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Simple Slavery Collars

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. Original Mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2144935009]https://steamcommunity.com/sharedfiles/filedetails/?id=2144935009[/url] Original mod by Thirite, updated to 1.0 by Ziehn, updated to 1.1,1.2 by MarkSill. Collars - [b]Explosive Collar[/b] — Explodes the wearer's head when activated. The wearer will die. - [b]Electric Collar[/b] — Shocks the wearer when activated. The wearer falls unconscious with burns. - [b]Crypto Collar[/b] — Freezes the wearer when activated. The wearer becomes unable to move. - [b]Heavy Collar[/b] — A standard collar with no special ability. - [b]Tribal Collar[/b] — A lightweight collar with no special ability. Suppression bonuses: Tribal 10%, Electric/Crypto/Heavy 20%, Explosive 25%. Functions can be used for slaves, colonists, and prisoners. Battery & Charging System (New in 1.6) Collars now have a battery that drains over time. Each collar type has different capacity and drain rates. Collar quality affects battery capacity. - [b]Idle drain[/b]: Power consumed while the collar is not armed. - [b]Active drain[/b]: Power consumed while the collar is armed — drains much faster. - When the battery is depleted, the collar becomes inoperable (cannot be armed). - [b]Charging[/b]: Wardens carry slaves/prisoners to a powered Comms Console or battery to recharge. Stage 5 slaves and colonists can self-recharge. Right-click forced recharge works on any collar-wearing colony member, even if drafted, downed, or bedridden. - [b]Charge gizmo[/b]: Shows battery level with 4-stage color indicator (blue → yellow → orange → red). Drag the threshold marker to set when recharging triggers. - [b]Drain multiplier[/b]: Adjustable in mod options. - Can be disabled entirely in mod options. EM Disruption System (New in 1.6) - EMP damage temporarily disables collars on the affected pawn. - Solar flares disable all collars on the map. - Can be disabled entirely in mod options. Comms Console Management (Updated in 1.6) The Comms Console collar management UI has been completely overhauled: - Filter pawns by type (colonist / slave / prisoner) and collar type - Pawn portraits displayed in the list - Batch arm/disarm by collar type - Individual or group activation When "Activate Collars Only at Comms Console" is enabled (default), collar abilities can only be triggered via a powered Comms Console. A colonist or assimilated slave with Warden work must interact with the console. When disabled, collars can be activated directly by selecting the pawn, or through the console. Slave Stage System Slaves progress through 5 stages over time. Each stage affects rebellion frequency, work speed debuffs, and more. All toggleable in mod options: - [b]Slave Stage[/b]: Emotional changes based on time as a slave. Stage period is configurable (minimum 1 day per stage). - [b]Rebellion Cycle[/b]: Rebellion frequency changes by stage. - [b]Role Assignment[/b]: Allow slaves to be assigned to precept roles. - [b]Work/Ritual Unlock (Stage 5)[/b]: Stage 5 slaves can perform all work types and participate in rituals. - [b]Assimilation (Stage 5)[/b]: Slave's home faction changes to the player's faction. Released assimilated slaves join the colony. - [b]Unwavering Loyalty[/b]: Slaves with vanilla "unwavering loyalty" are blocked from reaching Stage 5. An option allows ignoring this — upon assimilation, their unwavering loyalty is removed. Addons [url=http://steamcommunity.com/sharedfiles/filedetails/?id=2599252356]SSC Remove Collar Graphic[/url] Compatibility & Save Safety - [b]Save compatible[/b]: Slave data has been migrated from Hediff to CompSlave internally. Existing saves auto-migrate on load — no manual action needed. - HAR (Humanoid Alien Race) aliens can be shackled — built-in compatibility via reflection. - Compatible with Small/Tiny/Micro Comms Console and Vanilla Gravship Expanded comms terminal. - Safe to add mid-game. Do NOT remove mid-game (save data corruption). - Cybernetics Organism and Neural Network: ability icon issue during mental breaks was reported in older versions and may be resolved in 1.6. Console activation 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 - [url=http://steamcommunity.com/sharedfiles/filedetails/?id=1636672484]Japanese Translation[/url] Aramati - Portuguese-BR Translation xRg - Russian Translation lzw-723 - Chinese Simplified Translation And you - For clicking subscribe Source & Development GitHub Repository: [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fgithub.com%2FTRIBeagle%2FSimple-Slavery-Collars]github.com/TRIBeagle/Simple-Slavery-Collars[/url] 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.