RimWorld

RimWorld

Misc. Training
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.
TheLovelyLilith Apr 14 @ 8:02am 
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 @ 1:05pm 
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 27 @ 7:31pm 
(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!
Djinn Mar 26 @ 9:07am 
The pawn with high skill keep losing instead of gaining. I read the author comment "they need to be next to other pawns", but that doesn't change anything whatsoever. They are 5 pawns, all 18+ skill and instead of gaining (or slowly-gaining, or no-gaining) they are actually losing the skill extremely quickly. There is for sure a miscalculation.
The Bard of Hearts Mar 9 @ 12:52pm 
Glad to help! :megamanjump::d5_prinny:
Haplo_X1  [author] Mar 9 @ 12:29pm 
Thanks for the info and suggestion.
I was also unaware that Fluffy's Work Tab has this feature :)
The Bard of Hearts Mar 9 @ 12:14pm 
Yeah. It's Fluffy's Work Tab. you'll have to click the little clock in the top right of the priorities window, then select out what hours are to have altered priorities. Then schedule training for priority 1 during those couple hours, after setting to for no priority during the rest of the day. Little wonky it first, but it gets easier to use once you do it a couple times.
The Bard of Hearts Mar 9 @ 12:11pm 
@GarethTheGoblin
Theres a mod I use that lets me schedule specific task priorities during specific times. I'm trying to remember which one does it. I think its called "Work Tab". I'll look later to make sure but in the mean time, maybe that will help.
Haplo_X1  [author] Mar 9 @ 11:58am 
Nope, sorry. Currently there is no schedule possible.
GarethTheGoblin Mar 8 @ 5:18pm 
Is there a way to schedule this? say if i wanted my colonists to do this for a couple of hours per day instead of giving them a work priority? any help would be appreciated :AOD_THUMBSUP:
Jeffery Helldiver Feb 24 @ 3:25pm 
It's fine. Honestly I was asking the question more to see if it was a mod problem on this mod's end or if I was just genuinely losing my mind. In reality it's more than likely a mod incompatibility, that tends to happen when there are 400+ mods loaded.
Haplo_X1  [author] Feb 24 @ 1:30pm 
Normally you should find the task in the work tab. If its not there then something must suppress it somehow. But I'm not aware of any mod that does that, sorry :(
One thing that you maybe can try is to do a file validation. Maybe something got lost? These are the only things that come to mind..
Jeffery Helldiver Feb 23 @ 11:26am 
I assure you that I have THIS mod active. Plus I restarted the game like 8 times (not related to this mod but for other reasons) and it's literally nowhere to be found.
Haplo_X1  [author] Feb 23 @ 4:00am 
12138: is that a question? From my side: feel free to do so :)
Haplo_X1  [author] Feb 23 @ 3:59am 
Jeffrey: do you have this mod active or the (no task) mod variant maybe? :)
12138 Feb 22 @ 7:23pm 
希望增加一个功能:让玩家可以选择禁止某种武器,阻止他们使用这种武器来进行训练。//We want to add a feature that gives players the option to ban certain weapons, preventing them from using them for training purposes.
Jeffery Helldiver Feb 22 @ 4:50pm 
Where tf is the training task? Can't find it in the work tab. Can't find it in the schedule tab. Can't find it in the Assign tab.
陈毒秀 Feb 19 @ 6:34am 
If someone is bothered by shooting to walls, try this: https://steamcommunity.com/sharedfiles/filedetails/?id=3430369955
jennifer rose Feb 17 @ 11:52am 
Is there a way to mute the shooting noises? Listening to gunfire 24/7 really grates on the nerves XD
SiaNKs Feb 12 @ 9:18pm 
@圆周率1.0 Bro it works XDD
Kaedys Jan 28 @ 9:28pm 
Get the mods Trade Spot and Locks. Put the Trade Spot somewhere else, and lock the room from guests.

