RimWorld

RimWorld

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Capture Them (Continued)
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Mod, 1.3, 1.4, 1.5
File Size
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1.290 MB
May 26, 2024 @ 12:32pm
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Capture Them (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of busted_bunnys mod https://steamcommunity.com/sharedfiles/filedetails/?id=2582758172



[dsc.gg]
[github.com]


Not feeling like looking for free pawns to capture enemies before they bleed out? I got you. With this tool you can simply mark all pawns you want to capture and your pawns will capture them themselves.

This mod adds a new work type "Capture" between "Bed Rest" and "Basic". All pawns assigned to this work will capture foreign pawns marked with new tool in order menu. This tool also available upon selecting downed pawns that are not of your faction.

You don't have to manually right click capturing anymore.

Bugs and suggestions

If you encounter any errors related to this mod or notice bugs, please post about it into bug reports section. All bug reports without any description and log will be ignored. Also feel free to post any suggestions in comments on how to make this mod better.

Compatibility
Should be compatible with anything.
Special patches include:
Misc. Robots++

Translations
-English
-ChineseSimplified (简体中文)


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
22 Comments
Mlie  [author] Mar 2 @ 9:43pm 
@SaMaHaJoGu There are a few mods that changes work order, perhaps you could take a look at them for reference on how you could do it
SaMaHaJoGu Mar 2 @ 7:53pm 
Quick question… is it possible to edit the work priority? Put it before rest? J/w.
Wheat Tail Jan 10 @ 2:58am 
@Mile
I've started a new colony with current modlist and mod seems work fine, so it's something midgame breaking the thing. Have no idea how to catch "when" it'll broke since my colony is 7+ years old already.
Mlie  [author] Jan 9 @ 11:51pm 
@Wheat Tail Please see the Reporting Issues section described above
Wheat Tail Jan 9 @ 6:39pm 
Oddly doesn't work for me.
I've marked a bunch of pawns to capture, set "capture" job to 1 for every pawn I have, and they just ingore marked enemies. I have a prison with enough beds and everything. Tried to unset any job but capture (and/or warden) - colonists just go idle.
Console says nothing, no errors, no warnings, nothing. Manually pawns get thrown to the prison as usual.

Curious. Set "capture" to 2, and one pawn decided to capture one enemy... And that's it. They all just ingore rest of the downed enemies again.
PhoenixLabella Jan 3 @ 3:54am 
Seanbeag, '[FSF] Complex Jobs' has it as a worktype, but you have to enable it in the configs first.
Seanbeag Dec 16, 2024 @ 4:16am 
Is there a similar mod for rescuing pawns?
Mlie  [author] Dec 2, 2024 @ 9:59pm 
@teres_draconis Trouble is that if the worktype was to be removed, it would cause errors in existing saves
teres_draconis Dec 2, 2024 @ 9:56pm 
Just a comment, not to add to your workload, since you're doing so much already... it seems like this job would easily fall under the authority of a "warden" without needing a new worktype. The ability to select from the orders menu is useful enough without the extra bloat. I know, you didn't design this mod, so it's more a comment on the original creator's designs than on anything you've done.