RimWorld
[SYR] More Slaves
댓글 69
Mlie 2024년 11월 6일 오후 12시 43분 
Made an update of this:
https://steamproxy.com/sharedfiles/filedetails/?id=3361231919
Hope it helps anyone!
pibble 2024년 10월 26일 오전 5시 19분 
This version will still work on arriving caravans, but will break any city you try trading with.
Angrysquirrel 2024년 5월 3일 오후 12시 13분 
1.5?
ThePhantomX64 2024년 4월 27일 오전 1시 23분 
Just letting everyone know. Syrchalis has moved on from Rimworld modding way back. They currently do modding now for Baldur's Gate 3 and do not plan on coming back to RimWorld Modding anytime soon.
jerry807705586 2024년 4월 25일 오후 11시 19분 
1.5 pretty please
Bosh 2024년 4월 20일 오전 7시 36분 
If anyone's interested I took some code and made a highly simplified version of this.
https://steamproxy.com/sharedfiles/filedetails/?id=3227695395
dysaster 2024년 4월 19일 오전 7시 16분 
1.5 pretty please
rjoaquinw 2024년 4월 5일 오전 9시 34분 
is this mod getting an update to 1.5?
CTH2004 2023년 7월 15일 오전 9시 59분 
could you add a config to allow us to change the range of slaves in caravans? For instance, I could make it via the config have 0 to 4, or 4 to 4?

also, could you maybe make wether caravans bring slaves based on ideology precepts, and even make the range change based on precepts (configurable, and you can, via configs, change the values)
star 2023년 1월 14일 오후 8시 52분 
Does the slave trader come if I have very high population?
jtjumper 2022년 11월 23일 오후 7시 06분 
thx
Simmin 2022년 11월 19일 오후 10시 25분 
does this also affect faction bases?
einBetra TTV 2022년 10월 19일 오전 4시 16분 
Update for 1.4 plz :)
Mage of Fables 2022년 9월 23일 오후 8시 27분 
Is this compatible with Ideology?
jjmalyen 2022년 7월 11일 오전 7시 25분 
Been playing 40 days in game, and not seen a single slave. Not from Vanilla or modded factions. Appears not to be working for me. Just left it at default 3-5 setting.
Yoann 2022년 6월 15일 오전 4시 15분 
Could you add a checking of the "slavery precept" of the faction before adding slaves in the stock, please?
Syrchalis  [작성자] 2022년 3월 7일 오후 4시 02분 
Prob mod conflict. A mod is probably removing the node so it errors. You can try putting my mod higher in the load order - it won't change how anything works, but it'll remove the error.
-[EVIL]- Mášŧεя¹ 2022년 3월 7일 오후 2시 32분 
[[SYR] More Slaves - Start of stack trace]
Verse.PatchOperationReplace(xpath="*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent"): Failed to find a node with the given xpath
[End of stack trace]

[[SYR] More Slaves] Patch operation Verse.PatchOperationReplace(*/TraderKindDef[defName = "Caravan_Outlander_PirateMerchant" or defName = "Orbital_PirateMerchant"]/commonalityMultFromPopulationIntent) failed

are these caused by a mod conflict/mod out of order error?
MrHades 2021년 10월 30일 오전 11시 23분 
I think this mod doesn't work with More Faction Interaction. Em I wrong? In me playthrough only traders from Mercenaries For Me had slaves.
ladyofthecastle 2021년 8월 26일 오후 8시 51분 
1.3 pleas
♡ Pustalorc ♡ 2021년 8월 17일 오전 5시 35분 
Just tested as well, can confirm, works for 1.3 with no modifications.
Arthuro 2021년 8월 1일 오전 4시 59분 
@pacman0701 All I did was unsubscribe/subscribe but I don't know if that's even needed. I didn't move/change any files or anything like that.
g3 2021년 7월 28일 오후 11시 12분 
is it safe for 1.3
pacman0701 2021년 7월 23일 오전 8시 12분 
Would love to see an update too.
@Arthuro did you change anything in the files?
Arthuro 2021년 7월 23일 오전 7시 49분 
Looks like it still works on 1.3
MiguelCairo 2021년 7월 22일 오후 3시 23분 
update?
TurtleShroom 2021년 7월 21일 오전 10시 27분 
Does this Mod work in V1.3 ? It still functions perfeclty in V1.2 .
Lyca 2021년 7월 20일 오후 2시 34분 
Please update :C
wjelk 2021년 7월 16일 오전 11시 17분 
Please update 1.3
einBetra TTV 2021년 7월 9일 오전 3시 51분 
update for 1.3 plz <3
pokemaster787 2021년 5월 30일 오전 12시 53분 
@IggyBoo Same issue here, although no prison labor. I'm 99% certain it's just this mod causing it. I moved it to the bottom of my load order which I think /decreased/ the chances I saw it, but it's definitely still happening.

