RimWorld

RimWorld

Combat Training - Unofficial CE Patch
48 Comments
egoanditspwn  [author] 18 Apr, 2023 @ 8:01pm 
@Anrock i couldn't say. give it a shot and let us know? an error at startup might indicate that it's not supported by 1.4, but like my previous comment says, it could be a safely ignored warning. for all i know at this point, the original incompatibility between the two mods was taken care of on their end. but i haven't played in over a year.
Anrock 18 Apr, 2023 @ 9:19am 
Does it support 1.4?
egoanditspwn  [author] 24 May, 2022 @ 9:36pm 
@onestrongbow never had any trouble with it in 1.3. the only thing i can think of would be if i never updated the about.xml to reflect that, you might get an error on start up, but it's safe to ignore. if it annoys you, you can edit the about.xml to include 1.3 pretty easily in the supportedVersions section.
onestrongbow GocleCD 24 May, 2022 @ 12:11pm 
1.3 compatible ?
egoanditspwn  [author] 15 Jan, 2021 @ 6:32pm 
No worries, I understand.
pizzasheepz 15 Jan, 2021 @ 6:19pm 
Ah, thats completely okay! I didnt know where it was coming from so I figured the patch was the most likely cause of this. I'll reach out to him sometime soon. Thanks for all your help and sorry about bothering you!
egoanditspwn  [author] 15 Jan, 2021 @ 5:16pm 
Based off the mod description (didn't download it to look at what's underneath the hood), Rimmu-nation shouldn't be affecting this one way or another.

As for load order, definitely recommend loading this after Combat Training. So CE, Combat Training, this.

Those errors suggest to me that it's something going on on the Combat Training side of things. I'd reach out to helldragger over on the forked variant. This mod is only dealing in xml patches, not in any addition or modification to C# code. So if it does happen to have something to do with the interaction of CE and Combat Training, and not just something on Combat Training's side, then either of those teams would have to address it, since I can't write C#.

Hope this helps.
pizzasheepz 15 Jan, 2021 @ 3:27pm 
I have had a look and the bug is really illusive. It seems to occur only randomly, and usually no log is spawned from it. I got one log that would pop up regularly, and one that may been caused from me switching around mod order. Here is a link to a Doc containing all the logs, as well as my testing. Sadly, I don't think I have enough info to point to why this may be happening, but hopefully those logs can help a little?
https://docs.google.com/document/d/1sli3S5uCyFrZRrBxHzW6oFqjcIJibbu_D1NZxTlv23M/edit?usp=sharing
egoanditspwn  [author] 15 Jan, 2021 @ 10:55am 
If pawns have ranged equipped (not just in inventory/loadout) and aren't training ranged on free, accessible dummies set to ranged, I think that's gonna be on the Combat Training side of things. Maybe mod interaction/conflict? Do training bows work? If you get rid of all the training weapons, pawns should use their currently equipped weapons (keep a backup save before doing this, weapons will do full damage.)

I guess there aren't any errors that pop up? check in dev mode, see if non-critical messages pop up in the log as pawns go to train. That could give a clue what's happening. Maybe messing around with load order, trying both different orders of the three mods (CE, Combat Training, and this patch) as well as trying with just Combat Training. Maybe trying to switch between Combat Training and Combat Training - Forked?

