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RimWorld => Mods => Releases => Topic started by: Ziehn on January 26, 2019, 12:00:21 PM

Title: [1.0] Simple Slavery
Post by: Ziehn on January 26, 2019, 12:00:21 PM
                                                                                                       (http://i.imgur.com/vrrh2ql.png)
                                                                                             Allows the player to take captured prisoners as slaves.

                                                                                Original mod by Thirite, updated to 1.0 by Ziehn. Uploaded with permission.

How to Capture a Slave
   You'll first need to make a Slave Collar at either the Smithy or Crafting Spot, 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).

F.A.Q.
Q. Is this compatible with Prison Labor?
A. Yes, I haven't used Prison Labor much myself but this takes a different approach. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. They can be used at the same time.

Q.My normal colonists keep equiping the slave collars, why?
A.Collars are still just normal apparel, thus need to be forbidden in your outfit settings. I suggest making an outfit just for slaves too.


Q.I can't unequip collars, help!
A.If you are using the Rpg Inventory mod click the "Show List" button to view and unequip collars.

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.

Not enough slaves?
Download some more! More Slaves (https://ludeon.com/forums/index.php?topic=47902)

Changelog

[5/25/2019 @ 5:08pm]
Fixed animals not showing on list of things to sell

[5/11/2019 @1:29PM]
Fixed failed looping enslave attempts, unconscious pawns can no longer refuse enslavement - Thanks to Keeper for the final clue I needed to finally find this bug

[4/12/2019 @ 3:06pm]
Russian translation updated

[4/10/2019 @ 7:11pm]
New Collar - Crypto Collar
Requires Cryptosleep research to craft. Freezes wearer in place when activated allowing for non-violent arrests.
Code optimizations

[4/7/2019 @ 9:29pm]
Fixed slaves not joining colony on emancipation

[4/5/2019 @ 12:34am]
Fixed slave selling in player caravans (World map)

[3/29/2019 @ 11:26am]
Added a mask to explosive/electric collars so the component parts color will be consistent
Russian Translation by xRg

[3/20/2019 @ 3:36pm]
Fixed error on arresting Wild pawns
Fixed arrest chances for slaves not being calculated - lower willpower = Higher arrest chance
Fixed Med Care settings not being saved
Lowered Slave Labor thought debuff from -10 -> -5

[3/14/2019 @ 11:46am]
New Collar, Electric Collars. Zzzt!
Requires Microelectronics researched
Causes burns to the neck
Small risk of Heart Attacks increasing with age

[3/14/2019 @ 4:29am]
Fixed Alien slaves spawning in caravans without Slave Collars

[3/9/2019 @ 12:39am]
Fixed Change Dresser mod compatibility

[3/4/2019 @ 8:52pm]
Colonists no longer think Slave Collars are a fashion statement and will not auto-equip them
Slaves will now auto-equip a new collar if not wearing one and they are not forbidden in outfit policies

[2/28/2019 @ 4:13pm]
Fixed bug where multiple pawns tried to reserve Collars to haul/enslave throwing errors

[2/21/2019 @ 2:02am]
Updated Portuguese-BR translation - Translator: Aramati

[2/20/2019 @ 11:48pm]
Fixed cooldown for mental break on explosive collar arming not ending

[2/19/2019 @ 4:38pm]
The Not-So-Simple Slavery update:

DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON RIMWORLD AREN'T EXPLODING RIGHT NOW? THAT'S BULLSH*T, EXPLOSIVE COLLARS! BOOM!!! Hehehehe.
Collateral damage possible. Possibility of mental break on arming collar.
New Tribal Slave Collar texture
Changed mood alert for slaves to "Miserable Slaves"
More advanced collars now lower slave escape chances
Escape chance is now affected by mood, happy slaves = less escapes
Colonists now care less about slaves dying, slaves will get worried if fellow slaves die and don't care about colonist deaths
Bug Fixes

[2/17/2019 @ 11:24pm]
Added Tribal Collars to Tailor benches
Added Portuguese-BR translation - Translator: Aramati

[2/4/2019 @ 5:15pm]
New Icon for "Shackle" button

[2/4/2019 @ 9:12am]
Fixed Job Priorities not saving
Fixed Enslaving your own colonists not working first time
Fixed Restricted Areas not saving - Thanks again to Thirite

[2/1/2019 @ 7:21am]
Fixed translation for Slave Escaping letter

[2/1/2019 @ 3:54am]
Fixed "Execute" being replaced with "Enslave" prisoner interation, window now dynamically resizes to amount of options in Prisoner window - Thanks Thirite

[1/29/2019 @ 3:40am]
Halved Stuff cost of Collars 50 -> 25
Removed Gold Collar spawn chance from world spawned slaves

[1/28/2019 @ 9:13am]
Added negative event letter (yellow) to slave escape event

[1/27/2019 @ 4:18am]
Slave Collars now visible on pawns, use with Show Hair With Hats mod to keep hair


Requires Hugslib (https://ludeon.com/forums/index.php?topic=28066.0)

Safe to add to existing saves.

Should be compatible with all mods.

Download for 1.0 (https://gitlab.com/Ziehn/SimpleSlavery/-/archive/1.0_Unstable/SimpleSlavery-1.0_Unstable.zip)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1635565299)

A17/B18 versions can be found here - Original Topic (https://ludeon.com/forums/index.php?topic=33631.0)

Credits
Thirite - Original Author, Continued Updates
Ziehn - 1.0 Update, Continued Updates
Proxyer - Japanese Translation
Aramati - Portuguese-BR Translation
xRg - Russian Translation
And you - For playing
Title: Re: [1.0] Simple Slavery
Post by: Krolon on January 26, 2019, 02:40:50 PM
Is it safe to add to an already existing save?
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on January 26, 2019, 02:54:05 PM
Quote from: Krolon on January 26, 2019, 02:40:50 PM
Is it safe to add to an already existing save?

