RimWorld

RimWorld

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Combat Training (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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550.385 KB
13 Mar, 2022 @ 1:16pm
12 Apr @ 2:40am
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Combat Training (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of Kriils mod
https://steamproxy.net/sharedfiles/filedetails/?id=1542761308

- Added the QOL features from the unupdated Combat Training - Forked by Eltech
- For a version without the training-weapon mechanic, please use Combat Training - Forked (Lite) by jastro
- Fixed pawns trying to train ranged combat with shield-belt equipped



[dsc.gg]
[github.com]


This mod adds a new work type to let you train your combat skills. Compatible with RimWorld [1.2]

Fix: Combat dummies no longer breakdown and require components to repair.

Features
• Train your colonist's melee and shooting skills by attacking combat dummies.
• Prioritize combat training like any other type of work.
• Train with real weapons or craft training weapons that cause no damage. There is no friendly fire in either case.
• Add a combat dummy to a room to give that room the Combat Training Room role.
• Get a mood buff for having an impressive Combat Training Room.

Usage
1. Construct a combat dummy (or several).
a. Combat dummies are located in the Misc tab.
2. Designate a combat dummy with the melee-only, ranged-only or both train combat designations.
3. Open the work tab and make sure to prioritize Train Combat as desired
4. Training knives can be created at a craft spot and smithy, while training BB rifles need to be crafted at a machining table.

Weapon and dummy selection prority rules used when training combat:
• Colonists designated to train combat will automatically try and equip a training weapon if there is one near the dummy they are going to train on (the weapons don't need to be on a shelf or in a zone, though this helps keep things neat).
• Weapon selection takes into account the designation of the dummy (ranged-only, melee-only).
• If the dummy has both designations, the colonist will try and pick up a training weapon of the same type that they are holding (melee or ranged).
• If the dummy has both designations, and the colonist is not carrying a weapon, the closest training weapon to the dummy is used (regardless of type).
• Colonists will target combat dummmies with the correct designation based on the type of weapon currently equipped.

Misc
• Colonists will re-equip their original weapon after done training, unless drafted or forced to do other work.
• While training, colonists will take a quick break to check for other jobs or satisfy needs. This causes them to switch back to their old weapon and if there are no jobs or needs, the colonist picks up the training weapon again and continues training.
• Colonists won't train if their skill level has been saturated for the day (4000xp). For a colonist with burning passion, this takes about 2 hours, for a colonist with passion about 3 hours and for one with no passion, saturation takes all day.

Possible Issues and Fixes:
Combat dummies and training weapons have been altered a bit to add new features. If you subscribed to the mod in between updates, combat dummies or training weapons in saved games may have the wrong attributes. Crafting a new dummy or weapon should resolve any issues.

Balancing
Combat training grants about the same xp as actual combat. This is balanced by making it a work type. Colonists won't be doing any other work when training combat, plus it costs resources to create a dummy and training weapons. Additionally, combat training end after skill saturation (4000xp per day for combat skills).

Community-Made Enhancements
Enhancement (Borattata): Pawns will no longer endlessly try to train combat once they've reached their learning saturation for the day (unless the skill decays an additional 3000xp during the day).
Bug Fix (aph3rson): Bullets no longer echo.
Enhancement (aph3rson): BB gun has a new slick blue color.
Enhancement (Heremeus): Guests will no longer use the training dummies when using Hospitality mode.
Enhancement (AtomicGu): Chinese Simplified translation added.

Previous Updates
Feature: UI enhanced to allow mutiple dummies to be selected and designated.
Feature: Ranged-only\Melee-only designations added for combat dummies.
Feature: Dummy selection now takes into account the colonist's current weapon.
Feature: Weapon selection now takes into account the dummy's designation.
Bug Fix: A bug was fixed which caused pawns to not retrieve their old weapons if the designation was removed.

Contributers
aph3rson, @Menhi, kfish#2446, KongMD#2541, Borattata, Heremeus and AtomicGu


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


179 Comments
Mlie  [author] 14 Jul @ 9:45pm 
@PersonMan65 You should probably not let the training be done near colonists and animals.
PersonMan65 14 Jul @ 6:56pm 
I love this mod but the amount of times a colonist has shot from really far away and hit an ally or dangerous animal is insane
atomik drink 14 Jul @ 3:05am 
for mod user after seeing this comment, this mod doesnt fit to Mod Hospitality too. guests just take away training weapons.
atomik drink 14 Jul @ 3:01am 
@Mlie thanks for your tip. i'll try for it
Mlie  [author] 8 Jul @ 10:29pm 
@atomik drink Dont think Ill be able to add such a feature. But perhaps the lite-version linked above fits your playstyle more
atomik drink 8 Jul @ 10:07pm 
thanks for updating oudated mods. could you add "cease training" button or right mouse command? as you mention, "• Colonists will re-equip their original weapon after done training, unless drafted or forced to do other work."
everytime, i command pawns do something. the pawns take away training weapon. even in the enemy raid. i feel desperately button of lay down the weapon and equip original one.
Space Lord 1 Jul @ 2:18am 
It has to be conflicting mods. I'm testing mod orders since this is something that should be in vanilla and a must have.
Mlie  [author] 30 Jun @ 10:32pm 
@Space Lord When I test the mod the setup in the preview makes them switch weapons when they train at least. But you may have conflicting mods, some seem to prevent auto-switching
Space Lord 30 Jun @ 5:05pm 
Is there a way to have pawns use the wooden knife/bb gun instead of the weapons they hold? I have mod's trainning weapons on a weapons cabinet next to dummy but they never get used.
Mlie  [author] 14 Jun @ 2:23am 
@Spider Jerusalem Remove home area for them