RimWorld

RimWorld

Combat Training - Forked
144 Comments
cmd1095 May 12, 2022 @ 10:21am 
Getting back into the game and sad to see 1.3 isn't supported for this mod, I liked it a lot. Here's hoping someone updates it
JessieFeathers Nov 21, 2021 @ 4:49pm 
1.3?
SEZER Oct 24, 2021 @ 3:37pm 
im just another guy beging for 1.3 update
EvilEgg Oct 19, 2021 @ 9:12am 
1.3...

Such a shame that every time the version changes the whole workshop spontaneously combusts :(
Angel Oct 10, 2021 @ 7:17pm 
1.3 version please? :(
Brass Supremacist Aug 19, 2021 @ 2:37pm 
1.3, pawns just stand still instead of training. If you order them, they stand still for a second then move on to other jobs.
QuakeTheTank Jul 28, 2021 @ 4:04am 
Thanks for the feedback twilight. I don't use sidearms as i don't think it is compatible with CE which is my poison of choice. Running a load of mods on a playthrough I started tonight but I haven't gotten to the point i can worry about training as pruning that damn gauruen tree on a naked brutality start eats up most of my time.
Twilight Jul 27, 2021 @ 5:20pm 
@QuakeTheTank - Built a training room with training weapons and still looks good, getting the mood buff for impressiveness and pawns are generally using training weapons as Id expect. I have a bunch of mods so there is some minor oddities but I believe I have had them in the past. Things like a ranged pawn with a sidearm\tool sometimes tend to default to melee training rather than ranged (I think this occurs when they decide to train after doing a job that has them use a tool), I also had a couple of tools completely vanish from the game, Simple Side arms will alert they are missing a sidearm but it is outright gone from the map entirely and I have to craft another to replace it. Again, pretty sure I've had these in previous play throughs also running a ton of mods so who knows what edge case I may be hitting. But all in all Thank You! for your efforts breathing life into it and to Krill and ElTech for their efforts through 1.2!
QuakeTheTank Jul 27, 2021 @ 4:27pm 
@Twilight Thank you. I also tested this with CE and the old CE 1.2 combat training patch and didn't get any errors based on the dummies. CE is throwing a couple errors still on it's current release though that has nothing to do with dummies and they are still functioning.
Twilight Jul 27, 2021 @ 2:15pm 
@QuakeTheTank preliminary tests look good, built some dummies and set the training type and pawns are working them as they did in 1.2. Need some more time to see if there is any odd behavior with thinks like training weapons or not.
QuakeTheTank Jul 27, 2021 @ 1:11am 
I uploaded my fix here: https://steamcommunity.com/sharedfiles/filedetails/?id=2558492916 Eltech, I linked back to your workshop link for all essential info. If you take any issue with me doing any of this I will gladly delete my submission. If anyone can test my upload to confirm it works for them I would appreciate it.
QuakeTheTank Jul 27, 2021 @ 12:45am 
Well, I fixed it:
It was the exact line of code I mentioned in my post before. I took some time to learn how to set up visual studio for rimworld mod editing and for some dumb reason doing the same exact edit after setting up the dll references in VS resulted in a fixed version of the mod. I don't really know how to publish or share the fix though for others... Guess I will start reading up on using Github etc.
QuakeTheTank Jul 26, 2021 @ 10:59pm 
Thanks for popping in to share the good word Eltech maybe I can take another stab at this.
LaTrissTitude  [author] Jul 26, 2021 @ 2:17am 
Also thanks for the 10$ offer Shaggy, unfortunately it takes way more than a few hours of work to maintain mods and I can't currently afford that
LaTrissTitude  [author] Jul 26, 2021 @ 2:10am 
The fork: https://github.com/helldragger/combat-training-forked
changed my username on steam, couldn't on github
Brentor Jul 25, 2021 @ 12:30pm 
Kudos to Krill for a great idea and Eltech for maintaining this, but I think I'm finally going to give up on this mod in favor of a simpler one for training. There was a sweet spot for me somewhere before 1.2 where it worked well but mostly I've been wasting a lot of time building impressive training areas in my mountain bases that just don't work due to bugs and performance issues. The concept is perfect for training with game immersion... It just seems very fragile in practice.
ShaggyRecluse Jul 23, 2021 @ 9:03am 
or tell him to put a donate link on here and i'll send him $10 to update it ;p
ShaggyRecluse Jul 23, 2021 @ 9:01am 
Tell the author he should make a triumphant return to Idealogy and make himself some tree worshipping nudist cannibals.

