries to escape and great mod btw im really enjoying it!
Title: Re: [A17] Simple Slavery v0.5g
Post by: Flimflamshabam on August 22, 2017, 11:01:06 PM
Swear I saw on steam a while back a mod that had a more 'prison work detail' sort of thing, the only one I can find isn't what I thought I saw, but untill a more 'work off your debt' style of gameplay rolls out this will do, this will also work alongside it :)

Out of Curiosity what happens if you 'free' a slave you bought from a trader, I assume they leave the map like they were a prisoner? Could be a fun side game to this mod of being instead of a slave trader, a slave emancipator.
It would be interesting if bought slaves could possibly return your kindness of freeing them by offering to join the colony if that doesn't happen.
Also are there non-slave npcs you can 'hire' or do all npcs in traders 'inventories' get flagged as slaves?
Title: Re: [A17] Simple Slavery v0.5g
Post by: CookieWizard on August 31, 2017, 11:17:42 PM
In the future could you add a mod setting to remove the need for the collar after placed initially for continued servitude? That or add a lock function to the item? I've had issue with slaves putting on neck-items simply to replace the collar and emancipate themselves. While I can manually prohibit them to do so it's a hassle to have to repeat the process when installing new apparel mods.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Flimflamshabam on September 01, 2017, 11:48:41 AM
Quote from: CookieWizard on August 31, 2017, 11:17:42 PM
In the future could you add a mod setting to remove the need for the collar after placed initially for continued servitude? That or add a lock function to the item? I've had issue with slaves putting on neck-items simply to replace the collar and emancipate themselves. While I can manually prohibit them to do so it's a hassle to have to repeat the process when installing new apparel mods.
By default the collar is a forced item, and I personally don't have slaves changing clothes manually at all I always have to tell them what to wear. I also don't know of any clothes that conflict with the collars, what clothes mods do you have?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Sinclair200 on September 01, 2017, 12:04:22 PM
Hey great mod! thanks a bunch just have a question. I had a slave with a collar than removed it, somhow it does make my colonist add the color on him again... is it a one time thing and then he cant be slaved again?
thanks
Title: Re: [A17] Simple Slavery v0.5g
Post by: Archadeas on November 18, 2017, 12:30:39 AM
Quote from: Sinclair200 on September 01, 2017, 12:04:22 PM
Hey great mod! thanks a bunch just have a question. I had a slave with a collar than removed it, somhow it does make my colonist add the color on him again... is it a one time thing and then he cant be slaved again?
thanks
They must be stripped and reslaved, the issue is the slave collar being easy to remove from other mods like Dubs Hygiene. There needs to be a more permanent method like a brand suggested earlier, otherwise this mod becomes useless/dangerous. Already had a raider slave(16 shooting), take a shower, break into the armory, steal a minigun, kill 2 babies and the doctor before my guards that were working outside the base could get back, one of which died from his wounds due to the doctor being a little headless... I use prison labor for most of my stuff now with slave labor as a much later option.
Title: Re: [A17] Simple Slavery v0.5g
Post by: MrWeeGee on November 23, 2017, 06:00:43 PM
Any plans on updating this to B18? Would love to continue using it on my next colony!
Title: Re: [A17] Simple Slavery v0.5g
Post by: auamoti on November 25, 2017, 04:19:35 AM
Quote from: Archadeas on November 18, 2017, 12:30:39 AM

They must be stripped and reslaved, the issue is the slave collar being easy to remove from other mods like Dubs Hygiene. There needs to be a more permanent method like a brand suggested earlier, otherwise this mod becomes useless/dangerous. Already had a raider slave(16 shooting), take a shower, break into the armory, steal a minigun, kill 2 babies and the doctor before my guards that were working outside the base could get back, one of which died from his wounds due to the doctor being a little headless... I use prison labor for most of my stuff now with slave labor as a much later option.