Also, it's been a while since I've played, but are you able to right click to force them to train on the dummies? Does that work for ranged?
pizzasheepz 14 Jan, 2021 @ 2:14pm 
Afraid that isnt the issue. I have a three set to melee only and 3 set to ranged only, they have no problem with switching to the training knives, but they just wont change over to the BB gun. As far as I can tell, there is no mod conflict, since it happens across all races and weapon types (vanilla or otherwise) I'll do some in depth testing soon but it just seems like it randomly breaks. I had a fresh world setup with the exact same mods and it worked fine, but the original save I have wasnt working (And that also had the same mods, none added.)
egoanditspwn  [author] 13 Jan, 2021 @ 5:55pm 
i believe that if you have the training dummies set to train both melee and ranged that they will train whatever is their current equipped weapon type, so maybe it has something to do with that?
pizzasheepz 13 Jan, 2021 @ 1:46pm 
Hello. I'm using CE and for some reason my colonists wont switch to the BB gun for training. They will readily use the training knife, but they refuse to use the BB gun. Ive tested it a few times and it seems to sometimes work and then eventually break. Is there anything I am doing wrong, or is this a potential bug? (BB guns in shelf 3 tiles in front of the training dummies)
egoanditspwn  [author] 9 Nov, 2020 @ 10:13am 
They shouldn't need to be. I made it so they should have infinite ammo.
Lambda 8 Nov, 2020 @ 8:35pm 
Where are the blunt point arrows crafted?
egoanditspwn  [author] 8 Nov, 2020 @ 6:13pm 
hope you didn't spend too much time searching for that needle then, lol. glad to hear it's working tho, let me know if you do come across something tho.
Aramid 8 Nov, 2020 @ 5:35pm 
@rebelscum
Problem found ! Actually came from the pawn I used for testing. He just didn't wanted to train and prefered doing other thing. ^^'
Aramid 8 Nov, 2020 @ 3:51pm 
@rebelscum
Did some quick barebone test. One of my 218 mods is the source of my problem. Even tested without your patch (the setup I used) by putting Combat Training before CE in the load order, work fine too.

If I want my army of android soldier, I don't have a choice... I'm gonna have to search for a needle in the ocean :)
That must be some obscure incompatibility.
egoanditspwn  [author] 8 Nov, 2020 @ 10:23am 
@Aramid are the pawns using the training weapons, or are they using standard weapons? If they're using standard weapons, you'll need to make sure they have ammo. If they don't and there aren't any training weapons to use, they'll go and start training, but stop before they actually fire, since they can't.
If you've got the time/patience, maybe try a bare bones mod loadout and see if you can reproduce it on your end, and if you can, check the devlog to see if any errors pop up. I used Harmony, Core, Hugslib, Mod Manager, CE, Helldragger's fork, and this. I tested all the variables I could think of and that was the closest to your issue I could find. If you can't reproduce it with that, I'm guessing there is another mod interfering.
Aramid 7 Nov, 2020 @ 11:54am 
@rebelscum Not working for me, tried multiple other load order, but I still got the bug.

Starting to think there is an unknown incompatibilities with one of my mods.
egoanditspwn  [author] 7 Nov, 2020 @ 10:11am 
@Aramid Try having the load order as CE, training, then this. That's the order I have, which seems to work.
Aramid 7 Nov, 2020 @ 8:17am 
Hi, tried the patch with the Helldragger's forked variant, everytime a pawn try to train ranged, he just cancel the training when he get to his firing position and do something. (Tried with priority 1 job and by prioritizing training)
Work fine without the patch and by putting the training mod on top of CE.
LaTrissTitude 7 Nov, 2020 @ 5:51am 
nice, updating the desc right now
egoanditspwn  [author] 5 Nov, 2020 @ 9:21am 
@Helldragger, I've updated the mod, looks like it works with your forked variant (which I now personally use btw)
LaTrissTitude 29 Aug, 2020 @ 9:32pm 
No prob, perfectly understandable!
egoanditspwn  [author] 29 Aug, 2020 @ 9:27pm 
I haven't been playing since May, sorry.
LaTrissTitude 29 Aug, 2020 @ 9:17pm 
yop, I made a fork of the original Combat training for 1.2, your patch seems to be compatible with the fork but I don't have time to test it with CE. Could you check?
egoanditspwn  [author] 14 Jun, 2020 @ 10:07pm 
Offhand, no. Does the error log come up with anything?
Karl 14 Jun, 2020 @ 10:01pm 
A colonist of mine just stands there when trying to use any of what this mod has to offer. Know why this could be happening?
EdisonTrent 7 Apr, 2020 @ 9:18pm 
I'll be trying this out as soon as I finish picking another 3 dozen mods to play with, so I'll let you know if anything buggy happens. No news is good news.
egoanditspwn  [author] 2 Apr, 2020 @ 3:58pm 
OK, took the lazy route and just added 1.1 compat without changes. Let me know if you find anything out of order.
DestyNova 2 Apr, 2020 @ 2:54am 
Many thanks. :)
egoanditspwn  [author] 1 Apr, 2020 @ 7:16pm 
I'll have to look into how to make it both 1.0 and 1.1 compat, but with some quick testing it looks like CE and CT are working fine together in 1.1. Seems like the ammo system is more friendly, so the only thing 1.1 would need is a patch to make the training knife a one handed weapon so you can train with a shield. I'll see if I can get around to that tomorrow, if not then this weekend.
DestyNova 1 Apr, 2020 @ 1:56pm 
Now that CE for 1.1 has been released will you update this patch? :)
egoanditspwn  [author] 14 Feb, 2020 @ 9:21am 
It used to be the case that loading CT before CE stopped a few errors, but that stopped working after CT's last update, which prompted me to update this mod to make load order less important. Either way, putting patch mods after the respective mods being patched seems like best practice.

