RimWorld

RimWorld

Training Console A17
32 Comments
m33n 22 Nov, 2017 @ 9:40am 
Any news on a18 version?
Buccee 20 Nov, 2017 @ 3:48pm 
Greetings JAWS! first of all thank you for adding this mod for A17 but did you plan to update to beta 18?

Keep up the awesome work! :blight:
lloki 8 Nov, 2017 @ 12:49pm 
Thank you for this fix Snoels. You wrote, that it took you ages to find a mod id, but look at the page address bar - it's allways there :)
NoctiSilva 23 Oct, 2017 @ 11:12am 
<WorkGiverDef>
<defName>DoBillsTrain</defName>
<label>training console</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Flicker</workType>
<priorityInType>5</priorityInType>
<fixedBillGiverDefs>
<li>TrainingConsole</li>
</fixedBillGiverDefs>
<verb>work</verb>
<gerund>working at</gerund>
<requiredCapacities>
<li>Manipulation</li>
<li>Sight</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
NoctiSilva 23 Oct, 2017 @ 11:12am 
Colonists that are unable to handle animals are they're excluded from the training console.
Since this mod is no longer updated, I have put @ignis[ru] code to the test. Now all my toons can use the console flawlessly!

Here's what I did:
0. Close Rimworld
1. Look for the folder with the Training Console mod and find file WorkGivers_TrainingConsole.xml. In my case: \steamapps\workshop\content\294100\933234677\
Took me ages to find, since all mods have random number for folder-names. Try search for "TrainingConsole" in Steam's workshop folder

2. Open WorkGivers_TrainingConsole.xml with an html editor. I guess a txt editor will work as well.

3. Remove ALL WorkGiverDef definitions and replace them with @ignis[ru] code (thanks for that mate!) (I will re-post below)

4. Save and exit. Restart Rimworld. Thats it, now all your toons can use the console!

Thanks again @ignis[ru] for your brilliant code!
Brackishclover7 15 Oct, 2017 @ 8:58pm 
could you make a feature where one person workds on say.. crafting and another on social?
BOLBIES 13 Sep, 2017 @ 8:37pm 
Can you provide a link for the non-steam version please?
"The" SeanMacLeod 10 Sep, 2017 @ 2:04pm 
That depends on the skill they're training. It doesn't have to be for combat.
kevinshow 9 Sep, 2017 @ 6:52am 
What's worse than a 20 that still tries to train on it? It's a non-violent person training on it. At least with 20, you can restrict them. With 0, they can at least gain something useful. But a non-violent person will never benefit from it.
Chaos Legion 8 Sep, 2017 @ 3:43am 
And make them train once per day or only if below daily xp limit. should be a coding nightmare though )))
keastes 9 Aug, 2017 @ 1:05pm 
@jamie set the allowed skill level to max at 19. 19's will train, 20s will not.
❂Jamie❂ 9 Aug, 2017 @ 8:33am 
Is there a way to stop my already level 20's trying to train in the very skill they've mastered? Trying to level up some pawns to 20 shooting but my 20 shooters keep using the console when it's unoccupied, annoying that I have to keep telling the one I want to train to prioritize training only to keep repeating this cycle.
Firo 30 Jul, 2017 @ 5:06pm 
Once I remembered I could set a min skill level, and stopped having people train for skills they can't have, this mod became a godsend. Time to get everyone to all 20s :sr4sunglasses:
Atreidi 24 Jul, 2017 @ 8:57pm 
How can we stop the bots from training?
keastes 23 Jul, 2017 @ 3:53pm 
yeah, annoying when kitchen bots are training in crafting.
Chaos Legion 23 Jul, 2017 @ 3:52pm 
Its a lot of fun ti see that misc.robots are training as well. ))
keastes 23 Jul, 2017 @ 3:49pm 
Had to do that back in A16, looks like it doesnt work anymore sadly.
HAL-9000 20 Jul, 2017 @ 10:17am 
@faisicshanosang
Go into the console and make it so the base level for colonists to start training is only at 1 or 2 to 20. (2-20). That makes colonists that only have level two of a skill to begin training there. Ocasionally, a robot might try to train there but its rare.
Milano 19 Jul, 2017 @ 2:35pm 
i have a misc robot mod, these robot keep come to the console to train
「 LiTe Em uP 」 17 Jul, 2017 @ 11:38pm 
@ ignis, is it possible for you to make that mod instead if JAWS is not going to "fix" this???
「 LiTe Em uP 」 17 Jul, 2017 @ 1:57am 
as ignis said, it seems it is limited currently on who can train in console... im uninstalling for now until fixed...
ignis 7 Jul, 2017 @ 11:42pm 
Game only allows to assign a training bill to pawns who are assigned to handling. It is because work givers done in a wrong way, and, basically, only first work giver in a list is actually workig. Basically, you cna only have one work giver for a work station. So I'd suggest to throw away current mess and make single work giver based on "flicker" work type, since it would make smallest amount of mess:

<WorkGiverDef>
<defName>DoBillsTrain</defName>
<label>training console</label>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Flicker</workType>
<priorityInType>5</priorityInType>
<fixedBillGiverDefs>
<li>TrainingConsole</li>
</fixedBillGiverDefs>
<verb>work</verb>
<gerund>working at</gerund>
<requiredCapacities>
<li>Manipulation</li>
<li>Sight</li>
</requiredCapacities>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
LazyWhale 24 Jun, 2017 @ 6:40am 
Get mad with this mod and Robots++ together. Maybe you should make a patch to stop those androids from endless training.
Omega13 17 Jun, 2017 @ 7:19pm 
So I thought that perhaps Enhanced Crafting would make this mod more manageable, what with the ability to assign specific workers to play with the console. However, I'm having a hell of a time trying to figure out how to get people to qualify for a bill. Colonists who are perfectly happy to use the console if I micromanage them to do so on a general bill will not appear on the list of names for a specific bill. Other colonists suddenly appear as eligible candidates after I adjust the priority of a completely unrelated skill. It's very random and confusing and Enhanced Crafting doesn't seem to have this problem with bills on any other work station.
Deagroth 11 Jun, 2017 @ 6:37pm 
Thank you for updating this!
madchiller 30 May, 2017 @ 4:53pm 
i ended up restricting the bot to the kitchen to make me sandwiches all day
JAWS  [author] 29 May, 2017 @ 9:06pm 
Just set the minimal skill level to 1 on details inside the job.
madchiller 29 May, 2017 @ 5:58pm 
the only thing weird about this is it also trains the kitchen robots from the other mod
Lucifer 28 May, 2017 @ 3:32pm 
one of my favorite mods
The_Bane_Company 27 May, 2017 @ 1:22pm 
Noice. Thanks. Now I have a use for the AI I always get but never use. :D