Slavers Mod

Description:

Slaves

Pirates and Slavers

New Stuff!

Screenshots

Thanks to:

Download

How to install:

Changelog

1.01:

- Colonist wages now cost (skillpoints * 3), instead of (skillpoints * 5). This should put the average wages around 150 instead of 250 per month.

- Colonists don't expect wages to be paid until the end of the second month (24 days in). "Buy pirates today and get the first month free!"

- Adjusted unpaid negative thoughts downward from -15 and -30 to -7 and -14.

- Adjusted Toiled to only stack to 5 (-25 total).

- Adjusted mischief to only gain at the rate of 3% instead of 5% per day

- Adjusted downward the saw turret and saw gibbet cage thoughts to -4 and -6

- New slaves get the disciplined state for 12 days after being enslaved.



Known issues / Bugs

A Note on Compatibility

Compatible / Incompatible Mods:

Works!

disable

Works!

Slavers is a mod that changes your colonists from calm, reasonable worker ants to badass slavers and pirates. To thrive in this mod, you'll need to capture and manage a pool of slaves that do all the real work around the colony while your slavers kick their feet up at the bar. The main changes in this mod are:Prisoners can now be enslaved by crafting a slave collar at a tailor's workbench. Slaves work much like colonists in that they can be assigned tasks, drafted, and use all the same facilities that your colonists can. The biggest change is that over time, slaves will start to be mischievous and sabotage the colony, by sneakily destroying items, painting ugly graffiti, slacking off and avoiding work, or even powering down turrets when you aren't looking! To combat this, you can discipline your slaves by beating them, hanging their dead in gibbet cages, or even executing some to send a message to the rest. Be careful, though, the methods of disciplining slaves cause them to be unhappy, so don't lay it on too thick.Instead of a colony built by survivors of a crash, the colony is a pirate clan marooned on the Rimworld. As pirates, the colonists won't care about murder, death, or slavery, but do expect wages to be paid once per month. Wages are paid by building an ATM building with attached money hoppers and filling the hoppers with gold or silver - the slavers will use the ATM on payday automatically.Slavers expect all the heavy lifting in the colony to be done by slaves, and will grow very unhappy if they have to work!-New Storyteller!-New turrets: beanbag turret and sonic turret! Both non-lethal, the beanbag turret is short range and rapid-firing, while the sonic turret is very long range, very low rate of fire, but almost guaranteed to put someone down when it hits.-New melee weapon: whip! Does almost no damage, perfect for disciplining slaves.-New buildings: ATM and money hopper! Build so colonists can draw wages.-New events: Nomads and Slave Riot!-New work: Guard! Like Warden but for slaves instead of prisoners.-All the stuff from the Prison Improvements mod! If you don't want spoilers, feel free to download the mod and check it out. If you want to know exactly how this mod works, check out the SPOILERS document , which lists each and every change in the mod.Click for the full size image.Haplo for the job tutorial post in particularEDB for the awesome modsJustin C for the non-lethal turrets mod- Unzip the contents and place them in your RimWorld/Mods folder.- Activate the mod in the mod menu in the game.-Takes two keypresses to rotate security camera-Not all input is caught when naming a security camera - for example, 1-2-3 still change game time while naming. Will work on this one at some point.-Bloodlust trait has been removed (all slavers act like they have bloodlust anyway)-Slaves aren't sellable at the moment, you have to imprison them first-Wages are still being balanced, if your colony keeps running out of money you can turn off wages by modifying Slavers\Defs\ThoughtDefs\SlaversThoughtDefs.xml and setting the unpaid states to 0 effect.This mod replaces a lot of behavior from the core game. Unfortunately that means this mod will not work with many of the other mods for this game.Mods that just add new things - like new guns, turrets, plants - will probably work fine; mods that change the core game, like the mods that add zombies or aliens or whatnot, probably will not work. If you notice a problem with this mod or any other, please try disabling all the mods except Slavers before reporting a problem, and let me know in this thread what mods do and don't work together.* My Minor mods ( https://ludeon.com/forums/index.php?topic=10908.0 ):* Prison Improvements: Already rolled into this mod, sowhen using Slavers.* EDB's mods (interface, prepare carefully):