Dubs hygiene does not remove clothing,  that function belongs to the unpopular hygiene mod.  Im confused by your need assessment regarding something other than collars,   why is the collar coming off?  Unless i strip a slave or command them to remove their own collar - how does this even happen.   Use dubs hygiene instead!
Title: Re: [A17] Simple Slavery v0.5g
Post by: Tenshi~Akari on November 25, 2017, 06:37:52 AM
^^ What they're talking about is that stop-gap when pawns are washing... all apparel is indeed removed when they use the shower and bathtub of Dub's Bad Hygiene. (If you check their equipment/gear tab while they're bathing, everything disappears until they're finished. That's the time the issue of revolt triggers.)
Title: Can you please update to B18
Post by: RayRaytheBayBay on December 02, 2017, 07:53:02 PM
I love this mod and I want it for B18 so can you please do a man a favor I can't play with out this.
Title: Re: Can you please update to B18
Post by: Papa Borov on December 13, 2017, 12:24:30 AM
Quote from: RayRaytheBayBay on December 02, 2017, 07:53:02 PM
I love this mod and I want it for B18 so can you please do a man a favor I can't play with out this.
Quote from: Archadeas on November 18, 2017, 12:30:39 AM
They must be stripped and reslaved, the issue is the slave collar being easy to remove from other mods like Dubs Hygiene. There needs to be a more permanent method like a brand suggested earlier, otherwise this mod becomes useless/dangerous.
Hay, guys, look what i have for you:
https://www.dropbox.com/s/xcouptwm18vntm3/SimpleSlavery-master.zip?dl=0
This is my little patch for mod to work fine on B18. Also I solved some compatibility problems with Dubs Hygiene, too. This is work draft, so if you see any error, please, let me know. If there is any objections from side of author of original version - please, let me know and i will delete file from link and pass all sources with comments to you.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on December 13, 2017, 10:31:48 AM
I'm not going to complain about someone updating/fixing my mods haha. If you send me the source I can push the changes to the repository and add you as an author.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Papa Borov on December 13, 2017, 04:39:14 PM
Quote from: Thirite on December 13, 2017, 10:31:48 AM
I'm not going to complain about someone updating/fixing my mods haha. If you send me the source I can push the changes to the repository and add you as an author.
AFICR, the sources is in the archive.
There was some changes ingame made by me: emergency letter for escaping prisoner and avoiding of apparel removal with dub's bad hygiene mod. Thank you for this mod, it makes me available to play role of Soviet Union Military Commissar lurking around for fresh conscripts.) ;D   
Title: Re: Can you please update to B18
Post by: AllenWL on December 15, 2017, 01:34:09 AM
Quote from: Papa Borov on December 13, 2017, 12:24:30 AM
Quote from: RayRaytheBayBay on December 02, 2017, 07:53:02 PM
I love this mod and I want it for B18 so can you please do a man a favor I can't play with out this.
Quote from: Archadeas on November 18, 2017, 12:30:39 AM
They must be stripped and reslaved, the issue is the slave collar being easy to remove from other mods like Dubs Hygiene. There needs to be a more permanent method like a brand suggested earlier, otherwise this mod becomes useless/dangerous.
Hay, guys, look what i have for you:
https://www.dropbox.com/s/xcouptwm18vntm3/SimpleSlavery-master.zip?dl=0
This is my little patch for mod to work fine on B18. Also I solved some compatibility problems with Dubs Hygiene, too. This is work draft, so if you see any error, please, let me know. If there is any objections from side of author of original version - please, let me know and i will delete file from link and pass all sources with comments to you.

When I use this, everything works fine, except the 'enslave' option in the prisoners tab doesn't have any text. It's still there, and you can still enslave prisoners, it just doesn't have any text.
Title: Re: [A17] Simple Slavery v0.5g
Post by: auamoti on December 16, 2017, 10:42:30 AM
enslaving a prisoner gave my game the lags had to roll back to a save point.  other people enslaving and still have a smooth running game?
Title: Re: [A17] Simple Slavery v0.5g
Post by: Feindflug on December 19, 2017, 03:53:36 AM
Is there already a compatible version for B18? The version Papaborov provided is for A17 and not compatible with B18. Mod concept sounds pretty interesting though.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on December 21, 2017, 02:22:46 AM
I'll probably get around to updating it after C&P is in a stable state for B18.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Feindflug on December 21, 2017, 10:50:33 AM
Quote from: Thirite on December 21, 2017, 02:22:46 AM
I'll probably get around to updating it after C&P is in a stable state for B18.

Ah cool! Take your time. C&P is a lovely mod. Looking foward to give this mod a try when C&P is ready.
Title: Re: [A17] Simple Slavery v0.5g
Post by: IValerian on December 22, 2017, 02:49:25 PM
Definitely itching for a B18 update to this mod.
Title: Re: [A17] Simple Slavery v0.5g
Post by: Thirite on December 24, 2017, 01:39:50 AM
B18 Unstable available for testing here:
https://github.com/thirite/SimpleSlavery/tree/B18_unstable

Fair warning, I haven't tested it very much beyond enslaving a pawn. I'll likely modify things later (like how a slave is freed) but for now it's just updated to B18 as is.
Title: Re: [A17] Simple Slavery v0.5g
Post by: IValerian on December 27, 2017, 11:15:20 AM
Quote from: Thirite on December 24, 2017, 01:39:50 AM
B18 Unstable available for testing here:
https://github.com/thirite/SimpleSlavery/tree/B18_unstable

Fair warning, I haven't tested it very much beyond enslaving a pawn. I'll likely modify things later (like how a slave is freed) but for now it's just updated to B18 as is.

