RimWorld

RimWorld

4,957 ratings
Misc. Training
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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1.155 MB
4 Jul, 2016 @ 1:42pm
10 Dec @ 8:20am
57 Change Notes ( view )

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Misc. Training

Description
This adds some training facilities:
- Shooting Target
Train up your shooting ability.
- Martial Arts Dummy
Train your martial arts ability.
- Archery Target
Your colonists like to shoot some arrows for joy.


This variant comes WITH a training task!
For the alternate variant WITHOUT a training task look here.


(Version: 1.5.4)

Language: English, German, Chinese, Russian

Thanks to BlastCom and qux now with a translation for French
Thanks to duduluu and Biscuit now with a translation for Chinese (both)
Thanks to fox_kirya now with a translation for Russian
Thanks to Edu now with a translation for PortugueseBrazilian

Popular Discussions View All (20)
21
13 Jun, 2021 @ 6:38pm
Assign Training
sex_defender
1
30 May @ 7:32am
This should be more balanced
Nayko93
3
2 Sep, 2023 @ 4:47pm
Pawns will not stop training
Turkey
833 Comments
Haplo_X1  [author] 10 Dec @ 8:17am 
@DTD_Hiro: I will do a fix that it doesn't generate no joy, but reduced joy (50%) if its a forced task
@Chaplain Roach: Sorry, but that would require modifying an work task of the base game and I have no idea how that would interfere with other mods. So, sorry, but can't do.
You can try to make a clearing around the target and remove the homezone from it.
Chaplain Roach 10 Dec @ 2:51am 
Would it be possible for you to make it so pawns don't try repairing stuff around the dummies when someone is training? Using coilguns even with friendly fire turned off pawns keep getting shot
DTD_Hiro 2 Dec @ 8:18pm 
I have happily used this mod for a long time but in my current play through my pawns no longer get recreation from using the dummies as they always had in the past. They use it on rec time, but gain nothing but shooting/melee skill.

I could also assign them directly to use the dummies if they were low on rec to make them happy but now they will use them but gain no recreation.

Is there a known issue or other mod clash that's known to cause this?
Haplo_X1  [author] 30 Nov @ 3:51pm 
Yes, if you're pawn is > level 17 (or under 15 years old and level > x) and is shooting alone.
You can setup a second pawn to shoot with and they level up again :)
Sliver 30 Nov @ 1:47pm 
training with the shooting dummy makes xp go down?
SugarCrash 26 Nov @ 5:20am 
i have an issue where my pawns go to fire at the dummy, the switch rapidly between "shooting a few shots" and "standing", but don't actually fire or train... then eventually wander away. any ideas?
Zanx 10 Nov @ 3:31pm 
So I have this bug, and I think I know how it's happening, but If i move my shooting dummy, to another place, sometimes at random when a colonist goes to train shooting, the projectiles will be fired as if the training dummy still was at the old placement, so I will at random get my base destroyed from bullets out of thin air, cause it thinks the dummy/training is happening at an old placement.

Any1 els had this problem?
Kham 1 Nov @ 1:05pm 
@Futstub for one, this one has been around longer and has been maintained by the same person all those years so higher sub count is pretty normal. Also this one in my testing was more performance friendly, and this one they can also be used either as a job type or just as general recreation whereas the other one is exclusively a job and wont be used in normal recreation time.

"obviously and objectively so much better" is a rather wild remark to make.
Futstub 1 Nov @ 12:30pm 
Can anybody enlighten me why 400k people use this over Combat Training (Continued), which is obviously and objectively so much better..?

Is it because this one has a couple of awesome reskins and the other one doesn't?
The Bard of Hearts 23 Oct @ 12:51pm 
ahh. forgive me. I wasn't sure if the 10 might be coming from something else. game on. =)