Anyone know of at least a mod to force towns/ships to restock when it happens?
Irl_VriskaSerket 2021년 5월 28일 오전 12시 22분 
Question,does this also affect faction bases selling slaves or just caravans?
Kopp 2021년 5월 9일 오후 4시 49분 
Hey Syrchalis,
if I may request a feature for this mod I would wish for a mod setting to disable the existing mod setting "Additional slave count" overwriting the countRange of slaves defined in the xml.
This way it would be possible to have different factions have different counts of slaves which ignore the pop cap.
Probably not worth the effort but I stumbled across this "problem" while balancing my modlist and just wanted to make a suggestion.
Greetings!
Johnny Cocas 2021년 4월 3일 오후 4시 22분 
@cree you can change the configuration in the ingame mod settings to allow this mod to add many more slaves than vanilla allows
cree 2021년 3월 23일 오전 7시 51분 
i remeber a mod about slave that add a lot more slaves than this one, but i can't find it now, dammit does anyone has it or at least know its name
Sentient_Worm 2021년 3월 17일 오전 12시 39분 
I remember that issue from back in 1.0 :steamsalty: Havnt had it in 1.2 but holy was it infuriating. I spent a good month or so trying to figure it out
Ickum 2021년 2월 1일 오후 12시 13분 
@IggyBoo I'm having the same issue but I'm not running Prison Labor.
IggyBoo 2021년 1월 24일 오후 4시 03분 
I'm curious, has anyone seen an issue when used with the Prison Labor mod that the faction bases all of a sudden have nothing to buy (nothing but your items in the trade window) when sending a caravan and then afterwards you can only attack that faction base? I just spent a whole day with my mod list and these two mods together seemed to be the cause of this issue. Nothing in the debug to suggest an error is being thrown though.
Azraile 2021년 1월 21일 오후 1시 41분 
any way to make it so when you buy a slave they start as prisoners instead of becoming colonist?
Shades 2020년 12월 21일 오전 7시 11분 
I read it as "More Slavs".
Got scared but Im all right now.
Syrchalis  [작성자] 2020년 8월 26일 오후 6시 37분 
No, this mod does not make any changes to traits.
Osium 2020년 8월 26일 오후 6시 03분 
Is this mod causing some slaves to spawn with up to 6-7 traits? Basically, some slaves will have 1-2 traits, and if they are bad the cost is very low. Then the most expensive slaves 3k+ sometimes, will have 6-7 good traits.

Wondering if this mod is causing it.
RonronLeNounours 2020년 7월 11일 오전 11시 26분 
can we increase the number of slave in the option menu ?
*btw thank for the mod ^^*
Syrchalis  [작성자] 2020년 6월 18일 오전 6시 13분 
Why would it not work?
ambi 2020년 6월 13일 오전 1시 40분 
does this work still?
Сэр, нет СЭР! 2020년 6월 10일 오전 9시 11분 
welcome to the club buddy
Omega13 2020년 6월 1일 오후 11시 32분 
Had a slave trade ship show up with no slaves, no money, no anything at all.
Syrchalis  [작성자] 2020년 5월 9일 오전 12시 07분 
Update:
- Tweaked slave ships and slaver caravans to still spawn at max population intent
- Curve is not disabled, you will get a lot of slavers at high pop intent (vanilla) but at low pop intent the chance will not be zero, instead it will be 40% of normal
- Changed patches to affect any trader that uses the slave stockgenerator, this will make this mod affect traders from other mods
Sidey 2020년 5월 6일 오후 6시 35분 
Can you make a mod for more slavers?
Syrchalis  [작성자] 2020년 4월 20일 오전 6시 56분 
There is no such cap. Storytellers have weights for certain events and it's random what happens. I recommend either getting a mod for it (there are several) or do what I do: Make recurring events as scenario parts when starting a game