Thanks! :)
Title: Re: [A17/B18] Simple Slavery v0.5g/h (updated 2017/12/23)
Post by: Thirite on December 28, 2017, 10:01:39 AM
Bit of an update- I changed the way slaves are freed. Now there is an "Emancipate" gizmo (similar to the Draft gizmo) for slaves that is toggled on/off- if toggled on a Warden will autonomously go free them (or you can immediately direct them to do it like most other jobs). So if you accidentally click 'Emancipate' they won't immediately be freed, it's just a toggle whether or not a Warden can free them. This means a slave no longer needs to keep their slave collar on at all times, so I put in a check that if they're not wearing one they get a willpower boost to escape. However you still need a collar to initially enslave a pawn. I'll be pushing this update sometime this evening soon™.

Updated to v0.5i
- New mechanics for freeing slaves:
-- an "Emancipate" gizmo can be toggled on/off, which will allow wardens to autonomously (or manually) free the slave
-- Slave collars can be removed after a pawn is enslaved without freeing them, but this will increase their willpower to escape (a collar is still necessary to enslave in the first place)
- some bug fixes
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Ziehn on January 10, 2018, 10:57:33 PM
Love the mod, just need an option to make escaped slave alerts as a critical message and i'd be good. Slave keep sneaking out on me with the current alert with it just being a low tone beep and small text message i easily miss  ;D
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Feindflug on January 12, 2018, 11:20:30 AM
Thats true. Thats the only thing in this mod that sucks somehow. Otherwise its great. :)
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Harry_Dicks on January 14, 2018, 03:15:25 PM
Have you two ever tried ED-Enhanced Options? I believe in the mod options for that, you can set specific low priority messages to pop up, or have a different alert, or something to try and fix your problem.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Ziehn on January 14, 2018, 06:26:43 PM
Quote from: Harry_Dicks on January 14, 2018, 03:15:25 PM
Have you two ever tried ED-Enhanced Options? I believe in the mod options for that, you can set specific low priority messages to pop up, or have a different alert, or something to try and fix your problem.

That mod only allows you to hide certain letters from popping up, nothing about changing alerts ;(
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: ptx on January 15, 2018, 11:38:49 PM
I exchange 2k+ silver for a really good slave from a caravan trader. That bought pawn automatically becomes a normal colony pawn, instead of slave pawn. Guess I'll have to wait for the new pawn's next mental break.

Since collar is now optional, why not restoring health for the tribal slave collar, while keeping the indestructible nature of the metal slave collar. It's just one code line.
Thrumbo tribal slave collar offers more protection than the metal one.
A new collar, a neck armor would be great.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Ziehn on January 17, 2018, 11:20:04 PM
So i found that you can thwart a slaves escape attempt by drafting them before they get to your outer wall (you can tell they are escaping when their move point leads off the map)  :P
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: lllMWNlll on January 18, 2018, 07:42:57 PM
These collars.

Should have a explosive collar! BOOM! If he almost escapes the quadrant which we are playing. Of course explosive collars are OP, but why not?
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Harry_Dicks on January 18, 2018, 09:57:35 PM
Quote from: lllMWNlll on January 18, 2018, 07:42:57 PM
These collars.

Should have a explosive collar! BOOM! If he almost escapes the quadrant which we are playing. Of course explosive collars are OP, but why not?

Here's an explosive vest. Just came out 2 days ago on the mods release page, https://github.com/RandolphCherrypepper/SuicideVest/archive/v0.18.0.zip
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Thirite on January 20, 2018, 01:07:16 PM
To be honest I had completely forgot that I made the collars indestructible. I'll have to disable that now that removing collars isn't equal to freeing a slave. I'll also look into changing the alert noise to a more serious one.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: ptx on January 22, 2018, 09:50:19 AM
AlienRaces, specifically Rimworld of the Apes can be enslaved and put collar on, but if the collar is dropped, then it won't be able to wear the collar again. Yes, the mod forbids any human clothing.
I have faint memory of enslaving orassans back in A17, but that mod is humanlike alienrace.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2017/12/31)
Post by: Ziehn on January 22, 2018, 12:01:23 PM
Quote from: ptx on January 22, 2018, 09:50:19 AM
AlienRaces, specifically Rimworld of the Apes can be enslaved and put collar on, but if the collar is dropped, then it won't be able to wear the collar again. Yes, the mod forbids any human clothing.
I have faint memory of enslaving orassans back in A17, but that mod is humanlike alienrace.

Emancipate and then re-enslave them, had a similar problem with enslaving a Callistan. Collar disappeared and they got stuck in a prisoner state while having the enslaved hedefs.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2018/1/24)
Post by: Thirite on January 25, 2018, 12:02:05 AM
Updated to v0.5j
- Changed slave escaping alert sound to more be more noticeable
- Reverted slave collars' indestructibility
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2018/1/24)
Post by: Harry_Dicks on January 25, 2018, 03:32:33 AM
Quote from: Thirite on January 25, 2018, 12:02:05 AM
Updated to v0.5j
- Changed slave escaping alert sound to more be more noticeable
- Reverted slave collars' indestructibility

Nice. Looking forward to trying this mod out.
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2018/1/24)
Post by: Wheatley on January 29, 2018, 05:13:02 PM
It's possible I'm just being an idiot but I cant seem to get the slaves to obey the uniforms. Usually after being set the pawn will drop whatever forbidden items I've selected and go around naked until proper clothing is found, but these don't seem to be doing that.