Yes
Title: Re: [1.0] Simple Slavery
Post by: Kagee on January 28, 2019, 01:55:42 AM
Cool!
SteamWorkshop makes it easier!
Title: Re: [1.0] Simple Slavery
Post by: Thirite on January 29, 2019, 09:12:07 PM
What do you think of having an option for beds to be "For Slaves" in the same vein as "For Prisoners"? Would give more disparity between colonists and slaves, and it's something I could probably punch out very quickly. Since I'm actually around right now, lol.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on January 30, 2019, 03:30:53 AM
Quote from: Thirite on January 29, 2019, 09:12:07 PM
What do you think of having an option for beds to be "For Slaves" in the same vein as "For Prisoners"? Would give more disparity between colonists and slaves, and it's something I could probably punch out very quickly. Since I'm actually around right now, lol.
Not sure there would be much of a point to having slave only beds when you can just assign beds on a per colonist basis, but you could be right in that there needs to be more disparity in colonists and slaves. I could however use some help with the "Enslave" prisoner designation pushing "Execute" off of the PrisonerInteractionModes list due to 1.0 making the window smaller. (HugsLib continues to confuse me) Grab latest version, added comments I forgot to Source

My current plans would be adding 2 new collars - The ever popular and requested Explosive collar with an ankle bracelet option (less lethal if their leg goes boom rather than neck) and a Glittertech Stasis Collar to freeze escaping slaves in place. Both activated with a widget like Emancipate and Shackle. I'll be working on these whenever i get over this cold and lack of sleep lol
Title: Re: [1.0] Simple Slavery
Post by: Namsan on January 30, 2019, 04:31:47 AM
I would like to see violent escape attempts.
Unlike normal escape attempts, slaves pick up weapons and actively attack nearby colonists while escaping.
Title: Re: [1.0] Simple Slavery
Post by: Thirite on January 30, 2019, 10:30:48 AM
[
Quote from: Ziehn on January 30, 2019, 03:30:53 AM
I could however use some help with the "Enslave" prisoner designation pushing "Execute" off of the PrisonerInteractionModes list due to 1.0 making the window smaller.
Ah, right, totally forgot about that. That was even something of a small problem in B18. I will see about making that window taller asap.
Title: Re: [1.0] Simple Slavery
Post by: AllenWL on February 06, 2019, 11:35:13 PM
Quote from: Ziehn on January 30, 2019, 03:30:53 AM
Quote from: Thirite on January 29, 2019, 09:12:07 PM
What do you think of having an option for beds to be "For Slaves" in the same vein as "For Prisoners"? Would give more disparity between colonists and slaves, and it's something I could probably punch out very quickly. Since I'm actually around right now, lol.
Not sure there would be much of a point to having slave only beds when you can just assign beds on a per colonist basis, but you could be right in that there needs to be more disparity in colonists and slaves.
I would actually like a slave designation for beds.
For one, it stops new slaves from going to the fancy colonist bedrooms instead of the slave barracks(and yeah, I can manually command them, but manually doing that for every slave is a hassle). If slave beds are a thing, I can just designate a bunch of beds to be slave beds and be done with it.
Also, slaves escape every now and then, and need to be captured. However, to capture escaping prisoners, you need a open prisoner bed. This probably isn't a problem for people with large prisons, but if you happen to have tiny prisoners, tend to convert the prison rooms of recruited/enslaved pawns to colonist/slave rooms, or just don't have a prison open for whatever reason, you need to find a suitable room to temporary prisonify just to bring the slave back, which is pretty annoying. If slave beds are a thing, we could just pick up escaping slaves and toss them back to their rooms instead of in random prisons.
And yeah, more slave/colonist disparity would be nice. The current mod is kinda like insta-recruiting a colonist in exchange for some steel/leather and extra mental breaks, sometimes the slaves don't feel like slaves, but just colonists with more frequent bad moods.
Title: Re: [1.0] Simple Slavery
Post by: ViktorGiJoe on February 08, 2019, 06:56:53 AM
Love the mod, just one question though - is there a way to turn off slaves being able to escape completely? I understand it adds challenge but it's frustrating having my slaves escape all the time, and I have lots of them.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on February 08, 2019, 10:52:47 AM
Quote from: ViktorGiJoe on February 08, 2019, 06:56:53 AM
Love the mod, just one question though - is there a way to turn off slaves being able to escape completely? I understand it adds challenge but it's frustrating having my slaves escape all the time, and I have lots of them.

When their willpower is reduced to 0 they get a +5 mood bonus and will not attempt to escape anymore.
Title: Re: [1.0] Simple Slavery
Post by: Rosco on February 18, 2019, 04:06:58 PM
Would love to see explosive collars that detonate when leaving the home area or any area they're allowed to be in.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on February 19, 2019, 07:01:08 PM
The Not-So-Simple Slavery update:

DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON RIMWORLD AREN'T EXPLODING RIGHT NOW? THAT'S BULLSH*T, EXPLOSIVE COLLARS! BOOM!!! (https://www.youtube.com/watch?v=O0QAq2BuTX4) Hehehehe. Collateral damage possible. Possibility of mental break on arming collar.
New Tribal Slave Collar texture
Changed mood alert for slaves to "Miserable Slaves"
More advanced collars now lower slave escape chances
Escape chance is now affected by mood, happy slaves = less escapes
Colonists now care less about slaves dying, slaves will get worried if fellow slaves die and don't care about colonist deaths
Bug Fixes
Title: Re: [1.0] Simple Slavery
Post by: Namsan on February 19, 2019, 09:38:08 PM
Thanks for nice update.
I was often annoyed by colonists becoming really sad by deaths of slaves, because I like to use slaves as disposable cannon fodder.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 14, 2019, 11:49:46 AM
Update:
New Collar, Electric Collars. Zzzt!
Requires Microelectronics researched
Causes burns to the neck
Small risk of Heart Attacks increasing with age
Title: Re: [1.0] Simple Slavery
Post by: fledermaus on March 14, 2019, 02:37:46 PM
Cool! Thanks Ziehn!
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on March 18, 2019, 07:40:18 PM
So i started using the zap collar (electrical slave collars) and it works all good, but there is some kind of "bug"?
Everytime i zap an escaping slave all or at least one pet animal starts to flee in panic... until it leaves the map to never be seen.
Lost some good pets like this.
Title: Re: [1.0] Simple Slavery
Post by: Flimflamshabam on March 19, 2019, 01:53:48 AM
i had missed this mod in the awkward period when the game went into B19
Title: Re: [1.0] Simple Slavery
Post by: KozmoD on March 27, 2019, 03:41:08 PM
So I have a question, when slaves try to escape what should I do? Beat them to down, or try to arrest?
Also, If I capture a Slave, the game doesnt seem them as Prisioners, but also I cant control them. Still can Emancipate, and if I do, they leave.
Im kinda lost to be honest.
Title: Re: [1.0] Simple Slavery
Post by: LiteEmUp on March 27, 2019, 04:47:08 PM
so in steam workshop it says this mod seems incompatible with cthulu cults...

also +1 to have slave beds... why can't slaves instead be "considered" as prisoners, so they get to sleep on the prisoner beds instead of colony beds
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 27, 2019, 04:55:36 PM
Quote from: ertzuiop on March 18, 2019, 07:40:18 PM
So i started using the zap collar (electrical slave collars) and it works all good, but there is some kind of "bug"?
Everytime i zap an escaping slave all or at least one pet animal starts to flee in panic... until it leaves the map to never be seen.
Lost some good pets like this.
Sorry for the late reply. I tried to replicate this but the two test animals I used were completely fine, any other details you can remember?

Quote from: KozmoD on March 27, 2019, 03:41:08 PM
So I have a question, when slaves try to escape what should I do? Beat them to down, or try to arrest?
Also, If I capture a Slave, the game doesnt seem them as Prisioners, but also I cant control them. Still can Emancipate, and if I do, they leave.
Im kinda lost to be honest.
Try to arrest, if they go berserk beat them to down. They will stay in prison for a short while and automatically rejoin your colony.

Quote from: LiteEmUp on March 27, 2019, 04:47:08 PM
so in steam workshop it says this mod seems incompatible with cthulu cults...

also +1 to have slave beds... why can't slaves instead be "considered" as prisoners, so they get to sleep on the prisoner beds instead of colony beds
No issues with Cults mod in the 1+ year I've used this mod, if you do experience any issues feel free to send me the full log. We do intend on adding slave beds or similar, no ETA on when however.
Title: Re: [1.0] Simple Slavery
Post by: KozmoD on March 27, 2019, 06:00:01 PM
Thank you so so much!
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on March 28, 2019, 05:00:39 AM
Quote from: Ziehn on March 27, 2019, 04:55:36 PM
Sorry for the late reply. I tried to replicate this but the two test animals I used were completely fine, any other details you can remember?

There was interaction with the pet i think. Right before the prisoner starts to escape, they rode on pets (Giddy-Up mod).
Zapped the prisoner and sometimes pets getting the mental state: flee in panic.

Have to add i play a 200+ mod game.
So guess its mod conflict? Should i push this up the list?

Another question: how can i recruit enslaved prisoners? I dont see any option for this.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 28, 2019, 11:09:21 AM
Quote from: ertzuiop on March 28, 2019, 05:00:39 AM
There was interaction with the pet i think. Right before the prisoner starts to escape, they rode on pets (Giddy-Up mod).
Zapped the prisoner and sometimes pets getting the mental state: flee in panic.

Have to add i play a 200+ mod game.
So guess its mod conflict? Should i push this up the list?

Another question: how can i recruit enslaved prisoners? I dont see any option for this.
What I think is happening is if they try to escape while riding an animal it also sets the animals faction to the escapees faction, I'd restrict any slaves from using the animals at least until their willpower is broken (Shown as the Stockholm Syndrome thought). Don't think there is an easy way to fix this from this mod as the Flee Mental break is added to animals from Giddy Up.

To recruit them you must Emancipate them first, doing so in a prison cell will not set them automatically to release.
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on March 28, 2019, 09:40:52 PM
The funny thing is, i noticed that now its always and mostly the same 2 pets that starts fleeing, but after 5-10 sec. Even without immidiate interaction with escapees. Those 2 pets had that flee state previously, and i had to do a workaround to forbid them exiting the map. Broke the mental state with "damage to legs/damage to down" then "restore body parts" (dev mode).
Its like they need to catch up to flee the map everytime a slave tries to escape.
But lets say they do this often, after the escape event. With that solution its not a big deal anymore.

Regarding recruitment of slaves, when emancipating in prisons, do they become regular prisoners again and recruitment option is available?
And how do i get them into a prison, just arrest them or wait until escape try? 
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 28, 2019, 09:47:08 PM
Quote from: ertzuiop on March 28, 2019, 09:40:52 PM
Regarding recruitment of slaves, when emancipating in prisons, do they become regular prisoners again and recruitment option is available?
And how do i get them into a prison, just arrest them or wait until escape try?

