RimWorld

RimWorld

5,186 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 @ 1:42pm
Jan 30 @ 1:11pm
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 13, 2021 @ 6:38pm
Assign Training
sex_defender
3
Sep 2, 2023 @ 4:47pm
Pawns will not stop training
Turkey
1
1
May 30, 2024 @ 7:32am
This should be more balanced
Nayko93
878 Comments
Otium May 30 @ 12:01am 
OK, problem solved. Was trying to play safe and placed the target outside allowed area so that no idiot would go and repair the wall while folks were shooting.
Otium May 29 @ 11:17pm 
Pawn just wanders around although training is checked in the tab - what could be the issue? This affects shooting targets especially, melee training dummies are being used. And yes weapon is equipped, with adequate ammo.
e8747e6c4e0dbcee55ae May 25 @ 9:37am 
Kinda wish you could have two pawns spar with one another to improve their melee skill and maybe get a minor mental boost for some minor bruising
Artist Mugi May 10 @ 9:12am 
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 @ 9:06am 
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 @ 3:03am 
@DondarfSnowbonk have you tried removing the home zone for the tiles containing the damaged walls?
LeoZin13 Apr 29 @ 8:42am 
Could it show the damage done by the weapon used?
Kaedys Apr 26 @ 9:58pm 
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 @ 3:39pm 
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 @ 8:00am 
Would be nice if pawns only used the training dummy they have weapon for.