I suspect the reason is because traders by default go to the recreation room in your colony, and the target dummies count as recreational facilities.
DirtLord Jan 28 @ 4:58pm 
what is it about this mod that makes traders absolutely have to be right in front of it whenever someone tries to use it.
ForgotMyLeftBallAtHomeSir Jan 20 @ 10:02am 
Even with multiple pawns training together, the shooting skill of my best shooter (lvl 18) decreases, and he has perfect memory, so he's not forgetting, but actively getting worse. He can train alone on an archery target and still gain skill, but the training task doesn't account for that - it only considers martial arts dummy and shooting target.
DocHolliday Jan 19 @ 11:33am 
That makes no sense no offense. If anything you should need a second pawn around when they are a low level shooter lol, a skilled shooter doesn't need help to practice and get better... Also No matter what priority I set training too my pawns ALWAYS prioritize this over basically every other job.
圆周率1.0 Jan 15 @ 12:46pm 
@Zmetek Here’s a simple method: building a shooting wall (or any other similar-height cover) from the CE mod one tile in front of the training target will prevent the character from using ammunition to shoot, but still allow them to gain shooting experience. This was an accidental discovery when I was building an outdoor shooting range and got blocked by a ruin.
The Bard of Hearts Jan 14 @ 1:37pm 
Yeah, the whole lose xp because you are specifically training to keep up your skills makes no sense whatsoever.
1409892160 Jan 13 @ 7:25pm 
Losing XP, fast, while 3 of them training together. Any fix?
Haplo_X1  [author] Jan 1 @ 2:33pm 
Don't let them train alone :)
This does happen with a high-level shooter, right?
Over a specific limit the training alone will not improve your pawn anymore. A second pawn must be nearby.
ssjordan22 Dec 31, 2024 @ 1:00am 
Losing xp while training shooting. Any fix for this?

Thank you in advance
Kaedys Dec 23, 2024 @ 11:19am 
My strategy was to put the target dummies in a room with doors, and then use a mod like Locks to forbid access to that room to non-colonists. And then either set the room itself as out of the allowed zone for colonists (which isn't foolproof, since they can still walk through it, they just can't have a destination inside the area), or use a mod like Path Avoid to set the path cost of the area to absurdly high so colonists naturally avoid it.
1317723092 Dec 22, 2024 @ 3:51am 
When people train shooting,sometimes the bullet will hurt other people passing by (including the visitors), is it possible to set a forbidden area that when people training ,forbid other people to get close to the target?
R1CO Dec 20, 2024 @ 5:57am 
I found the bag. When clicking on the food I can't see the number of days before It spoils (the number Itself just disappeared) Due to that I deleted It. But the idea of the mode is great.
Kaedys Dec 19, 2024 @ 12:11pm 
Not an "official" solution, but @Zmetek, go into [Steam]\steamapps\workshop\content\294100\717575199\1.5\Defs\JoyGiverDefs\, open both files in that directory, and either comment out the JoyGiverDef blocks, or set the BaseChance tag to 0, then save the files and reload Rimworld. Your pawns will no longer attempt to use them as recreation activities, instead only using them if assigned the dedicated task for them.
Zmetek Dec 19, 2024 @ 10:42am 
My problem is I have CE and my people use it also as recreation, even if they arent assigned to it. It wastes ammo on pawns with precious ammo and that bothers me. All I need is an option to take it out of the casual recreation. I also fear some of my idiots will try to recreate themself on one of these dummies with something like the doomrocketlauncher or something like that.
VioletSkyeS Dec 15, 2024 @ 10:51pm 
Wondering if there would be a way to get them to train in the appropriate combat type like people are out here smacking the martial arts dummys with bows
Haplo_X1  [author] Dec 10, 2024 @ 8:17am 
@DTD_Hiro: I will do a fix that it doesn't generate no joy, but reduced joy (50%) if its a forced task
@Chaplain Roach: Sorry, but that would require modifying an work task of the base game and I have no idea how that would interfere with other mods. So, sorry, but can't do.
You can try to make a clearing around the target and remove the homezone from it.
Chaplain Roach Dec 10, 2024 @ 2:51am 
Would it be possible for you to make it so pawns don't try repairing stuff around the dummies when someone is training? Using coilguns even with friendly fire turned off pawns keep getting shot
DTD_Hiro Dec 2, 2024 @ 8:18pm 
I have happily used this mod for a long time but in my current play through my pawns no longer get recreation from using the dummies as they always had in the past. They use it on rec time, but gain nothing but shooting/melee skill.

I could also assign them directly to use the dummies if they were low on rec to make them happy but now they will use them but gain no recreation.

Is there a known issue or other mod clash that's known to cause this?
Haplo_X1  [author] Nov 30, 2024 @ 3:51pm 
Yes, if you're pawn is > level 17 (or under 15 years old and level > x) and is shooting alone.
You can setup a second pawn to shoot with and they level up again :)
Sliver Nov 30, 2024 @ 1:47pm 
training with the shooting dummy makes xp go down?