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 март 2022 в 13:16
12 апр. в 2:40
9 бележки за промени ( преглед )

Абониране, за да се свали
Combat Training (Continued)

В 1 колекция от Mlie
Mlie's resurrected mods
861 артикула
Описание

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


191 коментара
BeeBro 17 септ. в 0:40 
Great mod but when used with Yayo's Combat 3 (with ammo) the BB gun and bow only get reloaded when i do it manualy. If not and the guns are empty they do melee attacks insteat of range. Someone found a solution for that?
Mlie  [автор] 16 септ. в 4:48 
@Z9527 Please see the Reporting Issues section described above
Z9527 16 септ. в 3:27 
Hello, I placed five training dummies, one melee and four ranged, so there was a significant drop in TPS, symptoms cleared after removing the MOD, this is my error log. Is the problem caused by my MODlist?
https://gist.github.com/HugsLibRecordKeeper/ecc325df15bad644f4da4ac8b01b56b8
The above is from Google Translate, may be biased, please understand
Echidna 4 септ. в 2:48 
ok, will try, thx
Mlie  [автор] 4 септ. в 2:47 
@Echidna Just exclude that area from cleaning.
Echidna 4 септ. в 2:34 
Constant issue of colonists getting shot while trying to clean around a dummy that's currently used. How do i address it, preferrably without micro-managing?
Werewolfie 27 авг. в 4:13 
Thank you Mlie for yet another mod I couldn't live without! I was wondering if there's a simple way to make pawns stop training automatically when their skill hits 20, but start training again when it deteriorates back to 19? Like in crafting you'd set the sliders to 0-19. My guys are such hard trainers that they're all capped, and still spend all their time training. Maybe another way to look at it would be "if your skill is not increasing, it's time to stop training"
Mlie  [автор] 6 авг. в 9:05 
@secretskyhawk Not that Im aware of. Perhaps ask on their discord
secretskyhawk 6 авг. в 9:02 
I'll be the one... Compatible with CE?
LoyaL 6 авг. в 5:05 
Is this mod compatible with SimpleSidearms mod? When my pawns take training weapon, the game lag a big (5 FPS) and they dont shoot with training bow. I have to cancel the designation of the dummy to cancel the training. I have also the GrabYourTool mod. Maybe its not compatible with it?