[MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts

Started by Wastelander, February 25, 2015, 03:54:13 AM

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Vexare

Oh and one other thing (sorry for the huge posts). I am wondering if there's a way we can have a distinction between a 'chef' who prepares the high end meals only for the slavers to enjoy and a simple cook who only makes the crappy simple meals or just loads the nutrient paste hoppers for the slaves to eat? My high level chef I started with as one of the slavers because my leader demands good meals from day one gets the debuff for labored. I separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers! I've puzzled out how to design the cooking / eating areas to keep slaves from eating those high end meals and the only way is to prevent them access to that stockpile, but then that means I have to have a slaver chef to prepare them because the slaves can't get through the doors where food prep is being done anyways (nor do I want them to).

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

Monkeysaur

If I have slaves and I have some prisoners, will my slaves take up the role of warden for prisoners?

Monkeysaur

Idea:

Slave Zones:

Simple really, you zone an area and your slaves are limited to only those places and will only complete tasks which are within the zone.

Wastelander

Thanks for all the feedback!

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

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

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

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

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

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

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

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



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

QuoteSlave Zones:

Simple really, you zone an area and your slaves are limited to only those places and will only complete tasks which are within the zone.
I would love to do this but it'd be very, very difficult without hooking into the pathfinding code, which isn't possible yet. :(

millenium

Quote from: Vexare on March 08, 2015, 03:51:10 PM
Oh and one other thing (sorry for the huge posts). I am wondering if there's a way we can have a distinction between a 'chef' who prepares the high end meals only for the slavers to enjoy and a simple cook who only makes the crappy simple meals or just loads the nutrient paste hoppers for the slaves to eat? My high level chef I started with as one of the slavers because my leader demands good meals from day one gets the debuff for labored. I separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers! I've puzzled out how to design the cooking / eating areas to keep slaves from eating those high end meals and the only way is to prevent them access to that stockpile, but then that means I have to have a slaver chef to prepare them because the slaves can't get through the doors where food prep is being done anyways (nor do I want them to).

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

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

as to counteracting the slavers are lazy thing with their favorite task just give them a buff for doing things they like to do.

Ket009

so you said you wanted suggestions for additions:

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

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

Wastelander

QuoteIn the vanilla game there's a trait called masochist which gives a mood boost whenever the pawn is in pain (scales with the amount). Pawns with this trait make great slaves because they get a mood boost when beaten. If you could add the opposite trait (sadist) and have it give a mood boost for whenever that pawn sees another pawn in pain and a greater mood boost for actually causing pain, that'd be cool.
I like it! I'll put that on my roadmap (though not quite for the next release).

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

Absolutely, I'm planning the following for the next release:
-Magnetic cannon, lets you pirate ships in orbit (half-done)
-Roll in the Mending mod, so you can repair items you get from raiders/etc (done)
-Ransom paid for prisoners you hold (done)
-Custom storyteller will send lots more traders, especially slavers (done)

Scourge

Quote from: Wastelander on March 17, 2015, 08:38:05 PM
Quote
-Custom storyteller will send lots more traders, especially slavers (done)

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

...

At least they help with consuming of food.

Snowpig

Is it possible to make these turrets as a stand-alone mod?

Killaim

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

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

any possibility in this ?

Wastelander

QuoteIs it possible to make these turrets as a stand-alone mod?

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

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

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

Regarding the turrets, there is no code backing the turrets so you should be able to create your own small mod using the turret XMLs and images... you're more than welcome to but I'll leave that as an exercise for you if you're interested in building that ;)

Dewion

Hey, great mod!

I was just wondering different approach.
Could "Slaver" be just a backround that prevents "dull work" and "manual labor", then "Slave" will be another backround that can't do any intellectual work? And the slavers would get minor negative thought from doing other than beating and shooting and maybe butchering and cooking?
Is it possible that when the game start, mod create new slaves?
If that's not possible, what about that when new colony is started 1/3 or 1/4 number of colonists would become slaves?
Or player have to choose the poor one that have to become slave and do all the "dull work"?

Rhubarbs

Great mod, but you should re-think some of the balancing.

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

At the very least, disciplined slaves should get something that offsets that work speed debuff, maybe even goes past it.


«Temple»

Please update for A12, I loved this mod and came to see what was new and saw it was still A9!!!  :'(