Any clue why would be appreciated because at the moment I'm having to manually tell ~20 pawns to go put specific armour and clothes on!
Title: Re: [A17/B18] Simple Slavery v0.5i (updated 2018/1/24)
Post by: Thirite on January 29, 2018, 08:14:48 PM
Ah, this is actually the result of a temporary patch-over to make sure slaves do not remove their collars by simply blocking them from performing the OptimizeApparel job. I will provide a better solution soon. Thanks for the reminder!

Update to v0.5k
- Prisoners' restraints (shackles) now are manually adjusted, no longer automatically applying on an escape attempt. When enslaved, shackles are affixed by default. Caution: Unshackled slaves will be very difficult to catch.
- Fixed issue regarding slaves never changing their outfits (see above)
- Minor bugfix with slave collar destructibility
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Wheatley on January 30, 2018, 06:16:45 AM
Ah, perfect! Now I can give them some basic armour and they might actually survive being gun fodder. Don't my want my precious colonists losing limbs now do I?
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: FoxXeL on February 09, 2018, 06:10:03 PM
Hi, I have a problem getting this to work. Anytime I try to enslave my prisoners and I click on them, I get this:
Could not load UnityEngine.Texture2D at UI/Commands/Shackle in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
SimpleSlavery.<slaveGizmos>d__6:MoveNext()
System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext()
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI_Patch1(Object)
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

What may be the problem?

EDIT: Just realized it happens ONLY when I select an enslaved prisoner. If I de-select it, the problem stops.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: lionsilverwolf on February 11, 2018, 09:56:50 PM
So I had a crafting spot set to keep my stock of tribal collars at 1, just in case. A half year later I'm checking up on some gear a pawn is wearing, and see right around 20 collars on him. Force drop all, check another to see if it was just one weirdo. Nope, whole colony. So uh, might wanna do somethin about that.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Harry_Dicks on February 12, 2018, 11:35:12 AM
So I was investigating the defs for the slave collar after reading the comments about it. I have a question, and I promise I am not trying to be a smart ass about this, but I am genuinely curious. Is there a reason why ApparelBase and ArmorMakeableBase core defs are redefined inside of ThingDef_SlaveCollar? This has the possibility of causing issues for any mods loaded after this that might rely on those defs, no? Why are they redefined in your defs, can you not just inherit from the core? Couldn't you only have your specific bases and thingdefs with your modifications needed for the slave collar as the only entries in the xml, making it actually very small?

I'm going to go ahead and make the defs you are redefining in the xml at least have an SS tag on them, because I'm not sure if what you have copied from the core defs has any changes to it or not. Because I'm guessing if you do have changes, then you need those for the slave collar to function properly, whatever they may be.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: PhantomFav on February 25, 2018, 01:58:42 PM
Quote from: FoxXeL on February 09, 2018, 06:10:03 PM
Could not load UnityEngine.Texture2D at UI/Commands/Shackle in any active mod or in base resources.

The same happen to me.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Harry_Dicks on March 03, 2018, 10:11:23 PM
Looks like I'm just going to have to try to put in my own shackle texture and see if I can get this to work. Because I really want this mod to work. I think it will be better for me than the Prison Labor mod. I want to eventually use PL too, but I'm now down to 106 mods, and trying to start off lighter :)
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: bonebaby on March 05, 2018, 09:46:06 PM
For the missing texture error, as a simple fix...

Go into the mods folder, ie /RimWorld1772Win/Mods/SimpleSlavery-B18_unstable/Textures/UI/Commands

And make a copy of Emancipate.png and rename the copy to Shackle.png

That way the UI gets resolved and you no longer get the error spam in the console.  I'm sure it will be remidied with the next release.

--BB
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Harry_Dicks on March 06, 2018, 10:21:15 AM
I ended up using the file I found. I can't remember where, but I am about 99% sure it was a royalty free license or whatever. I went ahead and resized it, and everything looks like it should work fine.

Plus, this is all just for personal use, but if anyone else wants to use it, just put this file in the same folder as Emancipate.png, which is in the Simple Slavery mod folder. Here is my directory (where you will put this file), of course everyone's will be different:

D:\RimWorld.v0.18.1722\Mods\SimpleSlavery-B18_unstable\Textures\UI\Commands

Honestly, I think it's a bit weird how the latest version was released without having this texture included. Maybe the mod author had a little slip up, and this texture was located elsewhere in another mod and they didn't realize it? Who knows, but personally, I think it's a bit strange how it was released without having such a necessary texture. With dev mode on I get a non-stop ticking error for this until I click off of the slave (at least this is how I remember it), might be workable with dev mode off but I refuse to have to do this because of something broken in a mod.