Just draft them into the prison then emancipate, they will become regular prisoners then recruit as normal.
Title: Re: [1.0] Simple Slavery
Post by: xRg on March 29, 2019, 05:37:07 AM
Made a translation of this mod: https://drive.google.com/open?id=11yRFNJZn2BUyg5tviINyznMR-zY1Q75a (https://drive.google.com/open?id=11yRFNJZn2BUyg5tviINyznMR-zY1Q75a)

@Ziehn, may be useful to add simple way to recruit slaves.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 30, 2019, 06:09:06 PM
Quote from: xRg on March 29, 2019, 05:37:07 AM
Made a translation of this mod: https://drive.google.com/open?id=11yRFNJZn2BUyg5tviINyznMR-zY1Q75a (https://drive.google.com/open?id=11yRFNJZn2BUyg5tviINyznMR-zY1Q75a)

@Ziehn, may be useful to add simple way to recruit slaves.
They should join on emancipation if their willpower is 0. Added the translation, thank you  ;D
Title: Re: [1.0] Simple Slavery
Post by: togfox on March 30, 2019, 06:48:51 PM
if I have slaves I want to keep as slaves I'll set them to reduce their resistance. It's good practice for the wardens and brings their resistance to zero permanently - which gives you more options in the future.
Title: Re: [1.0] Simple Slavery
Post by: Kanareika1 on March 31, 2019, 07:01:38 AM
Is versions with explosive/shock collars are compatible with Combat Extended?
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on March 31, 2019, 01:22:23 PM
Quote from: Kanareika1 on March 31, 2019, 07:01:38 AM
Is versions with explosive/shock collars are compatible with Combat Extended?
Should be, let me know otherwise if there is any issues.
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on April 02, 2019, 02:29:54 AM
A suggestion: I dont know, if thats too much of work, but is there a way of differentiate slaves from colonists in the pawn bar. Like coloring slave bars e.g.
Or maybe put them in a tab, like hospitality does.
Title: Re: [1.0] Simple Slavery
Post by: togfox on April 02, 2019, 05:10:15 AM
Slaves already have a chain icon (or something) so ... yeah.
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on April 02, 2019, 05:58:35 AM
Quote from: togfox on April 02, 2019, 05:10:15 AM
Slaves already have a chain icon (or something) so ... yeah.

The point of my suggestion is to have more visible difference between slave and colonist...
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 02, 2019, 02:07:08 PM
Quote from: ertzuiop on April 02, 2019, 05:58:35 AM
Quote from: togfox on April 02, 2019, 05:10:15 AM
Slaves already have a chain icon (or something) so ... yeah.

The point of my suggestion is to have more visible difference between slave and colonist...
Already on the to-do list
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on April 03, 2019, 10:00:57 AM
Quote from: Ziehn on April 02, 2019, 02:07:08 PM
Already on the to-do list

Thank you
Title: Re: [1.0] Simple Slavery
Post by: MrWeeGee on April 04, 2019, 01:40:26 AM
Been using this mod a long time, it works great and I can't play without it. I was wondering though, if you had any ideas for a couple minor issues I've been having to get it working flawlessly.

1- Occasionally when a slave tries to escape and is captured their work priorities get reset when they continue working. It doesn't happen every time, and sometimes only some of their priorities get reset.

2- When prisoners refuse to be enslaved, colonists will knock them out then continue trying to enslave them using other collars I have stored, instead of the one they dropped. It's probably a vanilla issue that colonists ignore using the collar dropped in the prison, and it's not possible to enslave unconscious targets. So, colonists get stuck in a loop of running back to the nearest collar to enslave the target they just knocked out, fail, drop another collar, repeat. At least until priority tells them to do something else.
Title: Re: [1.0] Simple Slavery
Post by: KozmoD on April 04, 2019, 01:55:22 PM
I can be wrong but I think the issue with ignoring the collar is cause items in prison cells get "ignored" sometimes. At least with meals, I could see that behavior.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 04, 2019, 02:14:16 PM
Quote from: MrWeeGee on April 04, 2019, 01:40:26 AM
Been using this mod a long time, it works great and I can't play without it. I was wondering though, if you had any ideas for a couple minor issues I've been having to get it working flawlessly.

1- Occasionally when a slave tries to escape and is captured their work priorities get reset when they continue working. It doesn't happen every time, and sometimes only some of their priorities get reset.

2- When prisoners refuse to be enslaved, colonists will knock them out then continue trying to enslave them using other collars I have stored, instead of the one they dropped. It's probably a vanilla issue that colonists ignore using the collar dropped in the prison, and it's not possible to enslave unconscious targets. So, colonists get stuck in a loop of running back to the nearest collar to enslave the target they just knocked out, fail, drop another collar, repeat. At least until priority tells them to do something else.
Saving slave memory gets a little tricky sometimes, it saves after certain events and sometimes can be skipped if you do something we haven't accounted for.

I do need to tweak the Job giver a bit as it is buggy when trying to enslave downed pawns, which I haven't figured out all cases it happens as it only seem to happen rarely. The not using collars dropped in prisons is a vanilla issue.
Title: Re: [1.0] Simple Slavery
Post by: MrWeeGee on April 04, 2019, 05:43:37 PM
Quote from: Ziehn on April 04, 2019, 02:14:16 PMenslave downed pawns, which I haven't figured out all cases it happens as it only seem to happen rarely.

Do you mean that colonists rarely make the attempt to enslave a downed pawn, or that it rarely succeeds? In my game, if their current priority is to enslave prisoners they always go for it and it never seems to succeed.

If the attempt loop is a common issue, it might make most sense to block the attempt on downed prisoners by making it unavailable. They aren't conscious to resist but it's not like they're going to wake up, notice a collar and say "Well, that means I better get to work." But I don't know how hard that block would even be to implement.

In-depth though, I guess it would also make sense if you collared a prisoner with an explosive while they couldn't resist it'd be guaranteed to get them working lol.

In any case, just a couple small problems that were bugging me. Thanks for keeping one of my favorite mods updated, and it's nice to see that it's still being improved.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 04, 2019, 06:49:47 PM
Quote from: MrWeeGee on April 04, 2019, 05:43:37 PM
Quote from: Ziehn on April 04, 2019, 02:14:16 PMenslave downed pawns, which I haven't figured out all cases it happens as it only seem to happen rarely.