I'm not sure those operation classes would help with load order. I mean, if someone is playing this without CT and CE, it's pretty pointless. But I'm not sure, I had thought that this being a patch it would get loaded after the defs in all mods got loaded, but I honestly don't know too much about how Rimworld loads all the defs and patches and assembly code and whatever else.

And I don't mind if the code from this mod gets taken/modified and put into CE.
zozilin 14 Feb, 2020 @ 4:27am 
Thanks, putting it after CE helped. I shouldn't have blindly listened to some random advice to put it higher.
Sidenote: can load order issue be resolved by using PatchOperationFindMod or CombatExtended.PatchOperationFindMod? Also, would you like to integrate this patch into CE?
egoanditspwn  [author] 13 Feb, 2020 @ 7:08am 
Is this loaded before or after CE? If before, try putting it after, let me know how that works.
zozilin 13 Feb, 2020 @ 3:34am 
Ethan 28 Jan, 2020 @ 11:59am 
Works wonderfully! Thank you very much good sir
Frydendahl 11 Sep, 2019 @ 3:30pm 
Ok, I will give it a try. The problem is basically just that the BB gun can't fire, so they will go to the shooting range, take aim, and then nothing happens.

If I draft a gun and ask him to shoot something with the BB gun, same thing happens.
egoanditspwn  [author] 10 Sep, 2019 @ 9:41am 
@frydendahl
This mod currently doesn't touch ammo. And I don't think the changes in this would cause that. I usually play tribal, and the training bow doesn't need to use ammo for your pawns to train with it, so maybe it's just an incompatibility between CE and CT that I overlooked. But I'd figure the BB gun would work the same basically... Maybe it's another mod? If I find time/energy, I might look into it. Currently haven't really been playing Rimworld much as it is. In the mean time, maybe mess around with load order?
Frydendahl 10 Sep, 2019 @ 1:53am 
I'm having a problem with the training BB gun not accepting any ammo, and thus it can't fire and be used for more "safe" ranged practice.
egoanditspwn  [author] 27 Jun, 2019 @ 10:11am 
Hm, that must have been something with CE and some other mod, since Combat Training doesn't add pistols. But at least it sorted itself out. Rimworld mods can get weird sometimes, lol.
Vektor T 27 Jun, 2019 @ 10:06am 
Worked like a charm! On the other hand after doing that my pawns couldn't fire a pistol with a shield anymore, but somehow it fixed itself. Weird.
egoanditspwn  [author] 26 Jun, 2019 @ 8:19am 
@Vektor T, I imagine your log is getting spammed with some error. I don't think it has anything to do with what this patch touches. I think the latest update to Combat Training changed something about the projectiles that makes it bug out with CE. If you put Combat Training before CE, it should work. That's what happened on my end anyway.
Vektor T 26 Jun, 2019 @ 6:43am 
Not sure if the patch is working. With ranged weapons the pawn aim but never fires and freezes in place.
egoanditspwn  [author] 18 Jun, 2019 @ 10:47am 
As I understand how defs and patches are loaded, I believe this patch could probably be placed anywhere in the load order, but I always put patches after the affected mods out of habit.

I've tested this patch with CE, CT, patch and it works, but I currently use CT, CE, patch, as otherwise I would get errors when pawns try to train shooting. I don't believe the errors had anything to do with this patch, as this doesn't really touch that, but with the most recent update to CT.
keylocke 18 Jun, 2019 @ 2:49am 
what's the load order for this?

CE
combat training
combat training patch

or

combat training
combat training patch
CE
Wish Granter 12 Jun, 2019 @ 1:53pm 
nice addition, it works.