Right now I am using around 120ish mods, with about 45 smaller mods or parts of mods all combined into one of my own. I simply have too much going on that I need to be able to monitor with dev mode enabled, so that I can see immediately if an error pops, so that I can see exactly what is happening and when, where, whatever. All of this information could be relevant towards me fixing something that I want to fix, which could slip past me if I have dev mode turned off, and then come back to bite me in the ass big time later on, which is a big fear of mine. Getting many years deep into a colony and having a great game, only for something in a mod to finally crop up for the first time and break a game. Of course I have tons of backups, but it's still something I would rather not have to deal with.

[attachment deleted due to age]
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Vane on March 13, 2018, 02:39:17 PM
This mod is awesome thank you so much!
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Chimerat on April 08, 2018, 08:15:18 PM
Not sure if anyone else is getting this issue, but I managed to capture some slaves, and one attempted to escape.

I captured it again...and it's impossible to control them anymore. They're not listed as a "Prisoner" and they don't appear at the top of the screen with the other members of the colony.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Saebbi on April 08, 2018, 09:38:46 PM
Quote from: Chimerat on April 08, 2018, 08:15:18 PM
Not sure if anyone else is getting this issue, but I managed to capture some slaves, and one attempted to escape.

I captured it again...and it's impossible to control them anymore. They're not listed as a "Prisoner" and they don't appear at the top of the screen with the other members of the colony.

Wait some time, they will go back to work automatically.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Chimerat on April 09, 2018, 07:18:40 AM
Quote from: Saebbi on April 08, 2018, 09:38:46 PM
Quote from: Chimerat on April 08, 2018, 08:15:18 PM
Not sure if anyone else is getting this issue, but I managed to capture some slaves, and one attempted to escape.

I captured it again...and it's impossible to control them anymore. They're not listed as a "Prisoner" and they don't appear at the top of the screen with the other members of the colony.

Wait some time, they will go back to work automatically.
Do you know if I'm supposed to get their image back at the top of the screen once..."some time" passes? Currently I'm been falling back on manually saving once or twice a day just to reload if someone tries to escape, because I don't want to mess up my game by having someone go invisible forever. :-[
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: KozmoD on April 09, 2018, 01:03:20 PM
Trying to deal with the mood is a pain. They get sad even with the "bare minimum" like individual bedrooms and good meals cause they take forever to get into a place with shackles and without them they escape way too easily. I wish they didnt count with the Tattered Apparel alert too. Having to deal with they being berserk is counter productive af, if I use non lethal force my colonists get beaten and have to lay in bed for the day, if I use lethal force they loose limbs or die, which kinda goes against having them in the first place.
Can you add a collar for controling them? Like a "Shock Pulse Collar" that stuns and do little damage for when they break or try to escape ?
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Jernfalk on April 09, 2018, 05:03:47 PM
Quote from: KozmoD on April 09, 2018, 01:03:20 PM
Trying to deal with the mood is a pain. They get sad even with the "bare minimum" like individual bedrooms and good meals cause they take forever to get into a place with shackles and without them they escape way too easily. I wish they didnt count with the Tattered Apparel alert too. Having to deal with they being berserk is counter productive af, if I use non lethal force my colonists get beaten and have to lay in bed for the day, if I use lethal force they loose limbs or die, which kinda goes against having them in the first place.
Can you add a collar for controling them? Like a "Shock Pulse Collar" that stuns and do little damage for when they break or try to escape ?

You're doing slavery wrong. They are supposed to be disposable. Feed them shitty stuff, dress in rags, work them to exhaustion or use them as bullet sponges in attacks and when they die (and they will die), capture more.  Slavery is supposed to be about getting work done while spending the least amount of resources as possible. It's a way to make tribals and pirates regret attacking you.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Chimerat on April 09, 2018, 05:28:50 PM
Quote from: Thirite on June 15, 2017, 11:07:32 AM[...]
How to Capture a Slave
   You'll first need to make a Slave Collar at either the Smithy or Machining Table,[...]
I can't seem to find the item listed in my Machining Table. Am I missing something?

(As for my earlier question, it does seem to take quite a while, but they did reappear, though I had to reset the jobs for some of them.)
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: KozmoD on April 09, 2018, 06:10:39 PM
Fair, I will treat them like shit.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: ptx on April 09, 2018, 08:26:22 PM
Quote from: KozmoD on April 09, 2018, 06:10:39 PM
Fair, I will treat them like shit.

