RimWorld

RimWorld

Capture Them
75 Comments
Mlie 26 May, 2024 @ 12:33pm 
Made an update of this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3255137581
Hope it helps anyone!
Playkey 21 May, 2024 @ 10:45pm 
1.5 update!
Hebrux 18 May, 2024 @ 12:46pm 
1.5?
aztecrabbit 9 May, 2024 @ 12:25pm 
Hi, is it possible to add this features

- Capture all downed enemies
- Option to enable "action" before capture, like "Strip > Capture" or "Strip > Stabilize (tend without bed) > Capture"

Stabilize mod - https://sp.zhabite.com/sharedfiles/filedetails/?id=2023407836
Dandloid 6 May, 2024 @ 7:11pm 
@Mamode I used this mod to allow my Mech only colony to capture people, however you need to modify the Mechanoids to have the "Capture" worktype. I used the RIMMSqol mod to add the worktype to a few Mech types, just bear in mind the changes will only apply to newly made Mechanoids. (https://sp.zhabite.com/sharedfiles/filedetails/?id=1084452457)
I'm hoping the mod can be updated to 1.5 soon, it's a pretty handy if niche one specifically for Mechs.
Sithgrim 5 May, 2024 @ 8:28pm 
No rush or anything but would like to voice interest in a 1.5 update.
玛卡巴卡的爹地 30 Apr, 2024 @ 3:19am 
1.5 plz
群钓鱼佬时不时来打个窝 22 Apr, 2024 @ 8:21pm 
1.5 plz
D9sinc 11 Apr, 2024 @ 7:37pm 
Another vote on a 1.5 update. This would be very helpful.
lol 1 Apr, 2024 @ 3:26am 
A vote for 1.5 update!
dansondelta47 20 Mar, 2024 @ 4:37pm 
If outside your base, take out hostiles, then just stabilize them. You can take them with you when you reform and leave.
MistHog 11 Mar, 2024 @ 10:50am 
why i need beds to capture !!! :C how can i fix that ? only on ground :C
Look: A Lizard 30 Dec, 2023 @ 3:38pm 
Oh wow, i ambushed some beggars, like 10 of them, in my big base and the game crawled to a stop, this is checking ridiculously often, so 20 pawns checking 10 people 100 times a second and spamming a 'no bed' message for each check...
Mamode 6 Nov, 2023 @ 2:55am 
can mechanoids do this work type?
[Я_Я] OMG67 16 Oct, 2023 @ 1:58pm 
Is there a version of this mod but for rescues? Like marking people for rescuing and taking them into medical beds?
DigitalGhost 29 Sep, 2023 @ 7:57am 
Can this mod be downloaded to a pre-existing save game?
kev675243 28 Aug, 2023 @ 1:05am 
seems to have a weird interaction with the prison labor mod, where if they try to leave their cells to do their job, they'd immediately get hauled back
Cydira 2 Jun, 2023 @ 1:43pm 
Is there a way to automatically (periodically) designate downed enemy pawns for capture? What about downed friendlies for rescue? Thanks so much!
ThePastaManCan 25 Apr, 2023 @ 2:30am 
I love this mod, would it be possible to add strip after capture?
lol 8 Dec, 2022 @ 6:41am 
@hate me You could consider adding reference to that mod in the description
lol 8 Dec, 2022 @ 6:40am 
Great idea for a mod!

Regarding separate job: there is a Personal Work Categories mod, which you could use to manually put the job in any category you wish.
bujiu 8 Dec, 2022 @ 3:50am 
Can you add an arrest on the spot order?
https://sp.zhabite.com/sharedfiles/filedetails/?id=2563157350
Count 7 Nov, 2022 @ 12:45pm 
The mod is updated to 1.4, for those who haven't noticed.

(p.s. I consider this an essential mod! Thanks so much)
nikita150u 26 Oct, 2022 @ 11:34am 
Does capture work actually related with capture order? Because my pawns even with 1 priority do it only when they want
VelxraTV 21 Oct, 2022 @ 2:09pm 
Please update to 1.4
Kittenpox 19 Oct, 2022 @ 8:57pm 
Whereas I would have thought this should be a medical job rather than a warden's one. That way the person carrying the (presumably-injured) raider can start patching them up right away - rather than a Warden doing the haul, then the doctor having to make the trip separately afterwards. :-)
Alexander 21 Aug, 2022 @ 11:09am 
gotta agree with some of the others, personally I would really like this mod if it didn't add a new work type to manage and instead was part of the warden or hauling task, otherwise great mod!
Winter 17 Aug, 2022 @ 8:54pm 
"Any way you would consider putting the job for capture into the warden job? haveing an extra job for this when its something a warden should do is awkward"

