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Otherwise..
https://steamcommunity.com/sharedfiles/filedetails/?id=717575199
Hunting/combat. Or books i guess in the new 1.5 beta patch. They also get a tiny bit of shooting experience from some of the recreation types*, but its a insignificant amount.
*-Playing horseshoes.
-Playing hoopstone ring.
-Playing billiards.
ethical: breed rats let them roam in a certain area and manuelly let your colonist shoot at them for an hour daily(you have max exp cap each day)
unethical(fun): take prisoners legs away, release them and than throw EMP grenades
at them while they try to flee. recapture them and do the same thing the next day
Nothing like a good old funethical training session.
But for real most time I just use training dummy mods.
Melee skill, really doesn't matter and there's no need to train it. A colonist with 4 melee skill and bionic eyes/arms has an 80% chance to hit in melee. If you raise them to 20 skill that only becomes like 92%. Similarly lackluster with dodge.
Skilltrainers are also a good option and can instantly boost shooting/melee into solid numbers.
Biotech has genes which add a base +8 to a skill and add a level of passion, this can easily turn anyone into a master.
1.5 adds textbooks you can use to train any skill. So if you want actual "training" you wont need a mod for it anymore.
Melee skill has the most weirdly skewed balance of all skills imho. Dodging barely improves as skill goes up and the chance to hit is skewed towards the beginning levels meaning the later levels don't matter nearly as much as they do with ranged skill which seems to have the opposite curve effect where the better the skill the better they fight with each level up.