RimWorld

RimWorld

Misc. Training
800 Comments
bummer May 15 @ 10:31am 
nevermind placing sandbags blocked it for some reaosn
bummer May 15 @ 10:15am 
the mod works but the pawn wont shoot the target, he just stands there and stares at it.
Deggial May 12 @ 11:21am 
Hi Haplo_X1,
Thanks for your great mod!

However, I ran into a problem:
With Mile's "Heavy Melee Weapons (Continued)" mod, my "Heavy Monosword" wielding pawn insists on using the ranged target instead of the appropriate martial arts target.
This is not good because it trains the wrong skill.

I know that requests for cross-mod fixes are tricky.
Could you take a look at it anyway?

(I don't know if other melee weapons in Mile's Continued mod have the same problem, since the Heavy Monosword is the only melee weapon I own so far.
Also. I already contacted Mile, but he replied that he won't be able to fix this, since it's apparently your mod that needs to be changed).
Kumamanuma May 2 @ 6:30pm 
I really like this mod, but I feel like you should have a cap on children's learning level mod to go alongside it. In my last colony, the kids didn't have anything better to do between "schooling", so they spent all their free time at the training dummies. Long story short, I ended up with an army of 6 year old jackie chan's with 20 melee skill. By far the best fighters i had, well beyond the adults. Hilarious, yes, but also a little op.
Speedwagoooon Apr 29 @ 7:10am 
Other than restricting zones, is there a way to make pawns not walk in front of target dummies to fix up the damaged walls? Some of my colonists got shot
Milkman Apr 21 @ 1:21pm 
is there an option to make it so shooting target missed dont dmg walls behind it
超赛神 Apr 19 @ 11:31pm 
nice
Acroficer Apr 19 @ 2:55pm 
I have shooting targets, but my pawns with guns prefer the melee targets. The shooting targets go unused.
Gerewoatle Apr 18 @ 9:29pm 
Otoya Apr 18 @ 2:19pm 
@r00sty can you link the mod?
There is no mod named Ghoul Melee Fix
Haplo_X1  [author] Apr 18 @ 9:08am 
Thanks for the info. Yes I did update 1.5 only, as I wasn't aware of an issue with 1.4.
Unfortunately I'm out of town right now and can't do anything about it yet. Sorry.
R00sty Apr 16 @ 4:39pm 
Okay, the Ghoul Melee Fix Mod seems to fix this issue. So it is the same root cause. However, it is 1.5 only, BUT you can make it 1.4 by editing the XML files and folders. It will work just fine, there aren't any assemblies in there.
R00sty Apr 16 @ 4:33pm 
Oh you actually did not mean Undead, you meant ghouls from 1.5. Okay so my issue seems to be a separate issue, but probably similar situation.
R00sty Apr 16 @ 4:30pm 
I can confirm that this mod, for some reason does not play well with undead from Rimworld of Magic. I assume that is what you are referring to Karacas with your ghoul. I removed every other mod I was using, I could not conceive how/why this mod was the cause but basically, after I use Raise Undead on some pawns, they get all their zombie stats assigned and then a few ticks later, they completely lose the melee skill.
Karacas Apr 16 @ 2:46am 
oddly enough, when i add the mod my ghoul still looses it´s melee skill. I wonder if it's because of this mod (just added misc and nothing else) or a conflict between this and another mood.
elxxx Apr 15 @ 9:31am 
@silvershroud thanks very much for the information.
Silvershroud Apr 14 @ 3:50pm 
@elxxx
The "With Task" one has training in the task list ( like doctoring, cleaning, hauling, crafting, etc) so that you can set a priority to make pawns train with the dummies. Without Task version doesn't have this, so the pawns will only use them when doing recreation. They can still use them as recreation in the With Task version.
gh0stashes Apr 14 @ 4:28am 
Something about the shooting targets has been breaking my colonists who use them. It throws an error every tick and prevents the pawn from shooting. the aiming cone never shows up and they just stand there like lemons staring at the enemy. Deleting my shooting targets, downing and re-upping the pawns that were affected fixed it.
elxxx Apr 13 @ 11:11pm 
Hello. Can someone please tell me what is the difference with task and without task?
Haplo_X1  [author] Apr 13 @ 4:17pm 
@Renzor: Thanks for giving me this hint.
I've applied the fix, so the ghules will have their melee skill active again :)
Renzor Apr 12 @ 6:58pm 
to be clear: the Allow Tool Mod Ghoul fix is a separate mod from the regular Allow Tool mod. The guy who made that fix explains what's causing the issue, so if the creator for Misc Training gets a chance to look it up for the answer on how to fix this mod. Thanks!
Renzor Apr 12 @ 6:56pm 
Hello,

Both this mod and Allow Tool Mod break ghouls. I just went through my whole mod list testing to see which would bug Ghouls out and this was one of them.

There is a Allow Tool Mod Ghoul fix you can search for in the meantime for that mod.

