RimWorld

RimWorld

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Simple Slavery Collars (+Tweaks)
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.937 MB
25 Jul, 2021 @ 1:22pm
3 Aug @ 9:06am
35 Change Notes ( view )

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Simple Slavery Collars (+Tweaks)

Description
Add collars from Simple Slavery Mod and some tweaks related to slavery in Ideology DLC.

Caution!
This mod is available with or without ideology DLC. However, unlike the Simple Slavery mod, the function of creating slaves is not included. Without Ideology DLC, you can only use the collars.

If there's a slave that doesn't have a shackle icon, use debug action menu - add hediff... - enslave(hidden) - select slave - (no body part) or use character editor mod to apply enslave (hidden) hediff to your slave.

Original Mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2144935009

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1,1.2 by MarkSill.

Current features
- Explosive Collar
- Electric Collar
- Crypto Collar
- Heavy Collar
- Tribal Collar

...And their special abilities.

Explosive Collar explode the wearer's head when activated. The wearer will die.
Electric Collar shock the wearer when activated. The wearer falls down with burns.
Crypto Collar freezes the wearer when activated. The wearer will just be unable to move.

Tribal Collar has 10% slave suppression buff.
Electric Collar, Crypto Collar and Heavy Collar have 20% slave suppression buff.
Explosive Collar has 25% slave suppression buff.

Functions can be used not only for slaves but also for colonists and prisoners in settlements.
You can get slaves to wear collars and shackles.
Mood buff/debuff function according to slave collar wear.

You can activate the collars worn by pawns on the map at once.
It is available on a powered-on Comms Console.
It is also available in Small Comms Console from Small Comms Console mod, Tiny Comms Console from Tiny Comms Console mod and Micro Comms Console from Micro Comms Console mod.

Functions to turn on/off in mod options
- Slave stage function available. Depends on slave time. (A slave with iron-will or steadfast trait will not be Slave Stage 5.) You can also set the slave stage period in the mod option.
- Rebellion cycle change function enabled. Depends on the slave stage.
- Add role assignment function to slaves.
- Remove the slave's global working speed debuff.
- The slave's home faction to be changed to the player's faction when the slave stage reaches level 5.

Please refer to the change notes for updates.
I'm a novice moder, so I've been as careful as I can, but an unexpected error can occur.

HAR aliens can be shackled.

Life is busy, so it's hard to update often. Modifications may be delayed.

1.6 Update
Several new toggleable features have been added to the mod options menu:

- Once a slave has assimilated into the colony, they can now perform previously restricted tasks such as wardening, hunting, artistic work, and research.
- You can now restrict collar activation to only be usable via the Comms Console.
- The compatibility patch for Humanoid Alien Race has been migrated to a DLL patch. (Version 1.5 patch was also migrated to a DLL patch.)
- Several pieces of code have been refactored, and the UI icons have been updated.

Activate Collars Only at Comms Console
As of version 1.6, you can now configure collars to only be activated through a Comms Console.
This option is enabled by default in the mod settings.

When enabled, collars can only be triggered via a powered Comms Console (or compatible devices from other mods).
Once a command is issued at the console, a colonist—or an assimilated slave—who can perform Warden work must interact with the console for the collar to activate.
You can choose to target individuals or groups.

If you disable this option in the mod settings, collars can be used the same way as in version 1.5: either by selecting an individual colonist wearing a collar or by issuing a mass command through the console.

Addons
SSC Remove Collar Graphic

Compatibility Issues
When used with Cybernetics Organism and Neural Network mod, the special abilities icon does not appear when the pawn is in the mental break state. Special functions are still available in the event of slave rebellion or prisoner escape.
The use of functions in the Comms Console works normally.

Credits
Thirite - Original Author, Continued Updates
Ziehn - 1.0 Update, Continued Updates
MarkSill - 1.1,1.2 Update, Continued Updates
TRIBeagle - 1.3,1.4,1.5,1.6 Collars Version Porting
Proxyer - Japanese Translation
Aramati - Portuguese-BR Translation
xRg - Russian Translation
And you - For clicking subscribe

Source & Development
GitHub Repository: github.com/TRIBeagle/Simple-Slavery-Collars

This repository includes:
- Full source code
- License (CC-BY-NC-SA 4.0)
- Credits and changelog

I don't speak English well. The explanation may be awkward because I used a translator.
If you have a problem, please tell me with the error log.
Popular Discussions View All (1)
28
21 Sep, 2024 @ 10:17pm
Bug Report
TRIBeagle
217 Comments
Gabe Knight 2 Sep @ 7:31pm 
Need clarification on that issue. Just installed the mod and disabled slave stage but the mechanics look cool. If it's not a bug I'll install it. Thanks
Tzeentch Bot 2 Sep @ 10:47am 
And through simple tests has it turned out to be that the STAGE-RESET-MAGICALLY issue is caused by loading a save created without Anomaly dlc with the very dlc ENABLED. What an ANOMALY, isn't it!?
Tzeentch Bot 2 Sep @ 10:22am 
Bah, my stage-5 old men are MAGICALLY RESET BACK TO STAGE 1 after loading an old save, could it please be explained? Or could there please be a dev that REFUNDS MY TIME SPENDING ON AN OVER-COMPETENT slave?
Gabe Knight 2 Sep @ 9:00am 
Thank you for the mod. Looks awesome.
TRIBeagle  [author] 2 Sep @ 6:55am 
@Salvatore
For prisoners, only the collar feature is applied. The remote collar feature via comms console also works. However, slave mood changes, rebellion interval changes, title assignments, work speed debuffs, and faction origin changes do not apply to prisoners.
TRIBeagle  [author] 2 Sep @ 6:55am 
@WJSabey
Besides collars, this mod provides various tweaks related to slaves. For example, adding mood effects for pawns enslaved for a long time, adjusting rebellion intervals, assigning titles, applying work speed debuffs, changing factions, and enabling/disabling slave-restricted work types. All features are configurable in the mod options.
TRIBeagle  [author] 2 Sep @ 6:55am 
@Tzeentch Bot
That’s a good idea. I’ll consider it for the next update.
Salvatore 1 Sep @ 9:24pm 
Does this also work for prisoners?
WJSabey 31 Aug @ 3:48am 
What I want is the collars, not sure about this other stuff listed; any chance for a little more info what it's about?
Tzeentch Bot 22 Aug @ 3:07am 
it is advised that a 3-year-old colony-born child who is a 'slave-by-tradition' could start at a higher slave-stage (stage-3 for example). only through the letter's option could this bonus take effect, which means a 'free-colonist-by-tradition', if enslaved under the command of the player, still goes from stage 1 just as it is now.