RimWorld

RimWorld

Combat Training - Forked (Lite)
35 Comments
Aiadan Jan 25, 2023 @ 5:29am 
Since there hasn't been any update to this for 1.4, I updated it and uploaded here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2923340599
mezen Jan 14, 2023 @ 1:40am 
Please update to 1.4
Geoide Nov 7, 2022 @ 1:14am 
does it work with 1.4?
VelxraTV Oct 21, 2022 @ 2:12pm 
Please update to 1.4
iLorde Sep 14, 2022 @ 3:13am 
"- Training dummy does not take damage/need repairing"
"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.
kongkim Aug 12, 2022 @ 3:44pm 
Like the mod as the one with training weapons fuck up with the side arms mod. :)
But the exp isa bit high here asthere are no down sides.
hottt3 Jul 29, 2022 @ 1:03pm 
So what's the difference between this mod and "Misc. Training" and can they be installed together?
yanwoo Jun 25, 2022 @ 9:57am 
Well, a bit late but if you cant deconstruct it. Uninstall it first. But im not sure the dummy can uninstall originally so I recommend use it with minify everything mod.
NoOne_ReaVen Apr 4, 2022 @ 8:35pm 
Okay, weird bug, my pawns tried to train with one... using a rocket launcher... blowing the damn thing up in the process but its still there with 0 health and I cant deconstruct it, when I select it my game crawls to 1 FPS and 1 TPS
Discipline Before Dishonor Apr 3, 2022 @ 1:53pm 
I can't use the training mod and I don't know why... Worked fine for a while, but now whenever I click to train on the combat dummies, my characters run to it and try to train but immediately stop, going to go clean or do recreation. I don't know why tf this is happening.
JessieFeathers Mar 31, 2022 @ 11:20am 
Also, it seems that with the BB guns she is training fine, but once lvl 20 is reached she stops (i have infinitely increasing skills up to 99) but once i set her skill down to 10 she trained, but only for a little time then refuses to continue. I think she is hitting the soft cap for learning, BUT i tuned that off in another mod as well, (set the max a day limit to 999999) so these things are I assume hard coded in this mod? I wonder if there is a workaround.
JessieFeathers Mar 31, 2022 @ 11:05am 
this still has the training guns in it! my colonist wont use it without the BB gun
Wiseman05 Mar 25, 2022 @ 1:43pm 
Got a hot tip for everyone using this mod, and Mad Skills at the same time to prevent Skill decay.

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!
Lurmey Feb 23, 2022 @ 6:15am 
I also noticed that builders will refuse to repair the combat dummies despite them not being able to take damage from weapons fire. One of my dudes threw a grenade at them so they're a bit beat up.
Lurmey Feb 17, 2022 @ 12:07pm 
Could we have an option for pawns to continue training after hitting level 20 so they don't immediately drop back down to 19 about 3 seconds later? Thanks :)
ChubbyPitbull Feb 3, 2022 @ 8:19am 
As an addition, if I remove all jobs from the pawn except Train, it will just "Wander" instead of training.
ChubbyPitbull Feb 3, 2022 @ 8:16am 
Hello! Having a problem with keeping pawns training. I built a combat dummy outside and turned on ranged combat training. I set a pawn with a rifle to "Train" with a priority of 1, and all other jobs are 2's or 3's. However, the pawn never trains. If I select the pawn and Right-Click->Prioritize training on combat dummy, the pawn will go take a few shots, then again stop to do lower priority jobs. How do have the pawn respect Train as the priority 1 job? Thanks!
和泉鹬鹬鹬鹬鹬鹬鹬鹬 Feb 3, 2022 @ 3:47am 
the training gun cant work in Combat Extended
Chevet Over The Moon Jan 29, 2022 @ 2:25pm 
certain weapons can damage the dummies, star wars blasters that do fire damage can, could be because fire can destroy structures, putting this here for anyone having problems
Stallion Dec 11, 2021 @ 4:15am 
It'd be great to get the compatibility fixed with Simple Sidearms.
Lurmey Nov 20, 2021 @ 9:41am 
Just confirmed it also happens when manually switching weapons after they start training, and it is 100% due to them switching weapons while training. The only thing I have that does that is Simple Sidearms.

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!
Lurmey Nov 20, 2021 @ 9:37am 
I've noticed a pretty glaring issue (potentially incompat with simple sidearms?). I began noticing my soldiers were randomly losing their weapons and at first thought nothing of it but I've just seen first-hand how it happens. Then they're training on the dummies (both melee and ranged) something, likely SS, makes them switch to another weapon but the training continues using the stats, sounds etc from the original weapon. When they finish training, the original weapon is removed from their inventory.

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.
Litcube Nov 17, 2021 @ 8:20pm 
Does anyone else get a lot of red errors while training?
Lurmey Nov 15, 2021 @ 9:29am 
Similar to tkgamer77 I'm seeing an odd issue where my dummies are damaged (by a pawn who had a flamethrower equipped..) but cannot be repaired. I can deconstruct and uninstall them however so I think there's still something in this mod preventing builder's repairing them but this isn't necessary anymore as they don't take damage from normal gunfire.

I'll rebuild mine from nonflammable materials so that doesn't happen but please consider allowing them to be repaired again.

Thanks
tkgamer77 Oct 11, 2021 @ 11:16am 
I'm getting an odd bug where the dummy is getting damaged, cannot be repaired, so the colonists simply ignore it. I can't deconstruct or destroy it either, so I have to use console commands to delete it.
svlla Sep 13, 2021 @ 6:34am 
tyvm
Frank Aug 25, 2021 @ 9:31pm 
Would it be possible to make an option for training combat to be on the schedule, so you can schedule times for your colonists to train combat?
CanehdianSteve Aug 20, 2021 @ 4:36pm 
Hey, this looks great! Am I to understand from the description that pawns won't try to train beyond level 20 though? If so, is there a way that I can allow them to? I have a skill uncapper mod and I'd love for my most skilled soldiers to be able to keep training with these dummies beyond vanilla levels. Now that I think of it, does that technically make them supersoldiers? I'd like supersoldiers.
Foetido Aug 14, 2021 @ 3:34am 
Training dummy does not take damage/need repairing :steamhappy::steamhappy::steamhappy:
Wiseman05 Aug 12, 2021 @ 2:58pm 
@jastro

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.
jastro  [author] Aug 10, 2021 @ 7:07pm 
@Neon Ostrich Joe
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.
nospaces Aug 10, 2021 @ 7:03pm 
Does using your version without the training weapons in combination with Combat Extended cause pawns to train with live ammunition? I've had pawns use live ammo in 1.2 when no training weapons were available.
jastro  [author] Aug 10, 2021 @ 2:20pm 
@Stallion Weird, I removed the defs for the weapons so they shouldn't be showing up. If you want to make sure, delete the steamapps\workshop\content\294100\2570757153\Defs\ThingDefs_Misc\Weapons folder.
Stallion Aug 10, 2021 @ 4:21am 
PS - Training weapons seem to be still craftable but pawns will happily attack dummies with their normal weapons and do no damage. I cannot overstate how great a change this was.
Stallion Aug 9, 2021 @ 3:24pm 
Now this is pod racing.