RimWorld

RimWorld

Misc. Training
897 kommentarer
mosseph For 20 timer siden 
Very useful mod, thank you for sharing!
Zamaza 20. juli kl. 15:37 
Same bug as Geneva: sometimes pawns trying to shoot the target but instead just walk back and forth from the range to the target
Lorbog 17. juli kl. 9:24 
Also having the issue where it erases my training work priority after I travel in a gravship.
Geneva 16. juli kl. 3:24 
bug: sometimes pawns trying to shoot the target but instead just walk back and forth from the range to the target
One Eyed King Is Potato 15. juli kl. 15:27 
both of those could be it will make note of that and check, thanks letting me know
Assbaby 15. juli kl. 14:57 
I think training work priority gets reset after traveling in a gravship. Unsure if that's what you're talking about below
Haplo_X1  [ophavsmand] 15. juli kl. 13:22 
The training order should reset, when the pawn is hungry.. Maybe thats why?
One Eyed King Is Potato 15. juli kl. 12:58 
not sure if it is a problem caused by another mod or not but it seems that the training order get reset at random?
BIGnP 5. juli kl. 7:45 
the shooting training task seems to increase skills slightly slower than the recreational shooting order. is this intentional?
SleepingPigNeverSleep 4. juli kl. 13:20 
Great mod! Using in 1.6. Some pawn will stuck there. They will keep move to target and back to shooting position. Pawn will become normal if load game again
Deggial 2. juli kl. 2:45 
No worries! As long as an update is announced, we can wait. It's the uncertainty that's killing us!

Since you're working on this mod anyway, may I repeat my request from earlier?
Mlie's 'Heavy Melee Weapons (Continued)' mod features melee weapons that are trained at a ranged target (and therefore without any XP gain).
It would be great if you could look into this.
JunsTuk 29. juni kl. 10:47 
good mod
Bee 21. juni kl. 17:11 
no worries, we appreciate you!
Wolmer 21. juni kl. 16:31 
Just dropping by to say thank you for your mod
Papito 20. juni kl. 1:52 
Yeah no worries. We appreciate the reply so we know what to expect!
Haplo_X1  [ophavsmand] 19. juni kl. 7:54 
I'm sorry, I'm two more weeks without my computer, so I won't be able to update it in time :(
Papito 18. juni kl. 13:06 
Will this get updated?
GoukaSoshina 8. juni kl. 10:26 
Could you limit training based on the type of weapon you have?
As an extreme example, I want a pawn with 20 shooting and 1 fighting to train only in fighting, or a pawn with 20 fighting and 1 shooting to train only in shooting, but a pawn with a gun will randomly train in fighting. Surely there is such a thing as a bayonet...

I think the smartest thing to do would be to separate the training tabs and routines by shooting and fighting.
Okami 7. juni kl. 18:10 
Is there a way to make the shooting targets non flammable? using laser weapons light them up and other pawns try and go put the fire out, which leads to unfortunate friendly fire incidents..
Otium 30. maj kl. 0:01 
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 29. maj kl. 23:17 
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 25. maj kl. 9:37 
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 10. maj kl. 9:12 
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 10. maj kl. 9:06 
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 5. maj kl. 3:03 
@DondarfSnowbonk have you tried removing the home zone for the tiles containing the damaged walls?
LeoZin13 29. apr. kl. 8:42 
Could it show the damage done by the weapon used?
Kaedys 26. apr. kl. 21:58 
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 26. apr. kl. 15:39 
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 21. apr. kl. 8:00 
Would be nice if pawns only used the training dummy they have weapon for.
TheLovelyLilith 14. apr. kl. 8:02 
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 31. mar. kl. 13:05 
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 27. mar. kl. 19:31 
(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 26. mar. kl. 9:07 
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 9. mar. kl. 12:52 
Glad to help! :megamanjump::d5_prinny:
Haplo_X1  [ophavsmand] 9. mar. kl. 12:29 
Thanks for the info and suggestion.
I was also unaware that Fluffy's Work Tab has this feature :)
The Bard of Hearts 9. mar. kl. 12:14 
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 9. mar. kl. 12:11 
@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  [ophavsmand] 9. mar. kl. 11:58 
Nope, sorry. Currently there is no schedule possible.
GarethTheGoblin 8. mar. kl. 17:18 
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 24. feb. kl. 15:25 
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  [ophavsmand] 24. feb. kl. 13:30 
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 23. feb. kl. 11:26 
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  [ophavsmand] 23. feb. kl. 4:00 
12138: is that a question? From my side: feel free to do so :)
Haplo_X1  [ophavsmand] 23. feb. kl. 3:59 
Jeffrey: do you have this mod active or the (no task) mod variant maybe? :)
12138 22. feb. kl. 19:23 
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 22. feb. kl. 16:50 
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 19. feb. kl. 6:34 
If someone is bothered by shooting to walls, try this: https://cs2bus.com/sharedfiles/filedetails/?id=3430369955
jennifer rose 17. feb. kl. 11:52 
Is there a way to mute the shooting noises? Listening to gunfire 24/7 really grates on the nerves XD
SiaNKs 12. feb. kl. 21:18 
@圆周率1.0 Bro it works XDD
Kaedys 28. jan. kl. 21:28 
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.