Following and hoping for an update

QuakeTheTank Jul 22, 2021 @ 2:41pm 
I haven't modded Rimworld before but I do have a basic understanding of c#:

There is a MissingMethod error being kicked off when the goToPosition Method is being called. 1.3 added a new TargetIndex variable to the method with what looks like a default value of TargetIndex.None. The mod is calling the method as goToPosition(TargetIndex,Bool,Float) while the method was changed to goToPosition(TargetIndex,TargetIndex,Bool,Float)

I tried changing the only reference I could find in the mod on line 117 of JobDriver_TrainCombat.cs to not depend on the default value and that did not resolve the issue. I feel like I have located the cause here but maybe I am not quite there in my skillset to fix this. Anyone else alble to help here?
QuakeTheTank Jul 22, 2021 @ 11:54am 
The author of this fork states they are no longer maintaining this. I couldn't locate a git repository for this fork to possibly update it to 1.3. Does one exist so it can be handed to the next author?
Pookage Jul 20, 2021 @ 9:58am 
In 1.3 pawns don't use the training dummies - instead it just says 'standing' before moving to another task; this happens even when the pawn has nothing else to do but combat train, the dummies are marked for training, and even when training is priortised.
ShaggyRecluse Jun 23, 2021 @ 1:38am 
Confirmed that the training weapon that gets picked up is determined by the start. Tribal start will use bows and not bb guns, etc. Makes it confusing but the bows work just as well as the bb guns for training as far as I have seen.
Also pawns that get conflicting orders in the middle of training will keep their training weapons and not switch them out, this gets tough once you're up to 30ish pawns you have to keep an eye on whos using what weapon in a fight. I dont remember this being an issue in the past.

Otherwise, this is still a must have mod.
Hope someone picks it up.
ShaggyRecluse May 9, 2021 @ 6:14pm 
Also having same issue with pawns and the bb guns. Although I can confirm that the disappearing weapons is probably your pawns dropping their guns to pick up the bb guns.
I had a theory about the bows versus bb guns and what game start (tribal or crashed) and im wondering if that effects why my pawns wont use the bb guns at all for training.

This mod worked flawlessly until relatively recent, so I'm guessing this is something that got caused by an update etc. I did semi recently purchase the royalty DLC so maybe thats something?

