rimworld мод simple slavery

Мод «Simple Slavery Collars» для Rimworld (v1.3)

Хотите заранее предотвратить побег раба? Тогда этот мод для вас!

Добавляет новые виды ошейников:

Взрывной ошейник при активации взрывает голову владельца. Носящий умрет.
При активации электрический ошейник шокирует пользователя. Владелец падает с ожогами.
Crypto Collar замораживает владельца при активации. Носящий просто не сможет двигаться.

Племенной ошейник имеет 10% подавления рабов.
Электрический ошейник, Шифровальный ошейник и Тяжелый ошейник имеют 20% подавления рабов.
Взрывной ошейник имеет 25% подавления рабов.

Функции можно использовать не только для рабов, но также для колонистов и заключенных в поселениях.
Вы можете заставить рабов носить ошейники и кандалы.
Функция баффа / дебаффа настроения в зависимости от ношения ошейника раба.

Мод переведен на русский язык.

Для работы мода требуется: HugsLib

Мод проверен на версии игры: 1.3

Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.

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Информация о файле

    Добавил: Dmitry6 Автор: TRIBeagle Формат файла: ZIP Размер: 1.3 mb Источник: Перейти

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ТОП группа по RimWorld

Помощь по игре и масса полезного контента. Подписывайся!

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Simple Slavery [1.2]

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. 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).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. 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. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

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Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

Slaves riding an animal with Giddy Up when they try to escape will result in losing the animal they’re riding.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Download some more! More Slaves

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Simple Slavery [1.2]

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. 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).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. 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. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

Slaves riding an animal with Giddy Up when they try to escape will result in losing the animal they’re riding.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

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Download some more! More Slaves

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Simple Slavery [1.2]

Uploaded · Published July 9, 2020 · Updated January 24, 2021

Last revision: 2 Jan at 10:22 UTC (2)

File size: 6.56 MB

Description:

Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1 by me.

The description is mostly copied over from the 1.0 version. It might not be fully up to date.

Currently they function very similarly to a normal colonist– able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. 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).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. 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. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect…

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Download some more! More Slaves

Thirite – Original Author, Continued Updates
Ziehn – 1.0 Update, Continued Updates
MarkSill – 1.1 Update, Continued Updates
Proxyer – Japanese Translation
Aramati – Portuguese-BR Translation
xRg – Russian Translation
And you – For clicking subscribe

Direct download: GitHub [github.com]

Required items:

Click the title to search on this site.

Revisions:

Old revisions of this mod are available below. Click the link to download.

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Simple Slavery[1.0]

Status update: First off I’m really sorry for the long delay, been having a bad 2 years that seem to find something worse than the last. At the moment I can’t give any time frames where I can work on this mod again so if anyone wants to pick up where I left off feel free to, just give credit to the original author.

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Allows the player to take captured prisoners as slaves.

Original mod by Thirite, updated to 1.0 by Ziehn. Uploaded with permission.

Currently they function very similarly to a normal colonist— able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.

Toggle on the «Emancipate» gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.

Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. 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).

Q. Is this compatible with Prison Labor?
A. Yes, I haven’t used Prison Labor much myself but this takes a different approach. 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. They can be used at the same time. See Compatibility for more details.

Q.I can’t unequip collars, help!
A.If you are using the Rpg Inventory mod click the «Show List» button to view and unequip collars.

Q.My slaves are bald with collars equiped.
A. Show Hair With Hats

Q.My Slave escaped and is no longer on my colonist bar, what do?
A.Wait. No really just wait, after a half day or so they will rejoin your colony after their time out in prison.

Prison Labor mod’s «Motivation Mechanic» seems to interrupt escaping slaves causing them to wander aimlessly, you can turn it off in Prison Labor’s mod options.

Multiplayer «works» but any of the UI mechanics will desync. Emancipate, Shackle, Special Collar functions ect.

This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I’m sure the balance is likely in need of refining.

This mod is not meant to condone real world slavery, whether past or present. If you can’t differentiate between a videogame and real life then you shouldn’t be playing RimWorld to begin with.

Older Change Logs can now be found here Change Logs

[5/25/2019 @ 5:08pm]
Fixed animals not showing on list of things to sell

[4/12/2019 @ 3:06pm]
Russian translation updated

[4/7/2019 @ 9:29pm]
Fixed slaves not joining colony on emancipation

[4/5/2019 @ 12:34am]
Fixed slave selling in player caravans (World map)

[3/29/2019 @ 11:26am]
Added a mask to explosive/electric collars so the component parts color will be consistent
Russian Translation by xRg

[3/14/2019 @ 11:46am]
New Collar, Electric Collars. Zzzt!
Requires Microelectronics researched
Causes burns to the neck
Small risk of Heart Attacks increasing with age

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