Do you mean that colonists rarely make the attempt to enslave a downed pawn, or that it rarely succeeds? In my game, if their current priority is to enslave prisoners they always go for it and it never seems to succeed.
It rarely fails enslaving. Haven't figured out the exact conditions for it to fail, in my test world downed pawns enslave just fine but have seen it fail before a long time ago before I started working on the 1.0 version.
Title: Re: [1.0] Simple Slavery
Post by: togfox on April 04, 2019, 08:19:41 PM
I've noticed that escaping slaves will leave their assigned zone, move towards an "outer" door and as soon as they are 'free' (outside the colony) an in-game alert will be raised as they head for the edge of the map.

Just questioning if that is vanilla behavior with traditional prisoners or is that introduced in the mod? If it is introduced then I assume that is by design. Depending on colony design it can be very hard to intercept a prisoner when the "exit" is near the maps edge and the message comes very late. I've had to redesign my colony to make my "exit's" further away from the map edge to counter that. And that is not necessarily a bad thing.

Just curious on intention.   :)
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 04, 2019, 08:37:51 PM
Quote from: togfox on April 04, 2019, 08:19:41 PM
I've noticed that escaping slaves will leave their assigned zone, move towards an "outer" door and as soon as they are 'free' (outside the colony) an in-game alert will be raised as they head for the edge of the map.

Just questioning if that is vanilla behavior with traditional prisoners or is that introduced in the mod? If it is introduced then I assume that is by design. Depending on colony design it can be very hard to intercept a prisoner when the "exit" is near the maps edge and the message comes very late. I've had to redesign my colony to make my "exit's" further away from the map edge to counter that. And that is not necessarily a bad thing.

Just curious on intention.   :)
Yes it is by design, gives them an actual chance of escape. Which also if you notice that they are attempting to escape you can interrupt them by drafting, an accidental feature that rewards the player for diligence  :P
Title: Re: [1.0] Simple Slavery
Post by: togfox on April 04, 2019, 08:41:23 PM
Oh - drafting!!  I have seen them enroute before the alert (I set a 'prison' zone so it is very obvious when I spot them outside that zone) and just out of habit arrest them. I didn't think to simply draft them to interrupt that escape plan!
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 10, 2019, 07:16:20 PM
Update: New Collar - Crypto Collar
Requires Cryptosleep research to craft. Freezes wearer in place when activated allowing for non-violent arrests.
Code optimizations
Title: Re: [1.0] Simple Slavery
Post by: Canute on April 11, 2019, 02:22:34 AM
You sure you want keep that name/description ? :-)
It is total unrealistic that you can freeze a pawn just with a collar he can carry around ! .:-)
Why not change it into Narco Collar, put it into anestetic state.
Title: Re: [1.0] Simple Slavery
Post by: Flimflamshabam on April 11, 2019, 02:35:53 AM
So is it possible to free slaves and have them join you normally? I have a run going where i bought a couple "slaves" from a local tribe, i emancipated them inside a prison cell just to make sure they didn't just run off, but that was alot of trouble to then have to recruit them like an invader. I already recruited them but it would be good to know for future runs.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 11, 2019, 02:46:13 AM
Quote from: Flimflamshabam on April 11, 2019, 02:35:53 AM
So is it possible to free slaves and have them join you normally? I have a run going where i bought a couple "slaves" from a local tribe, i emancipated them inside a prison cell just to make sure they didn't just run off, but that was alot of trouble to then have to recruit them like an invader. I already recruited them but it would be good to know for future runs.
If you emancipate them outside of a prison cell while their willpower is 0 they should join. Bought slaves will already have a willpower of 0 so you should be good to go.
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on April 11, 2019, 05:05:22 PM
Quote from: Ziehn on April 11, 2019, 02:46:13 AM
If you emancipate them outside of a prison cell while their willpower is 0 they should join. Bought slaves will already have a willpower of 0 so you should be good to go.

When they are enslaved their prisoner tab disappears, which makes it hard to know if their willpower is 0. Maybe something like a reminding popup when you emancipate a slave without 0 willpower.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 11, 2019, 05:17:17 PM
Quote from: ertzuiop on April 11, 2019, 05:05:22 PM
Quote from: Ziehn on April 11, 2019, 02:46:13 AM
If you emancipate them outside of a prison cell while their willpower is 0 they should join. Bought slaves will already have a willpower of 0 so you should be good to go.

When they are enslaved their prisoner tab disappears, which makes it hard to know if their willpower is 0. Maybe something like a reminding popup when you emancipate a slave without 0 willpower.
You can tell how much willpower they have from the mood thought, -15 though 0 is unbroken +5 is broken. Will be putting in a new meter for it in the new window for slaves though.
Title: Re: [1.0] Simple Slavery
Post by: ertzuiop on April 11, 2019, 11:23:34 PM
New window sounds really good.
Title: Re: [1.0] Simple Slavery
Post by: xRg on April 12, 2019, 03:57:51 AM
Just updated translation for new version + some text improvement.
https://drive.google.com/open?id=1qjhEWDQyfgwTlw9fFiv4SzEboKIf_9xK
-------
May be is it worth making a separate section for collars?
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 12, 2019, 03:12:06 PM
Quote from: xRg on April 12, 2019, 03:57:51 AM
Just updated translation for new version + some text improvement.
https://drive.google.com/open?id=1qjhEWDQyfgwTlw9fFiv4SzEboKIf_9xK
-------
May be is it worth making a separate section for collars?
Updated, thank you  ;D

This should be the last collar for now, at least until I get the major updates out of the way.
Title: Re: [1.0] Simple Slavery
Post by: KojiOyama on April 12, 2019, 06:24:45 PM
having a issue with the slave's detail window not displaying any information. also when I open other tabs most my colonists disappear from the lists and are random for each list. like some have larry and another only shows steph. don't which is the conflict here as im not getting a log error.

