RimWorld

RimWorld

Misc. Training
889 Comments
BIGnP 5 Jul @ 7:45am 
the shooting training task seems to increase skills slightly slower than the recreational shooting order. is this intentional?
SleepingPigNeverSleep 4 Jul @ 1:20pm 
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 Jul @ 2:45am 
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 Jun @ 10:47am 
good mod
Bee 21 Jun @ 5:11pm 
no worries, we appreciate you!
Wolmer 21 Jun @ 4:31pm 
Just dropping by to say thank you for your mod
Papito 20 Jun @ 1:52am 
Yeah no worries. We appreciate the reply so we know what to expect!
Haplo_X1  [author] 19 Jun @ 7:54am 
I'm sorry, I'm two more weeks without my computer, so I won't be able to update it in time :(
Papito 18 Jun @ 1:06pm 
Will this get updated?
GoukaSoshina 8 Jun @ 10:26am 
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 Jun @ 6:10pm 
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 May @ 12:01am 
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 May @ 11:17pm 
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 May @ 9:37am 
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 May @ 9:12am 
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 May @ 9:06am 
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 May @ 3:03am 
@DondarfSnowbonk have you tried removing the home zone for the tiles containing the damaged walls?
LeoZin13 29 Apr @ 8:42am 
Could it show the damage done by the weapon used?
Kaedys 26 Apr @ 9:58pm 
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 @ 3:39pm 
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 @ 8:00am 
Would be nice if pawns only used the training dummy they have weapon for.
TheLovelyLilith 14 Apr @ 8:02am 
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 @ 1:05pm 
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 @ 7:31pm 
(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 @ 9:07am 
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 @ 12:52pm 
Glad to help! :megamanjump::d5_prinny:
Haplo_X1  [author] 9 Mar @ 12:29pm 
Thanks for the info and suggestion.
I was also unaware that Fluffy's Work Tab has this feature :)
The Bard of Hearts 9 Mar @ 12:14pm 
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 @ 12:11pm 
@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  [author] 9 Mar @ 11:58am 
Nope, sorry. Currently there is no schedule possible.
GarethTheGoblin 8 Mar @ 5:18pm 
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 @ 3:25pm 
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  [author] 24 Feb @ 1:30pm 
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 @ 11:26am 
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  [author] 23 Feb @ 4:00am 
12138: is that a question? From my side: feel free to do so :)
Haplo_X1  [author] 23 Feb @ 3:59am 
Jeffrey: do you have this mod active or the (no task) mod variant maybe? :)
12138 22 Feb @ 7:23pm 
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 @ 4:50pm 
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 @ 6:34am 
If someone is bothered by shooting to walls, try this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3430369955
jennifer rose 17 Feb @ 11:52am 
Is there a way to mute the shooting noises? Listening to gunfire 24/7 really grates on the nerves XD
SiaNKs 12 Feb @ 9:18pm 
@圆周率1.0 Bro it works XDD
Kaedys 28 Jan @ 9:28pm 
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.
DirtLord 28 Jan @ 4:58pm 
what is it about this mod that makes traders absolutely have to be right in front of it whenever someone tries to use it.
ForgotMyLeftBallAtHomeSir 20 Jan @ 10:02am 
Even with multiple pawns training together, the shooting skill of my best shooter (lvl 18) decreases, and he has perfect memory, so he's not forgetting, but actively getting worse. He can train alone on an archery target and still gain skill, but the training task doesn't account for that - it only considers martial arts dummy and shooting target.
DocHolliday 19 Jan @ 11:33am 
That makes no sense no offense. If anything you should need a second pawn around when they are a low level shooter lol, a skilled shooter doesn't need help to practice and get better... Also No matter what priority I set training too my pawns ALWAYS prioritize this over basically every other job.
圆周率1.0 15 Jan @ 12:46pm 
@Zmetek Here’s a simple method: building a shooting wall (or any other similar-height cover) from the CE mod one tile in front of the training target will prevent the character from using ammunition to shoot, but still allow them to gain shooting experience. This was an accidental discovery when I was building an outdoor shooting range and got blocked by a ruin.
The Bard of Hearts 14 Jan @ 1:37pm 
Yeah, the whole lose xp because you are specifically training to keep up your skills makes no sense whatsoever.
1409892160 13 Jan @ 7:25pm 
Losing XP, fast, while 3 of them training together. Any fix?
Haplo_X1  [author] 1 Jan @ 2:33pm 
Don't let them train alone :)
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.
ssjordan22 31 Dec, 2024 @ 1:00am 
Losing xp while training shooting. Any fix for this?

Thank you in advance