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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.
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.
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!
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)) ,
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.
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!
I was also unaware that Fluffy's Work Tab has this feature :)
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.
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..
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.
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.
Thank you in advance