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https://steamcommunity.com/sharedfiles/filedetails/?id=2923340599
"colonist now stop using a dummy if it lacks more than 50% of its HP!"
which one is it? does the Dummy take any damage or not? because mine are and i can't repair them at all.
But the exp isa bit high here asthere are no down sides.
Do not set the max daily XP learned to less than 4,000. I set it to 2,000 since I'm using Simply Learning to help improve my Pawns skills and wanted to make it last a bit longer, and I kept getting the "10 jobs in 10 ticks" failure in the dev logs and it took me forever to realize it was because they kept trying to hit the max 4,000 xp on this mod and kept failing. Setting it back to 4,000 fixed the issue.
Don't be a dummy like me!
Not necessarily incompatibility with SS but a consequence of SS's autoswitching feature, and an oversight in this mod. In vanilla, they won't be switching weapons while training, so it was probably never considered as a failure point.
Please fix!
In my example, I have a sniper equipped with a sniper rifle and automatic pistol as a backup. My training room is pretty small and he was close up to the dummy, so I imagine Simple Sidearms autoswitched him to the pistol due to the short range. However he was still firing using the sniper rifle's firerate, warmup time, cooldown time and sound effect. Both weapons were still in his inventory until the instant he finished training at which point the sniper rifle vanished.
I'll rebuild mine from nonflammable materials so that doesn't happen but please consider allowing them to be repaired again.
Thanks
Can confirm the weapons are still in the game and I can craft them with this mod. However it doesn't seem to be an issue at all as I get no red errors either way, and the dummies are still indestructible.
I intend to use an ammo mod down the line so it might be helpful with them still if you don't remove them, so will double check when I try it out then. But for now, it seems to be completely alright.
Probably, the only thing I adjusted regarding the AI was removing the check for training weapons to avoid red errors, everything else is the same.
So if it behaved that way with the original mod it'll most likely be the same, though I don't play with Combat Extended so you might have to just test it.