RimWorld

RimWorld

5,169 ratings
Misc. Training
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.156 MB
Jul 4, 2016 @ 8:42pm
Jan 30 @ 8:11pm
58 Change Notes ( view )

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Misc. Training

Description
This adds some training facilities:
- Shooting Target
Train up your shooting ability.
- Martial Arts Dummy
Train your martial arts ability.
- Archery Target
Your colonists like to shoot some arrows for joy.


This variant comes WITH a training task!
For the alternate variant WITHOUT a training task look here.


(Version: 1.5.6)

Language: English, German, Chinese, Russian

Thanks to BlastCom and qux now with a translation for French
Thanks to duduluu and Biscuit now with a translation for Chinese (both)
Thanks to fox_kirya now with a translation for Russian
Thanks to Edu now with a translation for PortugueseBrazilian

Popular Discussions View All (20)
21
Jun 14, 2021 @ 1:38am
Assign Training
sex_defender
3
Sep 2, 2023 @ 11:47pm
Pawns will not stop training
Turkey
1
1
May 30, 2024 @ 2:32pm
This should be more balanced
Nayko93
875 Comments
Artist Mugi May 10 @ 4:12pm 
Ok, so i figured out the issue!
If on the work tab, a colonist has training at a low priority, it tries to swap between more important tasks and training really fast, leading to no actual gain of skill. it barely counteracts the natural loss of skill, and thus makes it seem like the skill is decreasing with each ues.

Increasing the priority of training seemed to fix it!
Artist Mugi May 10 @ 4:06pm 
I have the same issue as @djinn,
Pawns with a high skill seem to lose the skill, with an error report
"Pawn Name" started 10 jobs in 10 ticks. List: (UseShootingRange_NonJoy_Work (Job_2559077) A = Thing_ShootingRangeTarget1137587 B = (157, 0, 78)) , (UseShootingRange_NonJoy_Work (Job_2559080) A = Thing_ShootingRangeTarget1137587 B = (157, 0, 78)) ,
MobileSuitCleb May 5 @ 10:03am 
@DondarfSnowbonk have you tried removing the home zone for the tiles containing the damaged walls?
LeoZin13 Apr 29 @ 3:42pm 
Could it show the damage done by the weapon used?
Kaedys Apr 27 @ 4:58am 
Embrasures work fine for me, as long as the entire highlighted rectangle for the target is behind the embrasure. I tend to put my target dummies in my killbox, and then use a door locks mod to keep people from going in there. That said, if you put the target dummies a couple tiles away from the wall, they won't hit the wall very often or at all.
DondarfSnowbonk Apr 26 @ 10:39pm 
Love this mod, I've been using it for years. My biggest problem is that it's difficult to keep pawns from trying to repair the wall behind the shooting target while people are shooting at it. I tried embrasures, but the dummy doesn't seem to like them.
DanScallion Apr 21 @ 3:00pm 
Would be nice if pawns only used the training dummy they have weapon for.
TheLovelyLilith Apr 14 @ 3:02pm 
Hello, Thank you for the mod. I have a request if it is possible to make it to were pawns don't use training dummy that don't correspond to the weapon they have. For example to make it to were if a pawn is currently wielding a ranged weapon they will only train at the target dummy and if they have a melee weapon they will only train at the melee dummy. Right now that is not the case and it is really annoying to see a pawn with a ranged weapon train their melee stat when I want them to only train their range stat. If this is possible then that would be great, if it is not then no worries. Thank you no matter what.
Salamander Mar 31 @ 8:05pm 
Hi, thank you for the Mod, I enjoy it greatly! I was unable to find it in the Mod-Options. I was looking for it there because I hoped to be able to manually add weapons that are not allowed to be used for training, like, for example the incendiary launcher. Would something like this be possible, are adjustments still to be made, or is there an alternative way of doing that?
Recently I had an accidental massacre. Caused by a colonist using the Gauss Rifle from Vanilla Weapons Expanded - Coilguns. The projectiles go through objects and people and in doing so can hit multiple targets. Really usefull for crowd control with tribal attacks, causes some tragedies when there're guests standing behind a training dummy.
I currently am currently manually equipping weapons like this before and manually drop them manually after each fight.
Djinn Mar 28 @ 1:31am 
(reposted this comment after better testing)

Ok, after some testing I see the conflict is when the pawn can't lose skill (either with a mod like MadSkill or with a Perfect Memory trait). Somehow instead of "not gaining" it goes magically in negative gain when they should gain nothing.

Another thing to look into is this: XXXX started 10 jobs in 10 ticks. List: "UseShootingRange_NonJoy_Wor"...etc. This non-stop triggering happens when a pawn receives a trigger to stop training because of something else, but it can't do that thing.

One simple example is when a pawn reaches the threshold this mod has to send them to have some food, but there is no food in the colony. The pawn tries to stop and eat some food, no food is found, it loops trying.

A simple delay in the checks (if it fails, wait 10 seconds before trying again) would probably stop the error. Hope this help!