RimWorld

RimWorld

Training Console
109 Comments
Thundercraft 18 Apr, 2023 @ 8:45pm 
@zzzspina
Have you actually searched for a similar mod? Two comments below your comment is a link to the 1.0 version. And near the top in the comments of that version is a link to the current version, right up to RimWorld 1.4:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1546200012

If you happen to use RimFactory, there's this:
Project Rimfactory - Training System 1.4 (Inspired by the Training Console mod, but with PRF flair.) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879588341

There's also "RazzleDazzle" for training Artistic and Social skills.

And there are a whole bunch of other mods (shooting ranges and similar) to train combat skills like shooting and melee.

Further, there's the "RimWriter - Books, Scrolls, Tablets, and Libraries" mod which allows creating various books and things, including skill books that can be used to train pawns:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1521844535
zzzspina 18 Apr, 2023 @ 9:27am 
this is the mod ive alaways wanted. but no updates. sad face. i hope someone else has made a simular mod.
lordsith54 19 Sep, 2020 @ 1:40am 
crashes the game :(
Glamorpuss 11 Nov, 2018 @ 8:47am 
Any chance of a 1.0 update, now that the base game is no longer changing?
Oldstead66 21 Sep, 2018 @ 10:30am 
Captain!
We, the Discarded are not learning shooting fast enough for us to effectively subjugate this world and place it under our Hive Mind control.Some of our brothers know the secrets but knowledge transfer is not yet effective. Please, humanoid. Bring us B19.
Vlad_1492 16 Mar, 2018 @ 5:51am 
Using adaptive instruction techniques in a fully virtualized sensorium, this dedicated AI core tailors its teaching method to each student. Time appears to compress, and endlessly manipulative techniques are used to enourage continued learning and improved performance. The teaching systems mission does not concern itself with human frailties like fatigue or hunger. Use with caution. Rumors that the AI 'mind' trapped in a glorified textbook is trying to kill colonists for it's own amusement are patently false.
Gremlin 5 Dec, 2017 @ 5:01am 
Can confirm, Training console is BORKED atm at least for me. I think I know what the problem is, I was able to spot a new work type called "Training" between the massive errors. So the latest update adds a new worktype which does not function properly or has compatability issues.

getting a "System.ArgumentOutOfRangeException: Argument is out of range." error explosion, stopping all my colonists from doing ANYTHING but be idle.

Try and open the worktab I get a "Exception filling window for RimWorld.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range." Error explosion.
🅑🅐🅓🅕1🅢🅗 4 Dec, 2017 @ 11:43pm 
ran into a small issue with this mod. since the most recent update to this mod all but one of my colonists work assignment tabs have disappeared, disabling this mod fixed it. i do have a few other mods running, so im not sure if its a compatability issue.
FREISPIEL 3 Nov, 2017 @ 10:54am 
is there a Update for A18 ?
gamer nerd 23 Sep, 2017 @ 8:47am 
hi. :) can you update it, to 17?
IlIlIlIIlIlIl 9 Jun, 2017 @ 12:11am 
A17 please?
JAWS 26 May, 2017 @ 8:21am 
Since we didn´t hear from the Author for a while I took liberty of fixing the mod and upgrading to a17 and its working for me.
Here is the link of the update: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933234677
I will remove my update if the author comes back.
JAWS 25 May, 2017 @ 10:31am 
a17 plzzz
NegativeX 25 May, 2017 @ 10:02am 
A17 please. :)
Dingleberry 24 May, 2017 @ 5:27pm 
Is there an update for this coming soon?! love this mod :D
Digo 13 May, 2017 @ 4:06am 
i cannot hit lvl 20 because it only reaches 2991 and it keeps doing that help!!!!!!!!!!!!
AvocadoGuy 8 Apr, 2017 @ 8:55pm 
"Train in console" task should be put after every other ones, because its making all of my colonists stop their priorities and train at the console.
Raserii 26 Mar, 2017 @ 5:46am 
It works but it stops my whole coloni because everyone wants to train. And other than that its a little to good. imo the reward for using it, should be cut in half. Other than that good mod and a great idea.
Kiefy 24 Mar, 2017 @ 6:20pm 
Which bill does this come under? (eg hauling, crafting)
vith 13 Mar, 2017 @ 6:22pm 
My pawns are doing training jobs that they are not assigned to do with Dwarf Therapist mode of WorkTab.
RockBrozynski 13 Mar, 2017 @ 12:14pm 
The Only problem I have with this mod is the fact that they will do this instead of their responsiblities. If you can make it to where they dont train unless there is nothing left to do in that priority that would be awsome. (i.e. if reasearch is all done and you have reasearch training then they will train. Then when a new research is assigned then they will go back to researching.)
Virusbomb 22 Feb, 2017 @ 8:54pm 
@sdp0et I assume you're using the "enhanced crafting" mod by AlcoholIV as well since I'm encountering the same issue. I have 6 colonists but only 4 are shown for designating on the training console. But every other crafting bill on other workbenches I can assign any of them. This is the only workbench I can't assign who I want to do the bill. I should note this isn't because they aren't assigned to do crafting or whatever the specific training is because as long as they are told to do crafting they can do the training.
sdp0et 7 Feb, 2017 @ 5:14pm 
Meant to add that in my current colony it's the same 4 colonists for any skill. They are the only ones I can specifically assign the bill to.
sdp0et 7 Feb, 2017 @ 5:08pm 
When I create a bill for a skill I usually only have 4 or so colonists I can assign it to. I thought at first there was a cap, but I can tell my level 10 miner to train in mining but not my level 2 miner. Can anyone point out what I'm missing?
darktoes 7 Feb, 2017 @ 2:33am 
There is a training desk or shelf or something mod which does much the same thing but requires resources (Stone chunks,wood, corpses...)
Menos 6 Feb, 2017 @ 12:26pm 
At the point I have the requirements researched and an AI core I probably have trained my workers the usual way already. It would be great if there was a low-tech version of this as well.
darktoes 1 Feb, 2017 @ 6:10am 
Well you messed up.
neko587 1 Feb, 2017 @ 3:48am 
I know but those brawlers already have more skills than others
darktoes 1 Feb, 2017 @ 3:44am 
You need to set a minimum/maximum skill rating on the bill. That or use special zoning.
neko587 1 Feb, 2017 @ 3:08am 
@Girlinhat Lol I have similar problem. All my brawlers are training in shooting and those who would like to know how to shoot dont even get a chance to train it. :D
ADoll 31 Jan, 2017 @ 6:09pm 
If I read the mod right, it's a generic job that gives exp in a specific skill. What you need is for the job to demand a skill, and give exp in a skill. As it stands, even colonists who aren't allowed to do cooking will train cooking, because the job doesn't demand any skill. If you include "This job needs cooking" in the job entry, then only colonists assigned to cook will do it.

