RimWorld

RimWorld

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Slave Rebellions Improved: Gutted 1.5
   
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Mod, 1.5
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11 May @ 11:40am
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Slave Rebellions Improved: Gutted 1.5

In 1 collection by ubergarm
MultiNomaly
52 items
Description
Original Mod: Slave Rebellions Improved

Mlie's Updated Version

Updated Description:
ubergarm gutted the original Slave Rebellions Improved to work with 1.5. This "update" got the bare minimum compiling including two alerts and preventing initiating rebellion attempts when suppression is > 80% (configurable).

Full credit to Hate Me / busted_bunny.

Current Features:
  1. Alert for low suppression
  2. Alert for possible rebellion
  3. If suppression > 80% (configurable) then that pawn won't initiate rebellions (but may join a grand rebellion, maybe)

Known Issues:
If you try to set the suppression minimum in configuration to exactly 0, it will jump back to 80%. The lowest acceptable value is 0.000000011 which you could manually set in the xml config file if you really want to minimize potential rebellions.

A rambling story:
I used ILSpy to disassemble the .DLL. It created a csproject file I opened in Linux with monodevelop. I wasn't sure how to fix features related to jobs/toils for the rebellion AI, so those didn't make the cut. I gutted everything until the just minimum would compile. It keeps the most important feature to re-balance Ideology DLC: suppressing rebellions.

I've tested this with Zetrith's Multiplayer Mod and no known desyncs so far as this mod uses no random numbers and has no widgets to sync.

I successfully tested that pawns can still rebel if under 80% suppression. Also confirmed that while a pawn's suppression > 80% their rebellion interval is set to "never".

Disclaimer:
I made this "Gutted 1.5" fork before Mlie had done a full update. I'll keep this here mainly because this removes any RNG that would occur during a rebellion which may make it safer for Multiplayer runs which is my personal priority.
9 Comments
ubergarm  [author] 21 Jun @ 11:39am 
Mlie has a full update version, however I'll keep this alive as this fork removes any additional RNG that would occur during a rebellion making it potentially safer for multiplayer games (my personal priority). Use whichever you like. tbh I'm not sure how the "new rebellion ai" differs from 1.5 vanilla. Would have to diff Mlie's github code with a disassembled vanilla DLL code.
Kaz 31 May @ 9:32am 
Oh thank you, I've been wanting to do a raider slave colony but was waiting for that other mod to hopefully update, but this will work.
超赛神 20 May @ 8:30am 
thank
ubergarm  [author] 17 May @ 9:32am 
@kBaylife

Ahh yes, the lowest allowed value is actually 0.00000001. If you try to go below that, it will reset to 0.8 (80% suppression)... The slider probably isn't accurate enough, but you could edit your mod config xml directly and change it to the lowest acceptable value:

rebellionMin = 0.000000011

The original code was odd as it compared "float rebellionMin == 0.0" so I "fixed" it by checking "float rebellionMin <= someEpsilon"... I'm not sure why the original didn't allow exactly 0.0...

I'll update the mod description to warn folks! Thanks!
kBaylife 17 May @ 4:22am 
Additional info: in only happens, when I set the slider to 0. Any other position is saved, so I've just set it to 0.12% now, but as soon as I drag it to 0 it jumps back o 80
kBaylife 16 May @ 8:31pm 
maybe I'm doing it wrong, but I can't set the rebellion chance slider. I can move it, but I can't save the position. when I close the popup it reverts back to 80%
Lava 15 May @ 4:47pm 
king. :Gifting:
Calantlar 13 May @ 3:13am 
You're the MVP, essential mod tbh.
WaKKO151 11 May @ 1:37pm 
ty