Achtung
AllowTool
Animals Logic
Animal tab
assign prisoner bed
blueprints
bubbles
camera plus
change dresser
change mirror
edb prepare carefuly
ed enhanced options
faction control
hosptality
medical tab
moody
more trait slots
pawn rules
prison labor
rim hud
simple slavery 1.0 unstable
work tab

these are only a few of the mods, but the ones I suspect the most.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 12, 2019, 06:49:24 PM
Quote from: KojiOyama on April 12, 2019, 06:24:45 PM
having a issue with the slave's detail window not displaying any information. also when I open other tabs most my colonists disappear from the lists and are random for each list. like some have larry and another only shows steph. don't which is the conflict here as im not getting a log error.

Achtung
AllowTool
Animals Logic
Animal tab
assign prisoner bed
blueprints
bubbles
camera plus
change dresser
change mirror
edb prepare carefuly
ed enhanced options
faction control
hosptality
medical tab
moody
more trait slots
pawn rules
prison labor
rim hud
simple slavery 1.0 unstable
work tab

these are only a few of the mods, but the ones I suspect the most.

Well crap, I uploaded the WIP build when I updated languages early today. Wasn't ready yet but I guess you got a sneak peak lol
Title: Re: [1.0] Simple Slavery
Post by: togfox on April 13, 2019, 12:51:58 AM
Ooops.   :o

Love this mod. Glad you're still enhancing it.   8)
Title: Re: [1.0] Simple Slavery
Post by: KojiOyama on April 13, 2019, 03:43:34 AM
so how do I go about fixing it? if its wait, that's cool. this is a very fun mod with prison labor. I have my slaves watch the prisoners to make the prisoners work.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 13, 2019, 02:25:24 PM
Quote from: KojiOyama on April 13, 2019, 03:43:34 AM
so how do I go about fixing it? if its wait, that's cool. this is a very fun mod with prison labor. I have my slaves watch the prisoners to make the prisoners work.
Ah, I thought you were using the steam version (where I pushed the WIP build). Could I get a screen shot of your issue, don't see what your talking about above.
Title: Re: [1.0] Simple Slavery
Post by: KojiOyama on April 14, 2019, 07:38:30 PM
this is the info window for prisoner, after prisoner gets collar.

[attachment deleted due to age]
Title: Re: [1.0] Simple Slavery
Post by: KojiOyama on April 14, 2019, 07:39:37 PM
also this happens to work and medical tab. restrict and assign stay the same with all colonist listed.

[attachment deleted due to age]
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on April 14, 2019, 10:05:18 PM
Quote from: KojiOyama on April 14, 2019, 07:39:37 PM
also this happens to work and medical tab. restrict and assign stay the same with all colonist listed.
In the work Work Tab mod try disabling "Vertical Labels" and "Fix Vertical Fonts" in the mod options. The current build of Simple Slavery doesn't add anything to the UI yet so it shouldn't be the problem.
Title: Re: [1.0] Simple Slavery
Post by: KojiOyama on April 17, 2019, 08:32:18 AM
so I learned that im dumb. didn't mention that im using rimHUD too. I disabled worktab and still same result. havnt tried without rimHUD yet, but I thought id see what you and the community say first.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on May 11, 2019, 01:37:23 PM
Update: Fixed failed looping enslave attempts, unconscious pawns can no longer refuse enslavement - Thanks to Keeper for the final clue I needed to finally find this bug
Title: Re: [1.0] Simple Slavery
Post by: fantasticrat on May 20, 2019, 04:21:32 PM
Hey Ziehn!

I've noticed a few strange glitches with this mod and wanted to report them.

Firstly, it's integration with More Slaves is pretty awesome! But I've noticed that when a slave is purchased, they're fine - at least, until you reload the game, at which point they're gone (with no error messages in sight besides any objects they happened to be using still having tasks reserved until you reprioritize). It's as if the pawns are deleted? In all cases i've 'adopted' slaves from traders they simply vanish. I've tended to adopt slaves that have 'defection risk' tho, so it might be a conflict with "Rainbeau's Rumor Has It"? They were also both with 'stockholm syndrome'. Thought I should report. Because there's no error messages I have no idea where to start with giving you clues on how to fix it / make more compatible.

The other thing is that there's a very minor incompatibility with whatever mods adds fire drakes (something from the LOTR set but not sure which part). The mods adds custom thoughts regarding the drakes when they're observed depending on what they're doing, as well as adding a custom thought when the dragon downs someone. Or at least I think it's MEANT to - when the dragon kills or downs a pawn with Simple Slavery installed there's a nice error that it cannot generate the thought because it's not sure whether or not the pawn downed is an acceptable target for generating that thought because it COULD be a slave. Even if the pawn was never a slave, or even a prisoner. Other 'colonist died' thoughts are functional, though.
Title: Re: [1.0] Simple Slavery
Post by: Senio on May 20, 2019, 06:21:28 PM
Thanks for your dev and share.
Support Multiplayer mod , right?
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on May 20, 2019, 07:06:49 PM
Quote from: Senio on May 20, 2019, 06:21:28 PM
Thanks for your dev and share.
Support Multiplayer mod , right?

It *works* with Multiplayer but any of the buttons on the UI will cause a de-sync, Adjust Shackles, Emancipate and any of the special collar functions. The first two you can get around by having all players push the button at the same time.

Additional support will be added when/if the Multiplayer mod gets a proper API
Title: Re: [1.0] Simple Slavery
Post by: Senio on May 21, 2019, 08:05:44 AM
Thanks for your reply.
Looking forward to supporting multiplayer mod
Title: Re: [1.0] Simple Slavery
Post by: firestrock on June 16, 2019, 03:26:40 PM
I am not 100% sure but I think commit 82fc0a17 (https://gitlab.com/Ziehn/SimpleSlavery/commit/82fc0a17444188383c1b89834232aae91b847459) has broken trading from an OHU Dropship (https://ludeon.com/forums/index.php?topic=31906.0) (Master branch (https://github.com/Cpt-Ohu/OHU-Dropships) is for version 1.0). The first time you try to trade from a ship with your mod enabled this error is thrown:

System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlavery.SettlementBase_TraderTracker_ASCP_Patch/<sellableThingsAndSlaves>d__0.MoveNext () <0x0018b>
at OHUShips.TradeDeal_Worldship.AddAllTradeables () <0x000ea>
at OHUShips.Dialog_TradeFromShips.PreOpen () <0x0007b>
at Verse.WindowStack.Add (Verse.Window) <0x00054>
at OHUShips.WorldShipUtility/<>c__DisplayClass3_0.<TradeCommand>b__0 () <0x00123>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) <0x00038>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00c75>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Subsequent tries just have no effect at all. I'm going to look into this tomorrow but I'm not very confident I can fix this myself.
Title: Re: [1.0] Simple Slavery
Post by: firestrock on June 17, 2019, 03:24:25 PM
It's definitely the 'Adds owned slaves to sellable things' patch. I "fixed" the issue by removing the patch. Wasn't selling my slaves anyway ;D
Title: Re: [1.0] Simple Slavery
Post by: swaggeringcuban on June 22, 2019, 12:17:14 AM
  You get mood penalties to your other colonists when slaves die.   And I'm guessing you would get a penalty if you sold them too since I didn't try yet....

There's actually very little to this mod.  Its just forced recruitment with mood penalty and escape mechanic.  I mean that's it. 

If you really hate waiting for recruitment, and you're getting frustrated with 99% resistance prisoners, the mod will sidestep that.  But there's nothing else to it unless I'm missing something.
Title: Re: [1.0] Simple Slavery
Post by: JT on June 26, 2019, 02:52:37 AM
Slave collars in leather, metal, high-security, shock, and explosive varieties; purchase slaves rather than automatically freeing them; take slaves from prisoners instead of only befriending and recruiting voluntary colonists; a chance that slaves escape which diminishes as their indoctrination increases; choosing whether to shackle, for harder escapes, or not, for greater productivity; some negative and positive thoughts for living on the avails of slavery; and uprisings if the helot population starts to overwhelm the citizen population.  That's basically it, yep.  It is called Simple Slavery.

Simple Slavery is more of a "fix" than a "feature".  The idea is more to give you the freedom to do something that was arbitrarily or negligently restricted.  In vanilla, you are forced to play the good guy by emancipating anyone you "purchase", or forced to grant prisoners sovereignty to be recruited only by their own free will.  Simple Slavery changes that to let you be the bad guy, if you want.  It's especially relevant for self-imposed challenges, like trying to make a tribal civilisation that is founded on slavery, rather than as a core feature that every colony would want or need.

For the giant morality play that is RimWorld, oversights and design decisions like those on Ludeon's part tend to bother me.  I can see why they defaulted to no-condoning-of-slavery, of course, given the social-justice crusade against Tynan's various design decisions that weren't actually important parts of the game in the first place.  It's mods like this that fix those oversights, and the best part is that they fix it without going overboard.  More advanced mods could certainly delve into the squickier territories like forced castration, punishments and whippings, threats and applications of force, deliberate crippling to prevent escape, etc., which would all be quite realistic.  However, anyone who did such a mod would probably be trying more to live out their fantasies or racisms rather than trying to satisfy the conceptual need that there are slaves on the world that you couldn't be involved with before.
Title: Re: [1.0] Simple Slavery
Post by: swaggeringcuban on June 26, 2019, 01:16:40 PM
I don't care that much about the ethics of it.  How many games are there where you can indiscriminately kill people for no reason?  Tons, and in terms of morality, murder has to be worse than slavery.  I don't care about those either, because they are just games.
I'm not blind, Americans are sensitive about slavery, I get it.  I just don't really care because I'm not American.

Getting back to the mod.  I think there has to be a bigger difference between pawns and slaves to make this worthwhile.   I like the idea of having cheaper labour anywhere on the map, unlike prison mods where they need to be enclosed.  But I don't think there should be mood checks for selling them, or for when they die at least among the pawns, it's better in almost any scenario to just recruit them.
I don't expect modders to cater to what I want, I'm just offering some feedback for others who might want to try this.  Prison labor at this stage has more to offer.
Title: Re: [1.0] Simple Slavery
Post by: Ziehn on June 26, 2019, 01:44:29 PM
Quote from: swaggeringcuban on June 26, 2019, 01:16:40 PM
should be mood checks;;; or for when they die at least among the pawns

Already a feature
Title: Re: [1.0] Simple Slavery
Post by: Canaris on June 28, 2019, 02:30:08 AM
I seem to be missing the make slave collar option from crafting spot.. ( cant tell about smithy since i started as tribals ).

Anyone experienced that ? Is there a potential conflict woth Tribal Reborn mod ( only mod from my 120 mods that i can think off that would interact with craftong spot) ?

Disregard, im blind... Comes with age.
Title: Re: [1.0] Simple Slavery
Post by: ts.vassilev on July 07, 2019, 04:17:41 AM
When a slave is escaping I get a notification but I can't "jump to problem" on it. I have a search mod that takes care of that, but it sucks that I get alerted where exactly all other things are happening, while I can't pinpoint where a prisoner wearing an electric remote collar is. Is there something that I'm missing or is it an intentional feature?
Title: Re: [1.0] Simple Slavery
Post by: JT on July 22, 2019, 07:07:15 PM
@Ziehn: https://github.com/Aviuz/PrisonLabor/pull/144

If that pull request goes through, it should be possible to support Prison Labor motivation mechanics out of the box!

Simple Slavery's own support is almost as simple.  You'd have to build against PrisonLabor.dll, though, but it is a soft requirement.  The alternative would be to use Reflection, but Reflection is inefficient and obnoxious.

