RimWorld

RimWorld

[RH2] CPERS: Arrest Here!
102 Comments
Captain Shitface 8 Jul @ 8:10am 
Hey y'all, I updated this for 1.6. Though due to not needing Harmony anymore, it's for 1.6 only.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3520233923
ゆきんこ 25 Jun @ 6:02am 
1.6 pls
Monbland 22 Jun @ 7:15am 
UPDATE PLEASE!
johnshua 16 Jun @ 9:04am 
yo, would be deadass neat if we got 1.6 version... yo
fyodord 2 Jun @ 5:29pm 
I don't know if there's mod conflict or what, but I still can't "arrest here" without proper room. Even though thats exactly what I install the mod for
The Former 18 May @ 5:16pm 
Anyone know of a general fix for if it's just not showing up as an option? IE, do I need to put it high or low in the load order?

... Or perhaps do I need a tech level other than Animal?
blackrave 12 Nov, 2024 @ 12:18am 
@Nepenthe Hilux?
I think garbage truck is funnier
TheLastThrumbo 29 Sep, 2024 @ 10:42pm 
Works as intended. Thank you!
Narlindir 7 Aug, 2024 @ 9:06am 
[JdG] Pejman try "Capture Them (Continued)"
Timithias 25 May, 2024 @ 9:58am 
Thanks for this Chicken Plucker! 07
(≡◉‿‿◉≡) 6 May, 2024 @ 11:45pm 
It would be funny though if the crawling update is applied on escape at faster rate lol. Is it applied? I haven't seen some escapees yet. Anyways good mod :)
Exodus永 6 May, 2024 @ 10:34am 
@Chicken Plucker you clearly aren't making use of your 'natural assets":em_skull:
Chicken Plucker  [author] 6 May, 2024 @ 10:31am 
@kAt - Yes you can, however, they will attempt to escape if you don't give them a room. It works like normal game mechanics, except for being allowed to turn them into a prisoner without a room.

@Nepenthe - Just like real life! No worries

@Exodus - Only if you're rich, in this current recession a lot of us can barely afford to bribe the Military Police with Snickers from the vending machine

@[JsG] Pejman - No, even vanilla doesn't have that mechanic, so we don't either. It'd be a nice thing to implement but I'm limited by budget with hiring my coders, so I'm keeping it simple unless something like that becomes a future vanilla feature, cause then it'd be an easier thing to implement here. If I ask for that now, who knows how much it could cost me + the support if it turns out to be buggy (which it usually is).
(≡◉‿‿◉≡) 6 May, 2024 @ 10:01am 
Can you still feed, recruit, convert them if you arrest them on the floor? You know... without a prison room.
Nepenthe 30 Apr, 2024 @ 5:54am 
This is perfect combined with a vehicle framework mod vehicle; you can arrest downed enemies, stop the bleeding then throw them in the back of your hilux to drive back to base. Thanks!
Exodus永 25 Apr, 2024 @ 2:24am 
here to amend previous statements,specifically "This is a joke, do not bribe the Military Police. Especially if you committed a war crime"

It was not a joke, do indeed bribe military police if you commit war crimes:clowney:
[JdG] Pejman 22 Apr, 2024 @ 9:28am 
is there a tool to designate people to get arrested (like clicking on all enemy downed points and have a warden come and arrest them) ??
Chicken Plucker  [author] 16 Apr, 2024 @ 3:23pm 
@GwinnBleidd - Harmony around 1.2 was spread out as a separate .dll in plenty of mods like Jecrell's old ones. It was just common practice before it became a framework on it's own. Now I simply forgot for 1.5 because I maintain a lot of mods and I forgot about the "small things" like this one. I'm not gonna remove it for the old versions just in case someone, somewhere is still using it and they don't have the framework for some reason, but I've removed the 1.5 .dll and added it as a dependency since you reminded me, thank you
GwinnBleidd 16 Apr, 2024 @ 3:04pm 
legit question: why not add harmony as a dependency instead of shipping the mod with harmony dll. It would probably reduce mod size by 50%.
Sorry, my internet is slow :)
Chicken Plucker  [author] 14 Apr, 2024 @ 1:15pm 
@MedicMike - Yeah it's quite unreasonable that someone barely clinging on to life will try to win a fight. Sadly just an AI limitation with the game

@Carthage_JYB - Just because it wasn't updated as soon as 1.5 was announced, doesn't mean it won't

@bombaclaat - Maybe we can add something like this in the future, especially with anomaly now, we'll see mate. I like the suggestion.