Colonists get individual bedrooms, slaves only deserve barracks.
Good meals? my A17 slaves ate paste. My current slaves eat better, since WM Food doesn't work in CE.
Shackles? Get Giddy up and tame a fast animal ride, use that to capture escaping pawn, unless you play a really small map.
Tattered apparel? Your slaver colony is a paradise. Most of my slaves just walk around naked. My soldier slaves get better clothing and armor, their dicks got cut off though, just like unsullied soldiers. :D
Mood is easily managed by beautiful surroundings and smokeleaf, or other drug.
Not Enough NLW mod gives you tazer when your slaves do go beserk.
Renaming your slaves to numbers detached you from your slave pawn, they are expendable.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: r0xx0r01 on April 09, 2018, 09:31:44 PM
absolutely love this mod.  Wish Mayor wasn't acting up with it for me, no error just spamming chatting etc.., anyhow this mod is great for my current scenario "Roaming Giants" I use the slaves as pack animals. they literally carry our beds and food around while we raid cities and use their resources etc. it's a heap of fun.
Any how-  curious if you could possibly make it so that you could literally force them to do any job- w/out the use of force pawn  etc., i already make them eat their comrades and make em clean up the blood etc..  First post I ever done here =p  I felt this mod deserved my attention and spew. ++
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Jernfalk on April 09, 2018, 09:32:47 PM
Quote from: ptx on April 09, 2018, 08:26:22 PM
Quote from: KozmoD on April 09, 2018, 06:10:39 PM
Fair, I will treat them like shit.

Colonists get individual bedrooms, slaves only deserve barracks.
Good meals? my A17 slaves ate paste. My current slaves eat better, since WM Food doesn't work in CE.
Shackles? Get Giddy up and tame a fast animal ride, use that to capture escaping pawn, unless you play a really small map.
Tattered apparel? Your slaver colony is a paradise. Most of my slaves just walk around naked. My soldier slaves get better clothing and armor, their dicks got cut off though, just like unsullied soldiers. :D
Mood is easily managed by beautiful surroundings and smokeleaf, or other drug.
Not Enough NLW mod gives you tazer when your slaves do go beserk.
Renaming your slaves to numbers detached you from your slave pawn, they are expendable.

Precisely! I'm using Deeprim, so I just send my slaves underground and they mine, cut stone and make trinkets for me to sell without ever seeing the light of day and having zero chance to escape.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: KozmoD on April 09, 2018, 09:42:52 PM
Quote from: ptx on April 09, 2018, 08:26:22 PM
Quote from: KozmoD on April 09, 2018, 06:10:39 PM
Fair, I will treat them like shit.

Colonists get individual bedrooms, slaves only deserve barracks.
Good meals? my A17 slaves ate paste. My current slaves eat better, since WM Food doesn't work in CE.
Shackles? Get Giddy up and tame a fast animal ride, use that to capture escaping pawn, unless you play a really small map.
Tattered apparel? Your slaver colony is a paradise. Most of my slaves just walk around naked. My soldier slaves get better clothing and armor, their dicks got cut off though, just like unsullied soldiers. :D
Mood is easily managed by beautiful surroundings and smokeleaf, or other drug.
Not Enough NLW mod gives you tazer when your slaves do go beserk.
Renaming your slaves to numbers detached you from your slave pawn, they are expendable.

XD points for the GOT treatment. I guess I can give them Drug Tea or smokeleaf to deal with the mood (I usually dont use drugs, so I kinda forgot them). By "individual bedrooms" I meant to say that they sleep in the dark prison cells where they were put when captured. And they only wear Tribal rags under 50% hit points, I have kids in the colony, I dont want them to see naked people like that :p
I just installed Giddy Up, Megafauna and other mods today, still need to play with them, really good idea tho, thx. I also loved the "name them numbers" thing, Im gonna stick with that :D
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Chimerat on April 10, 2018, 09:07:19 AM
Sorry to ask again so soon, but does anyone know where you're supposed to make the collars? They're not listed in the machining table and those I embarked with have been used up already.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: r0xx0r01 on April 10, 2018, 09:34:00 AM
^ from either crafting (tribal stage) square that cost no resources to place or the fueled smithy- I imagine the electric smithy could work too.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: KozmoD on April 13, 2018, 07:15:10 PM
Okay so after giving them drugs, the mood situation was good most of the time, no more mental breaks and my slaves actually could work! But now the problem is that sometimes they just escape without alerts, Im not doing anything besides playing and when I look to the colonist bar, one of my slaves is missing. This happened more than once, Idk if its a bug or Im just blind, but could you make the escaping alert be a little more noticible, like the raid ones ?
Also, if they actually escape, could you make having the oposite effect of releasing? Like "Cause X escaped the map while a slave, the realation with the -Faction's Name- decreased by -20"
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: SirDarin on April 20, 2018, 10:06:17 AM
Quote from: r0xx0r01 on April 09, 2018, 09:31:44 PM
absolutely love this mod.  Wish Mayor wasn't acting up with it for me, no error just spamming chatting etc.., anyhow this mod is great for my current scenario "Roaming Giants" I use the slaves as pack animals. they literally carry our beds and food around while we raid cities and use their resources etc. it's a heap of fun.
Any how-  curious if you could possibly make it so that you could literally force them to do any job- w/out the use of force pawn  etc., i already make them eat their comrades and make em clean up the blood etc..  First post I ever done here =p  I felt this mod deserved my attention and spew. ++
I like the Pawns are Capable mod, turns incapable work into hated work so that you can assign them to any work tasks. They get mood debufs for doing hated work, but who cares, they are just your slave labor.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Coolphoton on May 09, 2018, 05:08:12 PM
Have you consitterd a cooler that prevents skilled labor but makes the slave count as a non colonist? Like make it with some drugs or something...
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Fenocide on May 21, 2018, 05:08:19 PM
Quote from: Harry_Dicks on March 06, 2018, 10:21:15 AM
I ended up using the file I found. I can't remember where, but I am about 99% sure it was a royalty free license or whatever. I went ahead and resized it, and everything looks like it should work fine.

