My wife and I share games using steam's family feature thingy (one account gets to play games from the other account as long as the other account isn't playing that game). Will either or both of us get banned for (never at the same time) playing the game using this mod in this way?
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#2
Unfinished / Re: [A17] Simple Slavery v0.5g
December 27, 2017, 11:15:20 AMQuote 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!

#3
Unfinished / Re: [A17] Simple Slavery v0.5g
December 22, 2017, 02:49:25 PM
Definitely itching for a B18 update to this mod.
#4
Unfinished / Re: [A17] Simple Slavery v0.5b
July 02, 2017, 08:48:41 PM
Hey, I have a similar question.
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!
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!

#5
Unfinished / Re: [A17] Simple Slavery v0.3
June 28, 2017, 04:47:39 PM
Is the repeated wandering of slaves intentional after their wills are broken? Does it go away?
#6
Outdated / Re: [A16] Pests! (Blight Replacement) v.0.1.1
March 02, 2017, 12:09:50 PM
Does this one of your mods require a new save?
#7
Mod bugs / Pod Launcher Vanishes When Built!
February 17, 2017, 06:24:45 PM
Hi All,
When I build a pod launcher, the blueprint goes down, the resources are delivered, and the work counts down, then once it's completed, the blueprint vanishes and there is no pod launcher to be found.
Wut?
I've got plenty of mods installed, the only two with any relevance to pods are Hatti's "Long Range Pod Launcher" and Wishmaster's "Reuse Pods". I'm on alpha 16. Just tried a few more tests while writing this, the landing controller from "Reuse Pods" gives the same issue. The error is below, can anyone help me out?
Exception in Tick (pawn=LeBlanc, job=FinishFrame A=Thing_PodLauncher_Frame1279224, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
When I build a pod launcher, the blueprint goes down, the resources are delivered, and the work counts down, then once it's completed, the blueprint vanishes and there is no pod launcher to be found.
Wut?
I've got plenty of mods installed, the only two with any relevance to pods are Hatti's "Long Range Pod Launcher" and Wishmaster's "Reuse Pods". I'm on alpha 16. Just tried a few more tests while writing this, the landing controller from "Reuse Pods" gives the same issue. The error is below, can anyone help me out?
Exception in Tick (pawn=LeBlanc, job=FinishFrame A=Thing_PodLauncher_Frame1279224, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#8
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 06, 2017, 10:48:50 AM
I don't have anything to show for it since I've since uninstalled your mod and started a new map (but once this is fixed I would love to reinstall) but I encountered what I presume to be a bug using your mod.
Caravan out, set-up camp, start playing around with it, uncamp and continue on, but then I notice something. Up at the top, where you've got your colonists in those transparent boxes that represent colonies/locations? I've got my colonists at home, my colonists on the road, and an empty transparent box. I click it. It's not the camp I had just been at, and it's not my home colony either. It's small, camp-sized, but in a biome half the planet away. Eventually I debug-mode to get my colonists over to that world tile, and tell them to camp.
They set up camp in an identical map as this phantom location.... but the phantom location is still there. When I tell them to uncamp, their camp is gone, but this phantom location is still there. They can't enter it. It's not an actual camp... it's just... there.
Sorry I can't give you more - I really love the idea of this mod and I really want to use it in the future, I just don't want more (or even just one) potential phantom locations clogging up my memory (and bar at the top of the screen).
Thanks!
Caravan out, set-up camp, start playing around with it, uncamp and continue on, but then I notice something. Up at the top, where you've got your colonists in those transparent boxes that represent colonies/locations? I've got my colonists at home, my colonists on the road, and an empty transparent box. I click it. It's not the camp I had just been at, and it's not my home colony either. It's small, camp-sized, but in a biome half the planet away. Eventually I debug-mode to get my colonists over to that world tile, and tell them to camp.
They set up camp in an identical map as this phantom location.... but the phantom location is still there. When I tell them to uncamp, their camp is gone, but this phantom location is still there. They can't enter it. It's not an actual camp... it's just... there.
Sorry I can't give you more - I really love the idea of this mod and I really want to use it in the future, I just don't want more (or even just one) potential phantom locations clogging up my memory (and bar at the top of the screen).
Thanks!
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