@Gylan - Hi buddy, have tested this and I cannot replicate. The prisoners are releasable just fine even without a cell, do you have steps to replicate this? Pardon me for the late response.

@BIG SOUP - Hello, apologies for the very very late reply. Yes, the pawns turn into prisoners as soon as they are arrested but without a bedspace or prison for them, they may scurry off and escape

@事不过三兄ToumanLin - Cheers mate
Major Major Major Major 12 Apr, 2024 @ 1:55pm 
Thank you so much for this mod. So simple yet so useful. I can finally tend those pawns that are 3 hours away from bleeding out but if tried to I tend them unrestrained they would try kill the doctor and would subsequently get hit with the buttstock of the doctor's rifle precisely once and die.
Carthage_JYB 31 Mar, 2024 @ 1:47am 
Will this be updated to 1.5?
helen keller did 9/11 12 Dec, 2023 @ 9:02am 
i need something to ziptie corpses that refuse to stay dead
Glyan 3 Sep, 2023 @ 6:25pm 
By the way they a savage.
No errors will occur with normal hostile factions.
Glyan 3 Sep, 2023 @ 6:13pm 
After I release the prisoner, the other party is still judged as a prisoner, and people from our camp will capture the other party back.
BIG SOUP 11 Jul, 2023 @ 2:19am 
I assume this works with Prison Labor? As in, they're turned into a prisoner pawn class when ziptied?

Love RH2 btw <3
事不过三兄ToumanRin 7 Apr, 2023 @ 8:22pm 
OK, I'll test it once I came back home. I appreciate your great work, and maybe it is just my fault.
Chicken Plucker  [author] 7 Apr, 2023 @ 7:57pm 
@事不过三兄ToumanLin - I've ran more tests going around raiding enemy camps, taking prisoners arrested with this mod in quests and other enemy outposts and the player colony.

None of them are escaping or turning hostile upon entering the map. I'm not saying this to have a go at you mate, this is to express that I am genuinely trying to find a way to replicate your problem but I can't seem to get it to happen. At this point if you don't find a way to give me a step by step way to get it to happen yourself, I am going to label it as a mod conflict.
Chicken Plucker  [author] 7 Apr, 2023 @ 7:45pm 
@事不过三兄ToumanLin - I need an easy, step by step guide to replicate the issue or an error log mate. I cannot point it out to the coder if I can only go by "It starts working again when they disable this mod". I actively tried to get it to happen and can't, the coder looked through the C# and found that there's already a system that prevents it.

I do believe what you're saying but I need help to point it out, otherwise I'm gonna have to assume that it's only an issue that happens as a result of several other mods you have conflicting with this one, which makes judging the cause of the problem very difficult and not precise
事不过三兄ToumanRin 7 Apr, 2023 @ 7:07pm 
I didn't test this problem segregatedly, but I just found when I remove this mod it became nomal. And regard that this mod havn't updated since the game updated to v1.4, so I came and report this issue here.
事不过三兄ToumanRin 7 Apr, 2023 @ 7:04pm 
When I come back with sb I caught outside the colony (like invading another colony and catch some of them), they become hostile.
Chicken Plucker  [author] 7 Apr, 2023 @ 5:15pm 
@事不过三兄ToumanLin - Hello again mate. Do you have easy ways to reproduce the problem?

I've tried to replicate it multiple times, I also got a new coder to make fixes happen faster and he searched through the .dll, he sees in the code that this is already prevented to happen. I tried to confirm and replicate your issue after downing pawns in a raid and taking them back to my colony but they aren't turning hostile even without a prison.

If you can give me a step by step guide so I can demonstrate this and pass it on to the coder to confirm, it would help loads. Otherwise it's likely gonna be stuck in limbo and be labelled as potentially a mod conflict.

Many thanks for your patience mate.
Chicken Plucker  [author] 2 Apr, 2023 @ 1:52am 
@事不过三兄Raven - None taken mate. I apologise as well that my response could've been a bit extra, just been stressing about updates too. It is something I do work on, but I have to wait for my team as well.

Anyway mate, take care.Lots of love.
事不过三兄ToumanRin 31 Mar, 2023 @ 10:59am 
Oh, I apologize. No offence
Chicken Plucker  [author] 31 Mar, 2023 @ 10:37am 
@事不过三兄Raven - Please don't ping me like this mate. I appreciate you want the fixes, I want them too.