Plus, this is all just for personal use, but if anyone else wants to use it, just put this file in the same folder as Emancipate.png, which is in the Simple Slavery mod folder. Here is my directory (where you will put this file), of course everyone's will be different:

D:\RimWorld.v0.18.1722\Mods\SimpleSlavery-B18_unstable\Textures\UI\Commands


Just wanted to say that this worked perfectly. Yes, the icon has a white background. That may matter to some but is fine with me.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Andre27 on May 31, 2018, 02:56:51 PM
So I know there is the issue with them stopping being slaves once you stop their escape attempt, but they also get their enslaved counter reset, which is even more annoying tbh.

EDIT: Nevermind, it seems to have just been temporary, it returned to what it was before soon after.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Bolty on June 02, 2018, 07:24:27 PM
Another excellent mod from you Thirite. Love this!
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Grillbye on June 08, 2018, 01:01:11 PM
Yes, however, his GitHub got deleted or he deleted it, so we cannot download it anymore..
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Lucky_D20 on June 10, 2018, 02:35:51 PM
I have a copy of it with the shackle.png I haven't actually used this mod because I use prison labor and 150+ mods. But I have been thinking about using both. But I'm still on the fence.

[attachment deleted due to age]
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Grillbye on June 13, 2018, 07:59:01 AM
@Lucky_D20 ,In your signature  there's a SimpleSlavery for B18 but it's marked as unstable in the title. Still, can I hope to be able to use it until Thirite finally decides to bring his mods back on any other downloading plateform ?
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: ptx on June 13, 2018, 10:07:00 AM
Quote from: Grillbye on June 13, 2018, 07:59:01 AM
@Lucky_D20 ,In your signature  there's a SimpleSlavery for B18 but it's marked as unstable in the title. Still, can I hope to be able to use it until Thirite finally decides to bring his mods back on any other downloading plateform ?

v0.5k is quite stable, even though it is written as unstable. I haven't had any problems with it, except for that one NSFW mod. If you don't use that exiled mod, v0.5k should be fine.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Grillbye on June 13, 2018, 12:06:11 PM
Yep, got it and installed it on my very only save file since Rimworld's update and tested it with devMode. It works fine but there's one thing I don't' understand : Why do we need to make another room for the slaves ? Can't they stay in the cells ? Because I feed my prisoners with nutrient paste meal by not giving them any food - it means my wardens doesn't feed them, the prisoners feed themselves- and that would bother me if the slaves would stop feeding on the nutrient paste meals because then, it would use too much food.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: ptx on June 15, 2018, 12:28:25 AM
Quote from: Grillbye on June 13, 2018, 12:06:11 PM
Yep, got it and installed it on my very only save file since Rimworld's update and tested it with devMode. It works fine but there's one thing I don't' understand : Why do we need to make another room for the slaves ? Can't they stay in the cells ? Because I feed my prisoners with nutrient paste meal by not giving them any food - it means my wardens doesn't feed them, the prisoners feed themselves- and that would bother me if the slaves would stop feeding on the nutrient paste meals because then, it would use too much food.

If you want in prison workforce, use Avius' Prison Labor.
If it's just nutrient paste problem, use WM Smarter Food Selection or PawnMenu.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Grillbye on June 15, 2018, 05:12:06 AM
I used PawnMenu and fell against a rare glitch that the creator has supposedly fixed, I don't even know if I need to reinstall it now. But it kind of work I suppose.. XD
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: waris on June 16, 2018, 06:15:20 AM
The link of download doesn't works
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Grillbye on June 16, 2018, 07:51:32 AM
Quote from: waris on June 16, 2018, 06:15:20 AM
The link of download doesn't works

No it doesn't, because Thirite deleted his GitHub account. I saw in the comments on this post, in a signature, a link to another Slavery Mod Version, marked as unstable but it works fine for me. It's easy to find. ^^
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Thirite on June 17, 2018, 01:27:49 PM
Fixed the download links to direct to gitlab
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Makani on July 23, 2018, 07:00:45 PM
Come across this while searching for an old pirate mod. Neat idea... but I noticed some bugs that while they can be worked around, are a bit troublesome still. 2nd bug is only apparently because of the first.