I know it's an old comment but i agree.
Nianor 23 Jan, 2022 @ 11:16am 
@Whispy nope, you want other mods for that, there are around a dozen that do it in different ways.
Whispy 23 Jan, 2022 @ 8:13am 
Does the mod allow you not to one shot enemies, but instead down them?
bearhiderug 19 Jan, 2022 @ 3:41pm 
Any way you would consider putting the job for capture into the warden job? haveing an extra job for this when its something a warden should do is awkward
IamWatro 1 Jan, 2022 @ 9:56pm 
One more Suggestion; addition to the right click on tool. There's a "Clear" Fn, a "Capture All" Fn would be a lifesaver ^_^ I think Allow tool has this for their "finish off" tool and it's very helpful
IamWatro 1 Jan, 2022 @ 9:54pm 
@Hate me I actually didn't know that was part of the Nurse Job. I thought it was just chatting / Feeding prisoners and wounded. Thanks,
Hate me  [author] 28 Nov, 2021 @ 2:44am 
@IamWatro nurse job mod already does it.
IamWatro 28 Nov, 2021 @ 2:28am 
@Hate Me any chance we could get Rescue Version of this? This mod is absolutely the thing I was looking for in a Slaver / Warden Campaign, and I would love a Rescue command for when my Allies go down in combat.
Litcube 18 Nov, 2021 @ 4:49am 
It seems colonists, even with Capture set to priority 1, won't immediately start capturing downed enemies. I don't know what they're waiting for, but it takes a while before they pick up the job. I wish it were as critical as putting out a fire, because you only have a few seconds to get them to a bed to patch them up.
Dragonheart013 23 Oct, 2021 @ 3:28pm 
@Hate me: Thanks for that, shall give that a look :)
Hate me  [author] 23 Oct, 2021 @ 7:00am 
Dragonheart013 check out Nurse Job mod. It really works great for this purpose
Dragonheart013 22 Oct, 2021 @ 11:29pm 
Great mod, definitely makes cleaning up after raids simpler

Any chance you could do the same for rescue? Obviously needed more for saving your dumb allies' asses than your own colonists, even better if trained animals can act to rescue designated ones.

If not, all good, figured I might as well ask when you made one for capturing that worked so well :)
Nianor 9 Oct, 2021 @ 11:36am 
Prison Labor is notoriously buggy with tons of other mods, I would point the blame there, not here.
S.Imyourflower 9 Oct, 2021 @ 6:34am 
Prison Labor already had "Take prisoner to bed"
I found it conflicting to catch prisoners and go to bed in this mod
The previous version without the addition of "catch prisoners to sleep" did not have this conflict problem
There is a problem with the new update options
problem is "Take prisoner to bed"
S.Imyourflower 9 Oct, 2021 @ 6:30am 
Take prisoner to bed really have issul
jaeger972 3 Oct, 2021 @ 3:10pm 
I've been wanting this for years and even considered commissioning someone. I'm glad I finally found it.
Hate me  [author] 3 Oct, 2021 @ 11:41am 
I tried to reproduce it - nothing weird happened. Provide a detailed bug report for help.
Nianor 3 Oct, 2021 @ 10:34am 
@OxidizingVulpes not surprising, Prisoner Labor is known to be really, really buggy around mod compatibility. It's a very old mod at this point with a lot of questionable coding practices, from what I'm aware of.
OxidizingVulpes 1 Oct, 2021 @ 1:07am 
Yeah FYI, I believe there's a mod conflict with Prisoner Labour and this mod, my wardens keep escorting the same prisoner to different beds every spare moment, like what 大鬼才 said.
Hate me  [author] 1 Oct, 2021 @ 12:22am 
@Cha0s feel free. It's safe to install/remove mid-game.
Ironbar 30 Sep, 2021 @ 11:34pm 
I've got like 200 mods, not sure if I can add this to a current save..Anybody know?
RED /(Weber)\ 30 Sep, 2021 @ 4:41pm 
Finally a pick of the bunch mod! :HappyMask:

Lower overhead when I raid someone.
S.Imyourflower 26 Sep, 2021 @ 3:08am 
Prison Labor already had "Take prisoner to bed"

If opened Capture pawns will be chaotic Keep escorting prisoners