Ted May 3, 2021 @ 3:30pm 
Completly broke my save file so beware,im lucky to have a older back up.
Uton Apr 25, 2021 @ 1:07pm 
Can be kind of annoying to shoot training arrows at mechanoids... XD
Uton Apr 25, 2021 @ 1:05pm 
Strange, I "lost" several sniper rifles while training with BB guns. I seem to have less problems while using the training bow. Though the pawns still get confused when I draft them in case of raid or other incident..
Isileth Apr 25, 2021 @ 8:13am 
For me at least they're not disappearing, just being dropped and moved to stockpiles. Gonna keep using both mods for now because even tho its annoying having to manually sort their loadouts after, still better than giving everyone emp launchers and getting them to fire at animals...
Isileth Apr 25, 2021 @ 7:10am 
Also training bows, same issue.
Isileth Apr 25, 2021 @ 7:10am 
I've noticed disappearing weapons too! I hope that they are just being taken to stockpiles and I'm not noticing, because I do occasionally see them drop one of their weapons after picking up like the 5th bb gun. If my guys excellent-legendary charge rifles are actually vanishing I'm gonna have to give up on this.
Uton Apr 25, 2021 @ 12:59am 
I have the same issue with this mod and simple sidearms. My pawns keep the BB guns in their inventory too, even multiple of those. In addition the originally equipped ranged weapons sometimes sort of disappear... :-(
Isileth Apr 24, 2021 @ 4:57pm 
Also have the problem with simple sidearms + combat training. Colonists are picking up multiple bb guns, some of them grab a new one every time. They rarely if ever leave the bb guns in the assigned stockpile when leaving, so I end up with pawns carrying many.
I'll check if the same happens with training bows.
chocoliet Mar 23, 2021 @ 9:51pm 
(I'm not good at English, so my words may be odd. Please understand that.) I found a bug. If a pawn has a survival rifle, the pawn will not whip out their training weapons such as training BB gun when they stop training. If the pawn has not a survival rifle but another weapon, the bug doesn't occur. I'm using a simple sidearm mod but I don't sure that the mod causes the bug.
Xyans Mar 3, 2021 @ 6:07am 
For some reason, I'm having a bug with a ranged training weapon with a simple sidearm mod installed since my colonists keeps on equipping the BB rifles and will actually use their default weapons instead, breaking the dummy in the process (e. g. my colonists has three BB rifles in primary slot and used a grenade instead)
ZzZombo Feb 27, 2021 @ 4:37am 
Why does the Mod Manager tell to load this mod after the original if it's to be replaced by the former?
Sarelth Feb 27, 2021 @ 2:44am 
Any idea if there is a way to set the Pawns to not use Grenade Launchers when they train on the ranged target? Killed 3 pawns that thought it was a great idea to repair in the middle of someone firing on the target.
master.of.herb Feb 12, 2021 @ 12:14pm 
Trainings bows also work. I didn't find them at first bc. there only a recipe at the crafting spot but none at the forge.
master.of.herb Feb 12, 2021 @ 12:07pm 
My pawns will swap their monoswords in favor of training knifes just fine, but they won't use the bb guns instead fire their Gauss Rifles at the dummy. Has anyone any idea on how to investigate this issue?
Laser Fish Feb 5, 2021 @ 8:32pm 
There is a bug with Vanilla Expanded Framework's latest update. Combat Training + VEF + Alpha Animals/Magical Menagerie causes pawns to get stuck when trying to train. Trace says something about attack verbs. They seem to be having incompatibilities with a lot of things, so I'm just going to take a break and see how it shakes out. Just FYI for people.
Lovecraft Feb 5, 2021 @ 4:43pm 
dont know what happened but the mod broke overnight. its tied to the training weapons. if a pawn equips a training weapon they just ignore the training or simply just stand there doing nothing but if they use any other weapon it works fine.
bohedo Feb 5, 2021 @ 3:43pm 
Nice job :)
Wish Granter Feb 5, 2021 @ 10:22am 
yeah I tested forcing it, as they simply ignore it when I just schedule it. What were common problem that they dont do it? Maiby I try that instead then
LaTrissTitude  [author] Feb 5, 2021 @ 9:24am 
strange, I can't help for now (don't have time for modding), but this probably comes from forcing the action, I didn't test forcing the job
Wish Granter Feb 4, 2021 @ 4:52pm 
this is the Red error when I try to Force Training via a Pawn
Exception in ToString(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Job.ToString () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Gen.ToStringSafe[T] (T obj) [0x0000f] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Gen:ToStringSafe(Job)
Verse.AI.JobUtility:AppendVarsInfoToDebugMessage(Pawn, String&, JobDriver)
Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()

After it I think it only repeats
Wish Granter Feb 4, 2021 @ 4:42pm 
Nah I build it brand new. I can look if I find a error report in Debug mode
LaTrissTitude  [author] Feb 4, 2021 @ 12:49pm 
have you minified/displaced the dummies? if so, you need to reenable the training modes
Wish Granter Feb 4, 2021 @ 9:22am 
Idk, but I have the same bug as with normal training mod. They simply dont train. They just wait for a minute doing nothing and then wander off. Just dont quiet now what it is.
LaTrissTitude  [author] Jan 26, 2021 @ 10:29am 
it should be possible to add limits yes, but I don't have enough time to work on mods at the moment.
If you want to slow the skill gain rate, for now you should be able to tweak skill gain saturation with mods such as mad skills or rimmsqol
Rylock Jan 26, 2021 @ 7:29am 
Is it possible to add limits to training ? As an example you cant train above 10 or some other variable skill. Also is it possible to control or slow the skill gain rate ?
Kelven Jan 16, 2021 @ 5:51am 
I know you mentioned being busy recently, but I'd also like to request support for Simple Sidearms if possible. This may be an easier fix on the SS side of things so I'll also ask there.