RimWorld

RimWorld

450 ratings
Simple Slavery Collars
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.924 MB
25 Jul, 2021 @ 1:22pm
17 Jul @ 7:31am
34 Change Notes ( view )

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Simple Slavery Collars

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://steamproxy-script.pipiskins.com/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

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
203 Comments
Go juice tweaker 8 hours ago 
bro holy when i shocked my pawn to test it out he had a heart attack bc of the shock XD
WarKittyKat 20 Jul @ 11:47am 
@Reprogrammed Automaton did you by any chance add the mod midway through the game? I did a little playing around and what it looks like is happening for me - if you get a slave, and then you add the mod after, that slave won't assimilate. You can get around this by arresting the slave and re-enslaving them; if they've reached stage 5 they will immediately assimilate once re-enslaved.
TRIBeagle  [author] 17 Jul @ 5:58am 
@Reprogrammed Automaton

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.
Reprogrammed Automaton 16 Jul @ 11:56pm 
As of 1.6 slaves aren't becoming part of my faction once they hit stage 5 any more....
GhoulNik 13 Jul @ 1:09pm 
Thank you!
DZiral 13 Jul @ 10:01am 
Thanks!
isuck 11 Jul @ 3:53pm 
thank you for your hard work!
nana_the_ninja 11 Jul @ 11:28am 
Thanks for the update and all your work
TRIBeagle  [author] 11 Jul @ 8:32am 
Currently working on an update. I’m planning to release the 1.6 compatibility update this weekend.
kkpp1213456 10 Jul @ 2:29am 
1.6