RimWorld

RimWorld

Useful Terror
103 Comments
Monkey Magic 20 Sep @ 4:52am 
Awesome, thanks ^^

The other thought I had on a duration timer was to shove it into character Bio, along with the ones for "last human meal" for cannibals, but I figured that would be even more work XD
Fuko  [author] 19 Sep @ 10:04pm 
@Monkey Magic That's a pretty good idea, I added a suppression level slider to the mod options.

Adding the current duration to the tooltip is a nice idea, but takes too much work to do however. You need to make a transpiler to edit the tooltip dynamically, which is a pain.
Monkey Magic 17 Sep @ 9:23am 
An awesome mod - it bugged me that I built terror buildings in the slave quarters to help keep them in check, only to see the terror immediately fall off the moment they left the room! The extended lasting effect should be vanilla, IMO.

Anyway, a couple of things:

Any chance you could add the current duration to the tooltip for terror?

Also, can we get an option to adjust the maintain level?

My mechanitor has other things to do that run around after temporary slaves all day. She's a solo, but anyone foolish enough to attack who survives gets imprisoned, then enslaves, and forced to work until they can be sold to a trader.

Problem is, with the default set to 100% - that's fine for slaves one wants to keep, but in her case it's a burden keeping her from her other work.
Mc_Dyno 28 Jul @ 9:26am 
FINALLLY! AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAA
nana_the_ninja 26 Jul @ 8:49am 
@Fuko Thanks for the update!!
Fuko  [author] 26 Jul @ 6:49am 
1.6 Update is Here!!!!! (Don't mind the 1.5 in the image, I don't have the banner files with me ;P)

Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.

I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!

The mod can be added in the middle of a saved game, so no need to restart.

Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.

Have fun~!
Huehuecóyotl 20 Jul @ 9:36pm 
Glad to hear from you, everyone was worried :) Excited to see your mods updated, they're all on my "Can't live without" list!
negimagi_10 20 Jul @ 7:05pm 
thanks Fuko you rock! I look forward to using your mods in 1.6.
Fuko  [author] 19 Jul @ 4:08am 
Oh, new Rimworld expansion is out :lunar2019shockedpig:

I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along :MHRISE_Felyne:

I'll try to get my mods updated in the next few weeks.
OdIn 17 Jul @ 11:37am 
is thi sbeutefull mod gone get updated? or is it still good?
Stray 13 Jul @ 3:06pm 
gunns i see you on every mod man you are an absolute menace, take a damn chill pill
gunns22 12 Jul @ 5:11pm 
@Fuko

Will this get updated to 1.6?
Papito 1 Jul @ 1:43pm 
Will this get updated?
Fuko  [author] 13 Feb @ 4:25pm 
@Yoann Oh you're right. Hovering over the "Slave rebellion interval" stat during a rebellion will throw that error since the numbers can't be calculated. Fixed now.

Thanks for the report!
Yoann 11 Feb @ 10:48pm 
fallenscion 30 Oct, 2024 @ 4:08pm 
@Fuko - Thank you for the thoughtful response! I have enough other mods to dig through that it might be awhile before I can rigorously test it, but I'll let you know if I do notice anything
Fuko  [author] 30 Oct, 2024 @ 2:34am 
@fallenscion It's hard to tell, since the description of what exactly the mod is doing isn't very clear. It seems risky though. Best if you do some controlled tests in a test game before attempting to use them together.
fallenscion 29 Oct, 2024 @ 10:57am 
Any idea if Slave Rebellions Improved (Continued) is compatible with this? I know that one extensively touches the triggers for rebellions.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3259932217
👁 2 Aug, 2024 @ 11:21am 
Hahaha I've done that
Dealer Mangan 2 Aug, 2024 @ 6:37am 
@FuuChan
The problem actually turned out that my dumb ass forgot to include DLC in the modlist. No errors with DLC enabled.:summercrab2023:
Fuko  [author] 2 Aug, 2024 @ 2:06am 
@Vivus Looks like another mod modified the Terror Sculpture's xml to the point where this mod's xml patch fails.

It's safe to ignore. This just modifies the range indicator of the sculpture so you can more easily tell the terror radius.

Do you happen to know which mod is changing your terror sculptures?
Dealer Mangan 2 Aug, 2024 @ 1:37am 
I get these kinds of errors in the log, are they safe to ignore?

[Useful Terror - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/ThingDef[defName="SculptureTerror"]"): Failed to find a node with the given xpath
Verse.PatchOperationConditional(xpath=/Defs/ThingDef[defName="SculptureTerror"]/comps): Error in <nomatch>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: E:\Steam\steamapps\workshop\content\294100\2636462610\Common\Patches\Various_Patches.xml



E:\Steam\steamapps\workshop\content\294100\2636462610\Common\Patches\Various_Patch was patched by:
X_Mangoose_X 24 Jun, 2024 @ 9:11pm 
Essential mod
👁 15 Jun, 2024 @ 8:14pm 
This mod is essential, the slave suppression is nice but since I rarely use slaves I'm getting the most out of this because I use the prison labor mod and it basically makes prisoners afraid to revolt.