I have a career which I need to dedicate my time in and prioritise. My coder who updates the C# has his own commitments. RimWorld is a hobby. If things don't come weeks, months or even a year or more, it's because its bottom of the barrel priority for us. We have more important things that pay the bills. If I were to dedicate more efforts to modding, it would become a second job that doesn't pay.

Please have some patience. I'm waiting as well for my coder, it'll come when it comes.

@Zaezel - Cheers mate.
事不过三兄ToumanRin 31 Mar, 2023 @ 10:20am 
several weeks pased, still waiting for update🙏🙏
The Astonished Crow 28 Mar, 2023 @ 11:35am 
@Chicken Plucker thanks for checking it out whenever you can. I'd like to also report a similar issue fellow @事不过三兄Raven below is having. When caravan arrives at my base with prisoners they immediately are not longer prisoners, but hostile pawns. Pawns are getting the "prisoner escaped" debuff.
事不过三兄ToumanRin 19 Mar, 2023 @ 6:00pm 
Good, I'll be very appreciative if you test it soon, cause it is now one of my based mod.:steamthumbsup:
Chicken Plucker  [author] 19 Mar, 2023 @ 5:48pm 
@事不过三兄Raven - Will check it out when I have time bro. Once confirmed, I'll flag it to taranchuk as part of the list of things to fix.
事不过三兄ToumanRin 19 Mar, 2023 @ 4:59pm 
There's a problem idk whether is it caused by this mod: When my caravan arrived the prisoner i caught from whatever will loose their prisoner identification and become hostile.
Chicken Plucker  [author] 14 Feb, 2023 @ 1:35pm 
@CloudLoong - Can't be my friend. Arrest here! doesn't have an automatic arrest system in place, I just couldn't afford to have an automated system since it needs AI coding. Likely part of the vanilla game.

I would recommend checking out your error log if you can't find ways to replicate the problem easily
Loongcloud 14 Feb, 2023 @ 8:54am 
I don't know if this is the MOD problem. Now I will repeat this action when releasing prisoners. Residents will keep arresting prisoners during the release process. Bad English, I hope I can make it clear
Crimson 4 Feb, 2023 @ 2:32am 
@Chicken Plucker lol understandable, I was just asking out of curiousness, appreciate the work you put in <3
Chicken Plucker  [author] 2 Feb, 2023 @ 3:43pm 
@Crimson - Yeah stacked babies grow up to be social media influencers, best watch out for them.

In all seriousness, as I've said, it's not gonna be updated immediately. The coder who deals with these has been given a list of stuff he will address but development isn't instant because we're all busy with other things besides modding.
Crimson 2 Feb, 2023 @ 3:05pm 
Are stacked babies still something we should look out for?
Chicken Plucker  [author] 1 Feb, 2023 @ 2:43pm 
@talekeeper14 - Cheers. Didn't really anticipate something like this happening when the mod first came out as babies weren't officially a thing. I've added it to a bucket list of things Taran will code when he gets around again, so it may take some time to be implemented.

I'm all for arresting babies when they won't stop crying but this is getting outta hand

@Nep - Cheers, thank you
Chicken Plucker  [author] 1 Feb, 2023 @ 2:43pm 
@不久 - Hello there, that mod is an entirely new function on its own. It adds an AI for pawns to automate capturing jobs. That's an entirely different mod to right clicking and converting pawns into prisoners on the spot.

I'm concerned that if I take the function of that mod you've linked into this, I'd then have to implement it for the medical mods too. What possible issues and bug fixes will arise with this new AI behaviour? How much will it cost me in commission?

It's not worth the trouble for me since I'm broke. People already complain to me that the mods I add make the game too easy, so if I were to leave it as it is without automation, its not only more convenient for me not to deal with more bugs and paying my boy Taran to code and fix a million more bugs but any failures will be down to the player.
talekeeper14 30 Jan, 2023 @ 6:53pm 
I really enjoy this mod, but had one request. because the Pawn's name is not attached to the Arrest here option, I ended up arresting my own baby because it was stacked on the same tile as the fallen pawn. Due to broken game mechanics I couldn't release the baby until it was old enough to walk, which was annoying. Just wanted to ask if you could include a name tag to the arrest request so that we know "who" we are arresting. Thanks for the great mod!
Nep 30 Dec, 2022 @ 12:09pm 
Hey Chicken Plucker, I saw you updated a lot of older mods into 1.4 and I just want to say thank you very much! I absolute love the work you've done and I and many others appreciate it!
bujiu 8 Dec, 2022 @ 3:52am 
Can you add a command that functions like this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2582758172