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If you can't differentiate between a videogame and real life then you shouldn't be playing RimWorld to begin with.įixed animals not showing on list of things to sell
Rimworld zzzt mod#
This mod is not meant to condone real world slavery, whether past or present. It should be suitable for normal (non-debugging) gameplay but I'm sure the balance is likely in need of refining. This is still a work in progress, but it seems pretty stable from my quick tests.
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I suggest making an outfit just for slaves too.Ī.If you are using the Rpg Inventory mod click the "Show List" button to view and unequip collars. Q.My normal colonists keep equiping the slave collars, why?Ī.Collars are still just normal apparel, thus need to be forbidden in your outfit settings. It pretty much comes down to which roleplaying flavor you prefer, Prison Labor makes it feel like your running a prison camp while Simple Slavery does better at playing being a slaver. Yes, I haven't used Prison Labor much myself but this takes a different approach. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).Ī. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery. Once this is done, they will be considered a released prisoner and leave for home. A warden will then autonomously set them free, or you may prioritize it like most other orders.
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Toggle on the "Emancipate" gizmo after selecting a slave. Of course they will probably still try to escape. After that they will resume their duties as a slave.Ĭurrently they function very similarly to a normal colonist- able to perform typical jobs, be designated colonist beds, may be drafted, etc. When a slave attempts to escape, you'll have to send out a pawn to catch them assuming you're successful, they'll be carried to a prison cell where they will be interned for a few hours. You can get a general idea of how low their willpower is from checking the negative mood effect of their "Enslaved" thought: it starts at a -15 mood penalty and rises from there. Slaves typically won't be happy about their situation and will make repeated escape attempts until their willpower has been broken. After that your warden will fasten it to their neck, and presto! They're now a useful member of your slave-driving colony. You'll first need to make a Slave Collar at either the Smithy or Crafting Spot, then in the Prisoner Tab, select the new option, "Enslave". Original mod by Thirite, updated to 1.0 by Ziehn. Allows the player to take captured prisoners as slaves.
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