Hediffs.cs
// Freedom!!!
public void TryToEscape()
{
isMovingToEscape = false; // We've moved into place to escape already
hoursSinceLastEscapeAttempt = 0; // Reset time tracker
SaveMemory (); // Save our work priorities and willpower to the external hediff
Messages.Message ("MessageSlaveEscaping".Translate(pawn.Name.ToStringShort), pawn, MessageTypeDefOf.ThreatBig); //Z- NameStringShort -> Name.ToStringShort
//Z- Added Letter to escaping slaves event
string text = "LetterIncidentSlaveEscaping".Translate(pawn.Name.ToString());
Find.LetterStack.ReceiveLetter("LetterLabelSlaveEscaping".Translate(), text, LetterDefOf.NegativeEvent, null);
pawn.SetFaction (actualFaction); // Revert to real faction
pawn.guest.SetGuestStatus (slaverFaction, true);
pawn.guest.Released = false; // Ensure the slave is not set to released mode
pawn.guest.interactionMode = PrisonerInteractionModeDefOf.NoInteraction; // Ensure the interaction mode is not "release"
pawn.guilt.Notify_Guilty();

#if PRISONLABOR
//Prison Labor support
Need escape = pawn.needs.TryGetNeed(DefDatabase<NeedDef>.GetNamed("PrisonLabor_Motivation"));
if(escape != null) {
PrisonLabor.Need_Motivation need = (PrisonLabor.Need_Motivation)escape;
need.Inspired = false;
need.CurLevel = 0f;
need.CanEscape = true;
need.ReadyToRun = true;
}
#endif
}
Title: Re: [1.0] Simple Slavery
Post by: SheiFoxy on July 24, 2019, 08:39:20 PM
I really love this mod. I'm using it instead of Prison Labor since that mod won't play with Dub's Hygiene. I like this a lot. I feel like it's kinda a pain to have slaves. They are slow and try to escape a lot, and you spend a lot of time just tending them.

But you get free labor.
Ultimately, how is this better than just recruiting them? Well it's mostly not.
Except it's easier, I guess.

I was wondering if you could make it so instead of just enslaving, there's an option for indenture. They can work until they earn the right to join the colony. Escape attempts reset it, etc.

Just my thoughts on the matter. Thanks for the mod. :)
Title: Re: [1.0] Simple Slavery
Post by: Emagmo on August 14, 2019, 03:08:50 AM
Nice mod. It's simple, but useful. But really, the only reason to have slaves (except for role-playing some kind of pirate colony) is that it's easier to enslave than to recruit someone.
I have.... I mean my friend have suggestion, that you should be able to assign a slave to a double bed with normal colonist and it should give the colonist mood boost, similar to sleep with spouse.
Hope this idea won't offend anyone, it would just make slaves more useful, and a bit more realistic if we consider their "role" in past times.
Title: Re: [1.0] Simple Slavery
Post by: mrbekirr on August 23, 2019, 02:15:18 PM
HEllo, nice mod! but there is a problem i found. i make one of them my slave. He/she acts like my colonist. and he/she's portre shows up up of of the screen as my other colonist. When he/she try to escape they no more shop up up on the screen and when i beat the hell out of them, they goes to prison room. But when i click on them, there is no prisoner menu. And i cant control them like mine colonist. What should i do? They look like prisoners but they are not. they stuck between. (sorry for bad england)
Title: Re: [1.0] Simple Slavery
Post by: vic131 on September 27, 2019, 08:45:32 AM
Quote from: mrbekirr on August 23, 2019, 02:15:18 PM
HEllo, nice mod! but there is a problem i found. i make one of them my slave. He/she acts like my colonist. and he/she's portre shows up up of of the screen as my other colonist. When he/she try to escape they no more shop up up on the screen and when i beat the hell out of them, they goes to prison room. But when i click on them, there is no prisoner menu. And i cant control them like mine colonist. What should i do? They look like prisoners but they are not. they stuck between. (sorry for bad england)

Are you sure the slave is alredy healed enough to walk arround  ? When i capture  escaping slaves and put them on the bed, their become like a new prisioner, except i havent the menu to  recruit/slave them again. But once they  wake up, all back to normal and i can control them.
Title: Re: [1.0] Simple Slavery
Post by: vic131 on September 27, 2019, 09:15:30 AM
I have a doubt : to break the slaves willpower, so they cant escape again, how exactly it works ? 

What i think i understand : The only way to prevent very stressed slaves from escaping is by leting them escape and capturing them, that will reduce the enslaved debuff. When this debuff reachs 0, the stressed slave will behave like any stressed colonist, and wont try to escape anymore. Is that correct ? If so, then how many times i must re-capture a slave untill the willpower is broken ? And there is number somewere for me to track if its working ? The enslaved debuff number will really be reduced in the menu ?

Suggestion1 : Maybe you could add a weapon/feature with increased chances to capture whitout killing, but that work only in slaves, so the rest of the game dont becomes unbalanced. Like a net you can trhow, and only works if the target velocity is reduced, or if the target arent using sharp weapon. Since slaves has a speed debuff, it would work.

Suggestion 2 : For the same propouse of make slaves easier to be re-captured, and to make the game more realistic,  the possibility for the slave surrender in some situations could be added. Not just slaves, actually, but i wont be greedy. Like if the slaves combat stats and weapon is a lot  worse then the stats and weapon of the  colonist fighting,  it might surrender. Like when raiders runway after seeing their partner down.
Title: Re: [1.0] Simple Slavery
Post by: sawcisson on October 29, 2019, 05:51:34 AM
Do you think we could have a compatibility with Psychology mod so slaves can't become mayors ?
Title: Re: [1.0] Simple Slavery
Post by: Nomalastor on March 01, 2020, 04:51:54 PM
Does anybody have plans to update this mod to 1.1? What a royalty without slaves?

UPD. There is an unofficial patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2009091149 (https://steamcommunity.com/sharedfiles/filedetails/?id=2009091149)

Could someone please ask the author to upload it non-Steam? Unfortunately, I cannot do it right now.
Title: Re: [1.0] Simple Slavery
Post by: Simstu on April 02, 2020, 03:55:42 PM
Hi, still playing 1.0 but can't emancipate slaves after enslavement. They just ,,joined'' as another colonist. Can someone help me?