Any mod that does anything to melee will break ghouls.
Silvershroud Apr 12 @ 5:10pm 
Fair enough! Thanks for the answer.
Azenathor Apr 12 @ 2:55pm 
According to Allow Tool Mod , the broken melee on ghouls is related to FinishOff work type. Ghouls can't Finish Off enemies so their melee breaks.
Luigi Apr 12 @ 10:14am 
Currently causes ghoul to have no mellee stat, but only ranged stat.
DestyNova Apr 12 @ 1:11am 
I have found a bug traced to this mod. When playing Anomaly and trying the "the Anomaly" scenario I noticed that my ghoul had no melee stat. I found that the lack of melee stat was due to this mod. When I removed this mod my ghoul got their melee stat back. Tested several times with and without this mod to make sure. Nice if you could look into this.
Exi Apr 11 @ 11:30pm 
@evcastello Do you have Allow Tool? its also doing the same thing
evcastello Apr 11 @ 8:24pm 
I don't have this mod and my ghouls melee skill is missing. Is it supposed to have a melee skill level?
Architect of Sin Apr 11 @ 6:00pm 
Can confirm it breaks ghouls melee skill
DSJ Apr 11 @ 2:11pm 
Worth noting this mod seems to be messing with the ghouls added by Anomaly, notably their melee skill being disabled.
Tahu! Apr 10 @ 1:26pm 
Fascinating!! That's also kind of funny there's a mod that is doing it, since I don't have a friendly fire mod enabled that I know of. But, thanks a ton for the clarity!!
Haplo_X1  [author] Apr 10 @ 1:17pm 
@Tahu!: The normal behaviour is that they don't care if someone is walking befor them. The holding fire must be from another mod :)
@Silvershroud: I tried a while ago, but dismissed it as I'm currently missing the time and commitment to figure out how I could implement the schedule best..
@Wintermist: If you set the work then they will do the training whenever nothing else is higher priorized for them. But they need to have a weapon of the kind equipped that you want to train. Bow/Gun/.. for target practice, Sword/Club/.. for Martial Arts practice
@Stalmander: The other is already a mod that you just need to place lower thant Misc. Training for it to work. So why should I implement it? I kind of like my style too. :)
Tahu! Apr 9 @ 6:23am 
As an addendum, if this is intended behaviour for pawns to just 'forget' to hold their fire, is there a way to forbid the dummy from being interacted with temporarily that anyone knows about
Tahu! Apr 9 @ 6:22am 
When something gets in front of a shooting training dummy, the pawn who is using the shooting dummy will pause shooting--even mid firing an automatic weapon, to let them pass.

Yesterday, I had to do a bit of construction around the one shooting dummy, figuring pawns won't use the dummy if they're constantly being obstructed, as they have in the past.

Except for a Guest from the Hospitality mod. Two construction workers died one after the other to brain injuries from a single burst fire of a rifle. I was going to just reload anyways because... my colony would just cease to exist without construction workers, but even as I drafted pawns to stand inside of the shooting dummy's range, the Guest continued to fire upon my pawns.

Is there any reason why this happened? I could just deconstruct the target dummy anytime I do construction near it, but that seems kind of silly, so I'm wondering if there's just a weird feature I missed that lead to two missing brains.
Silvershroud Apr 8 @ 8:40pm 
Is there any chance we could get Training added as an option in the schedule? The task works great for say, a cook or prison warden who gets downtime inbetween tasks, but ends up needing an annoying amount of micromanaging if I want a busier colonist to spend a bit of time training each day. For example, the guy that does nothing but make stone blocks all day long. He never runs out of work on his primary job, and so never moves to his second assignment.
Wintermist Apr 8 @ 5:31am 
So if you assign them to Work in the Schedule, then this has them go there to shoot? Or is it supposed to be another type of task one can set there and I just don't see it?
Fighting Pirate Apr 1 @ 11:56am 
Thank you for updating this mod! This has always been a fun one to include in my runs.
Stalmander Apr 1 @ 6:10am 
Hi @Haplo_X1 .I would like to send you. It would be better to have all the languages in one place. How could I do this?
And I would like to ask one thing: would you be willing to implement [JGH] Misc. Training retexture from jeonggihun? Of course it would be third to ask him.
Greetings.
Haplo_X1  [author] Mar 31 @ 12:25pm 
Please do. I can include it into my mod or you can do a translation mod. Its up to you, but from my side, nothing speaks against doing that :)
Stalmander Mar 31 @ 12:13am 
Hi. I would like to translate your mod into Polish.
Haplo_X1  [author] Mar 30 @ 3:28pm 
What they train is depending on the weapon they carry..
Wild Dog Mar 29 @ 12:44pm 
Is there any way in the work priority section to make it 2 separate types of work. One for melee training, and another for shooting training? I have a few colonists that have achieved the max level (20) in one or the other, and would prefer they not train in an area where they have the max level.
natknut Mar 26 @ 5:19am 
Crazy thought, anyone try using embrasures to make an inaccessible range so that people don't get shot?
mojave_wastelander Mar 18 @ 1:46am 
For those that don't mind "cheating" one way to mute shooting and avoid friendly fire is to use whips from Vanilla Weapons Expanded as it is considered a ranged weapon but because of training dummy distance doesn't trigger the whip slash.
The Bard of Hearts Mar 15 @ 11:55am 
@ShiaLaBunion5
lmfao!
ShiaLaBunion5 Mar 15 @ 8:55am 
probably not the mind blowing research he had in mind
Flamangos Mar 11 @ 8:08pm 
Heads up: With combat extender, whilst normally CE works to prevent friendly fire, it does not when pawns are shooting at the target from this mod. Headshot my researcher! Not really a complaint tho, you have to design safe ranges to train at!
Talmanes Delovinde Mar 8 @ 12:43am 
Is there a way to mute the shooting sound when pawns training?
Kaedys Mar 3 @ 3:42pm 
Not schedule it, but you can give it a job priority in the work tab, and they'll train when they have no higher-priority jobs to do.
GeekyBlazer Mar 3 @ 6:13am 
anyway to schedule training?