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Disabling slave stage in the options is safe — all the other mechanics still work fine. The reset issue isn’t a normal bug; it only appears in very specific cases, when a DLC or mod that introduces new records is added to an existing save. RimWorld’s record indices can get messed up in that situation, which makes the stages look reset. I will be revising the structure so it no longer depends on records. Until then, a debug action is included as a temporary workaround.
Not “magic.” This only happens if you add a DLC or mod that introduces new records into an old save. RimWorld’s record indices can get messed up, and because the mod relied on those records, stages look reset. I will be revising the structure so it no longer depends on records. For now, a debug action is included as a temporary workaround so you can fix slave-time yourself if it happens.
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.
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.
That’s a good idea. I’ll consider it for the next update.
This is an error I hadn’t anticipated. Although I don’t have much time to work on it right now, I’ll try to find a fix soon.
When I tested this in a vanilla environment, I confirmed that slaves do join my faction once they reach stage 5. Are both "Slave Stage On/Off" and "Assimilation Slave On/Off" enabled in your settings? If either of these options is turned off, the feature will not work. Also, does your slave have the "iron-willed" or "steadfast" trait? In that case, the slave's faction will not change.
Your patch operation does not take into account people who might have an alien race that does not use the "whiteApparelList" tag. I have a race that only uses "apparelList" and blackApparelList" it does not use "whiteApparelList" so the mod can't apply anything.
Toggle God mode in dev mode and select the pawn that is in shackles. Navigate to health, select dev tool then enable show hidden hediffs.
Click on the red i icon next to the purple Enslaved (hidden) hediff, this will remove the pawn being in shackles.
The issue with this work around is that it will require you either manually remove or reapply the Enslaved (hidden) hediff each time you wish to shackle or unshackle your slaves.
I hope this helps while we wait for a bug fix.