I just put some trash brick terror statues in their bedrooms and they'll never run.
Fuko  [author] 15 Jun, 2024 @ 12:01pm 
3.2 update: Add 100% terror effect to Bliss Lobotomy surgery from Anomaly, which serves as an earlier game alternative to the heart acidifier with more severe downsides.
👁 14 May, 2024 @ 12:45pm 
Hurray for the unrelated option!
Fuko  [author] 13 May, 2024 @ 7:54pm 
Terror still doesn't affect prisoners. It's just an unrelated option I added because the amount of prison breaks was getting too annoying :p
👁 13 May, 2024 @ 7:23pm 
Ohhh so it counts for suppressing Prisoners now too?

And with the Prison Labor mod for totally not slaves because they aren't allowed outside or trusted as much as slaves?
Fuko  [author] 9 May, 2024 @ 1:26am 
~3.1 update:
New Time until Prison Break and Time until Slave Rebellion multiplier added in the options!

The time until the next prison break and rebellion can now be decreased or increased to fit your preference!
Latex Santa 23 Apr, 2024 @ 1:12am 
@FuuChan
This should make prisoners with jobs actually viable, rather than a hassle.
Thanks!
Fuko  [author] 21 Apr, 2024 @ 1:43am 
@AuntyDonna I actually had that during the early days of this mod. But I ended up not liking it because the logic for suppressing wasn't very smart, even when across the map they'd run back just to suppress one guy ;p

But a change like that is easy to edit from the game XML's yourself, or you can set a soft rule on yourself to not use straps/collars.
Nishe 21 Apr, 2024 @ 1:30am 
Hello there.
Just an idea, would you consider altering the slave strap and collar so that they no longer completely negate a pawn's suppression loss per day? Imo those are too overpowered and don't really make sense. Like, they should help, but they shouldn't completely remove the mechanic of having to suppress your pawns. If I was a slave, just putting on a weird humiliating strap and collar wouldn't mean I am suddenly going to just resign to my fate of slavery for the rest of my life. It should still require some maintenance. This would also serve to make terror more useful in its original role of slowing suppression loss.
Fighting Pirate 10 Apr, 2024 @ 11:31pm 
Thank you for the update!
Fuko  [author] 10 Apr, 2024 @ 11:00pm 
Updated for 1.5 Anomaly!
Also Heart acidifier should no longer spawn on enemies.
Fuko  [author] 10 Apr, 2024 @ 1:39pm 
@Bosh It comin'
Bosh 9 Apr, 2024 @ 9:00am 
1.5?
0ddbase 19 Jan, 2024 @ 1:46pm 
was looking at the recipes noticed a strange discrepancy when related to the other prosthetics in the "poison synthesis" research tree for some reason the heart acidifier takes plasteel instead of steel like the other implants. nothing major of course but i thought it was a little strange.
Shats Bassoon 24 Oct, 2023 @ 1:33pm 
We're all Pomu down here...
Fuko  [author] 21 Sep, 2023 @ 1:29pm 
@Lava Thanks for the report, I'll see if there's a way to fix that in the next version
Lava 20 Sep, 2023 @ 5:56pm 
Hi. I'm noticing that the Heart Acidifier implant is spawning on pawns that have a chance to spawn with bionics (imperials) and I do not think it is quite appropriate. I've noticed this issue with similar mods and would just like to bring this to your attention.
MarsInAres 16 Jun, 2023 @ 1:50pm 
The way I was scrolling down a modpack and suddenly saw Pomu and then saw your name is Fuuchan omg
Fuko  [author] 16 Feb, 2023 @ 3:51pm 
@Torres Yes.
@femoral2 Perhaps... Doesn't look like there's any direct conflict, but depends mostly on how they implemented their mod, since they made some wide sweeping changes to vanilla behavior.
Torres 16 Feb, 2023 @ 3:30pm 
Thank God, finally a mod like this. My slaves were revolting weekly...

Do skullspikes give terror as well? and gibbet cages?
femoral2 26 Jan, 2023 @ 11:01am 
Is this compatible with Slave Rebellions Improved?
The Blind One 24 Dec, 2022 @ 9:42am 
This is some dark shit

imma sub now.
NotTildaSwinton 21 Dec, 2022 @ 7:34pm 
Thank you
Fuko  [author] 21 Dec, 2022 @ 5:57pm 
@NotTildaSwinton
It should show up in the Machining table in vanilla. I think certain mods like EPOE move all the prosthetics to their own crafting table, so check there if you're using mods like that.
NotTildaSwinton 21 Dec, 2022 @ 5:17pm 
@FuuChan

Sorry, but I am having trouble finding the recipe for the heart acidifier, after unlocking the research for Poison Synthesis.

Could you point me in the right direction? (right workbench?)
chill 12 Dec, 2022 @ 7:39am 
[Laughs in Drukhari]
Fuko  [author] 27 Nov, 2022 @ 3:08am 
Update: Heart Acidifer will now require the Poison Synthesis research instead of Bionics if Royalty is installed.

Requiring the Poison Synthesis techprint should make it more of an investment one has to aim for, since this implant is quite powerful.