This is on B18 using SimpleSlavery-B18_unstable.zip install (v0.5k).

1. Sometimes a warden will do the enslave action, but the pawn will still just sit in prison doing nothing. Prisoner tab is no longer present. Waiting even for several days, they still do nothing. Work around: Emancipate and then re-enslave, and it works.
2. If the above happens and you have more than 1 collar... the warden will repeat the enslave action over and over, spamming you with notification messages about how the target can now be put to work. But the above condition remains in effect, with the target pawn pseudo-paralyzed. Work around: Set other collars as forbidden, emancipate target, then re-enslave.

Without seeing the code, it seems like both of these might come from some status not being set correct until you free them and redo it.

Also some suggestions...
3. could a pawn making a break for it have a notification letter? Similar to a prison break notification from vanilla.
4. Break risks, particularly major+ don't seem to mean much of anything? Not sure if this is intentional. Perhaps they could at least refuse to work, or maybe backwards progress on their way to stockholm syndrome, or something.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Ruisuki on July 27, 2018, 05:55:41 PM
Quote from: Thirite on June 15, 2017, 05:57:52 PM
Quote from: Rimrue on June 15, 2017, 03:29:02 PM
Ah, okay, thanks. And you can buy and sell slaves as usual? Is there a mood debuff for the colony? Is it the same as selling a prisoner?

Ah, that is part of why this is in the unfinished section. ^^, For now purchasing/selling slaves hasn't been modified to work with this system. I also need to add tutorial lessons to explain in game how to enslave/emancipate- as it's not exactly obvious.
is this still the case? One thing I never liked about this game is that the mood debuff affects all colonists. Even ones living in separate settlements half a world away
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Ruisuki on July 30, 2018, 04:05:53 PM
How is this compared to prison labor? Do they work well together or would it be too redundant running both? Seems like they do the same thing except...you control the slaves, or do they work like animals do similar to what the author of GOT slavery mod did?
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Rocket_Raccoon on August 03, 2018, 01:05:27 PM
Got some errors aswell.
When i am clicking on the colonist bar and selecting the slave, the game throws me an error:
,,could not load Unity engine Texture 2D at UI/commands/shackle in any active mod or in base resources"
This stops immmediatly when i am selecting a regular colonist. However, it does not seem to affect the game at all. Slave continues to do his work etc


Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: amerem on August 06, 2018, 02:00:54 AM
So I arrested them when they were slaves and the game still considers them as colonists.... they don't go back to being prisoners.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Slaugveng Moriar on October 08, 2018, 07:18:44 AM

some upgrade plans to b19 or 1.0
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Honestly Sassy on October 14, 2018, 04:18:44 PM
I too would love to know if this is going to be updated, would love to have another run using this..
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Ziehn on October 19, 2018, 06:43:21 PM
Should be working the same as in B18 now ;D
Simple Slavery 1.0 (https://gitlab.com/Ziehn/SimpleSlavery/-/archive/1.0_Unstable/SimpleSlavery-1.0_Unstable.zip)
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Cheran II on October 25, 2018, 04:42:29 PM
Quote from: Ziehn on October 19, 2018, 06:43:21 PM
Should be working the same as in B18 now ;D
(snip)

Perfect! I intended to upload my own update right now, but too late. All for the better for sure. I'm a noob at coding for rimworld. I almost ate my face when I discovered I only had to change pawn.story.adulthood.Title to pawn.story.adulthood.title. Sat about half an hour on this bit.
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Ziehn on November 03, 2018, 12:29:05 AM
Quote from: Ziehn on October 19, 2018, 06:43:21 PM
Should be working the same as in B18 now ;D
Simple Slavery 1.0 (https://gitlab.com/Ziehn/SimpleSlavery/-/archive/1.0_Unstable/SimpleSlavery-1.0_Unstable.zip)

Update 11/3/18: Fixed caravan slaves not spawning with collars thus not retaining "Slave" status on purchase
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Kagee on January 25, 2019, 06:48:40 AM
This Mod sounds really nice.
I gave it a try and the first pawn wearing a collar was from an rescue mission. I don't know whether it's related or not, but the pawn was completely invisible (not rendering).
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Thirite on January 25, 2019, 04:44:27 PM
Hey Ziehn, thanks a lot for updating the mod! If you want to make your own thread for it in the Releases section or upload it to whatever platform feel free. Cheers :)
Title: Re: [A17/B18] Simple Slavery v0.5k (updated 2018/1/29)
Post by: Ziehn on January 26, 2019, 04:44:30 AM
Quote from: Thirite on January 25, 2019, 04:44:27 PM
Hey Ziehn, thanks a lot for updating the mod! If you want to make your own thread for it in the Releases section or upload it to whatever platform feel free. Cheers :)

Hey thanks for this great mod! You just made a bunch a steam users happy, will release to steam workshop  ;D

Edit: New forum page for 1.0 here (https://ludeon.com/forums/index.php?topic=47871.0)