I was trying to train my 1 crafter up to 20 and my 4 farmers to 5, but what I got was all my colonists training crafting and all my colonists training farming. So now my dedicated hunter is skilled in crafting and my farming slaves know crafting.
Red 19 Jan, 2017 @ 1:43pm 
@KHCloud Thank you I will try that
Kev 19 Jan, 2017 @ 5:54am 
@red to quote @ucmlost "For people who are having issues of pawns training in a disabled skill change the skill range of the bill. If you set it at level 1 or higher pawns with that skill disabled will ignore it since they do not qualify."
Red 19 Jan, 2017 @ 3:10am 
I noticed that often colonist that can't learn a certain skill try to learn it. It would be great to prevent them from wasting time. Nice work tho :)
Kev 18 Jan, 2017 @ 3:12pm 
perhaps, not a bad trade off, would need to be a fair power drain though to feel it most of the time :)
neko587 18 Jan, 2017 @ 10:22am 
Yeah thats a cool idea !
Omega 18 Jan, 2017 @ 9:31am 
@KHCloud @CaptainJuicy I think a reasonable, lore-friendly, way to up the cost is to make it cost more power when a skill is being trained at a higher level. This would help make it feel less "cheat-y," and it makes sense that more advanced skill training would require more complex simulations would require more power.
Med0nt 15 Jan, 2017 @ 1:19am 
Mod: Misc. Robots++
Robots are learning - it's annoying
Kev 14 Jan, 2017 @ 1:17pm 
No mincing words there eh mate? whatever, some kind of cost would be good, like I said, I like the idea of this mod, just not a fan of "god" items
redpanda212 14 Jan, 2017 @ 1:10pm 
I do think it should cost you in some way thogh. The only reason i use it is because i have a lot of mods that require werd skill requirements
neko587 14 Jan, 2017 @ 1:00pm 
@KHCloud Thats a stupid idea because you would pay 4000 for not even one level of skill...
Kev 14 Jan, 2017 @ 11:23am 
I like this idea of this mod but after playing with it it's just way too much of a cheat item for me.

Perhaps if each AI core had a 1 time use, after someone trains in a skill the console needs a new core to train another skill?
ucmlost 9 Jan, 2017 @ 1:31pm 
For people who are having issues of pawns training in a disabled skill change the skill range of the bill. If you set it at level 1 or higher pawns with that skill disabled will ignore it since they do not qualify.
redpanda212 8 Jan, 2017 @ 7:42pm 
is it possible to set the item to train a skill as job like training medical as a doctor job or shooting/melee as a hunting job?
Telarin 7 Jan, 2017 @ 10:25am 
I have noticed that colonists will happily train skills that are disabled due to certain traits. For instance, a colonist incapable of violence will still train shooting.
[RaW]Raider 7 Jan, 2017 @ 4:05am 
PS; I wonder if AC-Enhanced Crafting that let's you select a colonist for the bill would solve the 'who trains' issue. Unfortunately it's not save and hysteresis compatible.
[RaW]Raider 7 Jan, 2017 @ 4:01am 
I've run into a "problem". Namely, it's too easy to train a colonist to 20 with this. Turning an inept newb into a galaxy-class-master-expert takes less than a year and it feels cheap to me. It also makes skill injectors useless. Would it be possible for you to add an option in the mod settings to set how much exp the console gives?

I feel like it could also be solved along with the other issue by making one console for one skill. Or maybe the other issue could be solved by adding a button that set's the "state" of the console to a particular skill like with switches, if that's possible? Idk if bills can be changed on the go.

The way I envision it, the console should be a way to train a skill without wasting resources/endangering pawns. So it should not be faster than real-life experience but either equal or slower. It should leave faster-leveling to things like implants and injectors which can cost almost as much as the console for just one increase.
redpanda212 6 Jan, 2017 @ 4:02pm 
@pakislav thanks for the sultion to my problem

@captain and yeah i hope they do