RimWorld

RimWorld

74 ratings
ActiveResponseTraining (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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713.431 KB
Aug 9, 2021 @ 6:11am
Mar 14, 2024 @ 12:44pm
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ActiveResponseTraining (Continued)

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

Update of James76543s mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1228227243



[dsc.gg]
[github.com]


Combat threats are the biggest risk to your colony's survival! Shooting and Melee proficiency is no joking matter, and now you have a place to hone your shooting and melee skills to keep in tip top shape when the next raider, mechanoid, or ravaging horde of bloodthirsty squirrels comes looking for trouble.

This mod adds a modular shooting range and melee dummy to train combat skills. They utilise the bill system and give experience (skill gain) comparable but higher than manually training combat and other typical activities like smithing or sculpting.

Only colonists set as hunters will train at these new buildings.

This update is carefully balanced so that it takes a reasonable amount of time to gain skill and maintain that skill. A colonist at max skill should expect to spend about 2-3 hours a day training to maintain that max skill. This is comparable but higher than other skills. The bill system can be used wisely to keep your shooters sharp.
Set a bill to train forever and limit only those with skill 19 to use it. When their skills degrade to 19, they will go to train until they're above 20 again. If the bills are set right, they should spend their time wisely without any manual intervention and be ready when you need them.

Training is free for melee, but if you're at the shooting range, expect to use some ammo (steel) and bring your own target (wood log). Since I added a cost to training in an attempt to add balance, I modelled the price per skill point to be about 10% of what a neurotrainer would cost per skill point. Let me know what you think of that, and I might add something like a laser training simulator that uses electricity instead of ammo.

This mod was created by ItchyFlea, but it hasn't been updated in a while. I made updates to it and have been using it myself, so I thought I would upload it because I haven't seen any comparable mods and defense is such an important part of the game. I took the most recent update and added a few features that I felt it needed:

1) Training for battle is serious, so no more joy from training. Previously I had people not capable of combat come and shoot a gun just for joy.
2) Dummy is uninstallable (minifiable).
3) More options for construction, and changed the textures slightly to pick up the 'stuff' colors.
4) Dummy can be made of any leather + hay, this picks up leathers from other mods.
5) Shooting range can be made of any woody, stony, or metallic stuff. This picks up materials from other mods too.
6) Added a cost to training shooting, and very carefully balanced the cost per skill point, work amount, and skill points per hour to roughly 10% of the cost per skill point from a Neurotrainer.

Lastly, this mod is super easy to customize if anyone wants to increase the skill gain rate. Navigate to the mod folder, and go to \Defs\RecipeDefs\AR-Recipe.xml and edit the file with NotePad++ (or equivalent editor). The workSkillLearnFactor and workAmount is what you want to change. The skill points gained per job = workAmount * .11 * workSkillLearnFactor. So the default number should be about 1144 skill points per job, which is about 1144 skill points per hour. If you want to decrease the time to complete a training job, decrease workAmount and you'll see a proportional decrease in the time. 2000 is about an hour, 1000 is about half an hour. My intention is to possibly add this as a scale bar in the mod options menu. If you want to remove the cost for the shooting range, remove the lines in AR-Recipe.xml from ingredients to /ingredients (Should be lines 15 through 32).

If anyone wants to contribute new art, please feel free to pm me. Art isn't my strong point!


Credits:
============
ItchyFlea: Mod Creator
Shinzy: Texture Artist
James76543: Updater


  • 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


23 Comments
Wish Granter Mar 12, 2023 @ 10:20pm 
@KaskyKamikACE there arent really any mods that wont throw unbelievable amounts of free levels for you for no work.
Even simple learning, lets be honest, building a bookshelf and 2 tables is nothing that someone would consider "big invenst" for unlimited skills in everything.


You may also edit the worktime it takes which edits exp. That way you can double, triple, 10x times increase the time they take to train.
Wish Granter Mar 12, 2023 @ 10:17pm 
got a Idea how to remove this very unfitting sound of smelting?
Even just...remove it. I dont want to replace it necessarly, but I gotte find a way to get rid of it.

Very irritating.
KaskyKamikACE Jan 24, 2023 @ 6:54pm 
Nice mod. Though it's quite powerful and the costs are pretty low. I'd give this one five stars if higher level trainings required specialized shooting ranges. The higher the level the more space it should take. This way it feels like cheating.
Mlie  [author] Jan 22, 2023 @ 9:01am 
@soglasen666 I have no gfx skill so the only way it will get animations is if someone else does a pr
soglasen666 Jan 22, 2023 @ 8:54am 
This mod needs proper animations and sounds. But using jobgiver instead of dubious approaches used in other mods is so much better that I will probably stick with this mod for a while. Because it works fine with colony groups and other job mods. Hope it will be updated someday.
It also requires separate job which can be achieved with mod Personal Work Categories.
Hedede Dec 2, 2022 @ 6:50am 
I don't like this mod. Pawns use the pratice range like a regular work station which is boring.
I prefer this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=717575199
Itchy Flea Nov 10, 2022 @ 9:35pm 
@Teirdalin:
If I had the time, I could make an updated version of this updated version, making the rabbit hole a full circle. :P
Teirdalin Nov 10, 2022 @ 5:03pm 
"Update of James76543s mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1228227243"

James mod is actually an updated version of Itchy Fleas mod.. lol


https://steamcommunity.com/sharedfiles/filedetails/?id=724766205

Which makes this an updated version of an updated version.

But then I wonder, does the rabbit hole go deeper?
Rearden Oct 24, 2022 @ 10:55pm 
I've still been using the old version. thanks for supporting this one.
Dusty Lens Oct 24, 2022 @ 4:50pm 
Dude thank you for continuing this one. The community at large is beyond sleeping on this mod. It's unreal good.