RimWorld

RimWorld

Misc. Training
811 kommentarer
vincent_renevot 21. sep. kl. 16.07 
I see that training depends of shooting skill. Is it depends of mellee skill when using martial art dummy? thanks for the mod
おちゃま 21. aug. kl. 3.18 
Melee training simply does not work. None of my pawns will train if I have them set to melee.
Meyar 3. aug. kl. 12.23 
It'd be nice if this worked with embrasures so I could physically prevent my colonists from WALKING INTO AN ACTIVE FIRING LANE. Such is life.
XiaoXiao 3. aug. kl. 2.11 
Are ghouls not able to be trained? I’m almost positive I remember being able to put them up for training, was it some change with the mod?
KSSEnterprise 31. juli kl. 18.27 
To follow up my previous post. Maybe it would be better if a new target was added instead, that has a high health pool and a built in berm wall behind it, in exchange for being a longer range target.
KSSEnterprise 31. juli kl. 18.07 
Hey, I have a suggestion that addresses the problem of walls behind the training dummy getting damaged and destroyed. It appears that multiple people have problems with the walls behind the shooting targets being destroyed, and thus leading to objects and other pawns being damaged. Would it be possible to add some kind of wall or berm that absorbs or negates damage from gunshots?
Heal Bot 21. juli kl. 7.42 
Can this be added mid save
Segfaulter 15. juli kl. 19.16 
I'm also wondering if there's a way to mute the shooting sound, my colonists are always there and the game audio just turns into *bang* *bang* *bang*
2962342497 8. juli kl. 9.50 
Shooting missions in training mods always injure or kill visitors, causing damage to relations with friendly factions. Or the shooting behavior will cause the wall behind the target to be damaged or even destroyed, resulting in damage to the objects or characters behind the wall. How to avoid this dangerous behavior?
Kaedys 30. juni kl. 10.37 
@Battl3bee Load https://steamcommunity.com/sharedfiles/filedetails/?id=2874517333 and put the trading spot somewhere far from your training range. Preferably near or in your main storage facility. Two problems solved at once.
Battl3bee 29. juni kl. 13.22 
the world if visiting traders would STOP STANDING IN FRONT OF MY SHOOTING TARGETS WHILE MY PAWNS ARE TRAINING
bummer 15. mai kl. 10.31 
nevermind placing sandbags blocked it for some reaosn
bummer 15. mai kl. 10.15 
the mod works but the pawn wont shoot the target, he just stands there and stares at it.
Deggial 12. mai kl. 11.21 
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 2. mai kl. 18.30 
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 29. apr. kl. 7.10 
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 21. apr. kl. 13.21 
is there an option to make it so shooting target missed dont dmg walls behind it
超赛神 19. apr. kl. 23.31 
nice
Acroficer 19. apr. kl. 14.55 
I have shooting targets, but my pawns with guns prefer the melee targets. The shooting targets go unused.
Gerewoatle 18. apr. kl. 21.29 
Otoya 18. apr. kl. 14.19 
@r00sty can you link the mod?
There is no mod named Ghoul Melee Fix
Haplo_X1  [skaper] 18. apr. kl. 9.08 
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 16. apr. kl. 16.39 
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 16. apr. kl. 16.33 
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 16. apr. kl. 16.30 
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 16. apr. kl. 2.46 
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 15. apr. kl. 9.31 
@silvershroud thanks very much for the information.
Silvershroud 14. apr. kl. 15.50 
@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 14. apr. kl. 4.28 
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 13. apr. kl. 23.11 
Hello. Can someone please tell me what is the difference with task and without task?
Haplo_X1  [skaper] 13. apr. kl. 16.17 
@Renzor: Thanks for giving me this hint.
I've applied the fix, so the ghules will have their melee skill active again :)
Renzor 12. apr. kl. 18.58 
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 12. apr. kl. 18.56 
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 12. apr. kl. 17.10 
Fair enough! Thanks for the answer.
Azenathor 12. apr. kl. 14.55 
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 12. apr. kl. 10.14 
Currently causes ghoul to have no mellee stat, but only ranged stat.
DestyNova 12. apr. kl. 1.11 
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 11. apr. kl. 23.30 
@evcastello Do you have Allow Tool? its also doing the same thing
evcastello 11. apr. kl. 20.24 
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 11. apr. kl. 18.00 
Can confirm it breaks ghouls melee skill
DSJ 11. apr. kl. 14.11 
Worth noting this mod seems to be messing with the ghouls added by Anomaly, notably their melee skill being disabled.
Tahu! 10. apr. kl. 13.26 
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  [skaper] 10. apr. kl. 13.17 
@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! 9. apr. kl. 6.23 
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! 9. apr. kl. 6.22 
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 8. apr. kl. 20.40 
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 8. apr. kl. 5.31 
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 1. apr. kl. 11.56 
Thank you for updating this mod! This has always been a fun one to include in my runs.
Stalmander 1. apr. kl. 6.10 
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  [skaper] 31. mars kl. 12.25 
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 :)