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[mod] Masochist Slaves Won't Rebel


slugguh

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Posted (edited)

Masochist Slaves Won't Rebel


You've seen it before. The new slave, Cindy, has been violated so hard that she gained the masochist trait. Or spawned with it. Whatever.

Dear reader, I ask you, why should Cindy ever consider staging a rebellion, or follow others as they escape, when she could stay exactly where she wants to be?

This mod will stop pawns with the "masochist" trait from ever trying to escape. It synergizes well with mods that expand on slavery's mechanics, so that you have a reason to keep around what is ultimately a slightly less useful pawn with a yellow name.

 

Untitled-1.jpg.cb25d3af2dba06926ff5135228885a95.jpg


 

Edited by slugguh
Posted

Nice, this makes sense and should be a base feature. I hope you make more rjw mods. This community always needs more C# literate modders making interesting mods.

Posted
22 hours ago, KHCN said:

hi i wanna try this mod but got ctd upon loading. any idea what may be the cause?

is rjw installed? it's a hard-requirement due to the way i detect masochists. i forgot to not assume everyone here uses it. this was honestly just a personal mod i packed up because some might be interested in it

Posted
On 8/31/2023 at 2:48 PM, slugguh said:

is rjw installed? it's a hard-requirement due to the way i detect masochists. i forgot to not assume everyone here uses it. this was honestly just a personal mod i packed up because some might be interested in it

yeah. it might be the ram issue. the game works fine since i got an extra 16g vram.

  • 7 months later...
Posted
On 4/30/2024 at 12:28 PM, Mr.Weirdo said:

Is this mod still good for 1.5?

 

it is still 1.4 ver so use it as your own risk. Last time I tried it it gives me a lot of error on log when enslaving prisoner. But then again, I didn't have rjw installed on 1.5 and one of the messages has rjw prefix, so I am not sure. 

  • 4 weeks later...
Posted

I ported the mod to 1.5.

masochists_cant_rebel.zip
After enslaving a pawn with the trait “Masochist” pawn did not want to escape from the colony.

On 5/1/2024 at 8:49 AM, OvanMk8 said:

Last time I tried it it gives me a lot of error on log when enslaving prisoner.

I'm not sure what issues you encountered when using this mod in version 1.5, but it wasn't the mod itself that caused the problem. This mod has only one dependency, which is RJW. When I upgraded mod to version 1.5, there was no need to make any changes for this mod to function properly in the new version.

 

Unfortunately, at the time of writing this post, GitGud is not available, so I cannot create a repository for this mod. I will create one as soon as GitGud.io becomes available. (I will also remove the mod repository page from GitGud if the original developer of the mod requests it.)

Posted
14 hours ago, McflurryButtz said:

Does this work without RJW?

Currently it doesn't work without RJW, but it is possible to rewrite the code to make it work.

 

14 hours ago, McflurryButtz said:

Heck, colonists should even get a debuff for not being slaves

I could add a separate integration with RJW that would work as follows:

With a certain chance, when the “Slave” thought appears, the “submission” trait could manifest, which would give a debuff when the pawn is not in “Slave” status, at the very least.

Posted
13 hours ago, Akiya82 said:

Currently it doesn't work without RJW, but it is possible to rewrite the code to make it work.

 

I could add a separate integration with RJW that would work as follows:

With a certain chance, when the “Slave” thought appears, the “submission” trait could manifest, which would give a debuff when the pawn is not in “Slave” status, at the very least.

I actually like the idea of this being vanilla purely because masochistic pawns are simply overpowered and there really isn't any downside. But if you are writing the code, it's totally up to you and it's your mod.

Posted
8 hours ago, McflurryButtz said:

I actually like the idea of this being vanilla purely because masochistic pawns are simply overpowered and there really isn't any downside. But if you are writing the code, it's totally up to you and it's your mod.

this mod doesn't fix that? it makes masochists even better 

Posted
On 5/30/2024 at 9:37 AM, McflurryButtz said:

I actually like the idea of this being vanilla purely because masochistic pawns are simply overpowered and there really isn't any downside.

The mod performs a single function, which is evident from its name. I believe it would be more effective to create a separate mod dedicated to enhancing the "masochist" trait. This way, we can avoid cluttering this mod with additional features.

Posted (edited)
On 5/30/2024 at 7:54 AM, Skömer said:

this mod doesn't fix that? it makes masochists even better 

It does for RJW, but I don't always use RJW for all my playthroughs. Masochists are genuinely overpowered and they really need some weaknesses in the base game, especially since anomaly adds in a ton of mental state positives like mind numb serum. It's way to readily available, so I can essentially turn my colonists into robots.

Edited by McflurryButtz
Posted
On 5/29/2024 at 5:00 AM, McflurryButtz said:

Does this work without RJW?

removed the RJW dependency from the mod

 

posted the mod on  gitlab icon.png Gitgud

 

the latest version of the mod at the moment is 1.1.1

  • 1 year later...

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