RimWorld
Misc. Training (no Task)
34 comentarios
Haplo_X1  [autor] 12 OCT a las 8:39 
Both versions do increase the skills. In recreational mode it just has a slightly different modifier than in the task mode.
MosaPudica 11 OCT a las 14:29 
@Rabbitshoes -- I can confirm that this one (the no-task version) increases skill for the colonists. I have three archery targets and three martial arts targets built and have been watching their skills go up.
Rabbitshoes 1 OCT a las 5:40 
does this increase skill?
Delgore 13 SEP a las 8:20 
Would be cool to have that as a recreative option :)
elĐeve 29 AGO a las 2:50 
i wonder if swapping to this one from the one with the task kills my 500mod save
hmm who knows
i will tell you tomorrow :SG0_BestGirl:
GreyVoice 5 AGO a las 14:24 
Odd, when I installed the mod first I was getting XP increase when the pawns used the dummies, but not any more.
Haplo_X1  [autor] 1 AGO a las 13:10 
This one (no Task) only allows you to manually assign the training and they will use it as a free time object.
Raccorn23 29 JUL a las 17:55 
wait, so if they dont do it for a task, when do they actually get training in?
Renzor 4 JUL a las 8:48 
1.6 please :) I always disable the task since it seems OP so it would be nice to use this mod instead
d3i0 29 JUN a las 3:43 
I think it would be good idea to add training time in a Restrict tab
Haplo_X1  [autor] 5 DIC 2024 a las 21:44 
No Task: This variant does not have a work task, where you can assign the work Training, similiar to hauling, research,... to be automatically be done.
Sanctuary 2 DIC 2024 a las 9:36 
What does training task mean in games
Haplo_X1  [autor] 12 SEP 2024 a las 2:09 
Adding should not be a problem.
Squishyjellyfish 10 SEP 2024 a las 22:18 
safe to add to a save?
Haplo_X1  [autor] 10 ABR 2024 a las 13:04 
Thanks for the info. I'll update it soon. :)
Deadmano 1 ABR 2024 a las 4:37 
Just a heads up, since this does not have any tasks, the game throws a mild error [pastebin.com] butI do believe you can resolve it by removing the Languages\English\DefInjected\WorkTypeDef\TrainingFacility_WorkTypes.xml file. Thanks again for the awesome mod! :love:
Haplo_X1  [autor] 10 FEB 2023 a las 12:26 
They need a ranged weapon, then they should use the shooting range and you also should have the right-click option.
Rips 9 FEB 2023 a las 23:32 
Love the mod. My pawns didn't seem to use the shooting range in their recreation time though. They happily train martial arts themselves when scheduled for recreation and seem to improve their melee which was my main reason for getting the mod since the vanilla recreation trains shooting already.

But still how do you get them to use the shooting target on a range?

It didn't have a right click option like training martial arts and they didn't do it automatically in their recreation time?
FOR ALLAH 8 DIC 2022 a las 17:25 
could you also make colonists train when idle.
Protok 6 NOV 2022 a las 2:19 
Hi!
I like the training idea, it's truly necessary. Both as Task or as Joy is wellworth.
But for me it's pictures should be more expressive and large.
As example of size it could be Oskar's Vanilla Furniture Expanded.

Suggestions:
- The bow-target can be bigger - 2x1 in size for greater clarity, and 4 square width for shooting.
- A target in the form of a pawn can be even slightly larger than the size of live pawns and must necessarily have visual variations on 5 body shapes: Fat, Hulk, Thin, Man, Woman.
- The martial arts dummy can looks like Wing Chun Dummy Puppe, and 8 squares around to use, or 4 squres contiguous by vertical and horizontal.
- Also for close combat training a variation can be added for wall placing/attaching and three front squares to use - Home Unit for Boxing.

Thank you for your creativity! :AffinityHarmony:
Proxyer 5 NOV 2022 a las 17:55 
Thank you bug fix works!
Haplo_X1  [autor] 23 OCT 2022 a las 0:57 
There is a private function in the traps building, but that is not needed for other buildings.
Haplo_X1  [autor] 23 OCT 2022 a las 0:50 
The same was already mentioned in the other thread. Here is my reply:

Hmm, I don't even know what this error will tell me? There is a missing Method CheckAutoRebuild, that is not really needed according to the vanilla code and Harmony doesn't like it? Hmm, I don't care..
Malorkith 22 OCT 2022 a las 13:27 
There is a strange warning about blueprint build.
https://gist.github.com/ae7164a53ff982a3d7286e53a5f0f341

Error in Misc. Training (no Task), assembly name: TrainingFacility, method: Building_ShootingRange:CheckAutoRebuild, exception: System.MissingMethodException: RimWorld.Blueprint_Build RimWorld.GenConstruct.PlaceBlueprintForBuild(Verse.BuildableDef,Verse.IntVec3,Verse.Map,Verse.Rot4,RimWorld.Faction,Verse.ThingDef,RimWorld.Precept_ThingStyle,Verse.ThingStyleDef)
Hyun 20 SEP 2022 a las 8:35 
GOOD MOD
Haplo_X1  [autor] 28 JUL 2022 a las 15:37 
Yes, they should use these as another source of joy.
Polarbark 28 JUL 2022 a las 14:12 
I have same question
bearhiderug 2 JUN 2022 a las 15:33 
pawns automaticaly use for joy?
The1Grenade 1 JUN 2022 a las 17:37 
You can technically switch mod versions to this one and vice-versa, but it will completely discombobulate your Work tab - I'd strongly recommend taking a screenshot of your Work priorities before switching versions.
Haplo_X1  [autor] 28 MAY 2022 a las 11:03 
Both versions are simmiliar. I have no idea if you can switch from the Task-Version to this Version in a running game, because.. you loose the Task, but otherwise you can disable the other and enable this mod.
bearhiderug 28 MAY 2022 a las 3:58 
Since these are "no task" can eather version be used for Joy or Meditation while still training normaly over time?
I have the job version now, not sure if switching at some point would be better. I kinda dislike haveing more Jobs in my workloadout screen lol
The1Grenade 28 MAR 2022 a las 9:08 
This does appear to have fixed the issue of the guests interacting with the training facilities.
Could the effect of this mod's branch variant be encompassed in a mod setting? Like a mod option toggle to include the training task?
The1Grenade 24 MAR 2022 a las 13:16 
I'm hoping this will fix an issue I'm seeing with Hospitality guests erroring out on the martial arts dummy. I'll test and report.
Here's the latest error log. the guest's name is "Owl"... he's not actually an animal.

Exception in JobDriver tick for pawn Owl driver=JobDriver_MartialArtsTarget_NonJoy (toilIndex=3) driver.job=(UseMartialArtsTarget_NonJoy_Work (Job_2321309) A=Thing_MartialArtsTarget157888 B=(118, 0, 196))
System.NullReferenceException: Object reference not set to an instance of an object
at TrainingFacility.JobDriver_MartialArtsTarget.WatchTickAction () [0x0006f] in <dd57bf367e484f27a3bb34da5067784f>:0
at TrainingFacility.JobDriver_MartialArtsTarget+<>c__DisplayClass5_0.<GetToil_MeleeFightTarget>b__0 () [0x00000] in <dd57bf367e484f27a3bb34da5067784f>:0
at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
Archon 16 MAR 2022 a las 7:08 
Nice! Thanks for this.