[A17/B18] Simple Slavery v0.5k (updated 2018/1/29)

Started by Thirite, June 15, 2017, 11:07:32 AM

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Thirite

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.

kiesu

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?)

Thirite

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.

Lazarae

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)

FoxXeL

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?

Thirite

#65
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

Cherna

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.

DeLaFere

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!

Thirite

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.

FoxXeL

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.

Thirite

#70
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)

Cherna

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.

FoxXeL

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.

Thirite

#73
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

Katarumi

#74
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.