RimWorld

RimWorld

ActiveResponseTraining
97 kommentarer
samtowers08gamer 1. nov. 2024 kl. 7:55 
PEEPS FYI Billiards and Horseshoe recreation also increases Shooting skill. See the Recreation page on RimWorldWiki..16 and 12XP /hr..but they will max out on recreation so can't do it all day
Shooting a sniper rifle is 50XP because it takes a long time to aim. Time spent 'shooting' is the key
Might be worth checking out
Teirdalin 10. nov. 2022 kl. 17:09 
Original mod is at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=724766205 if anyone was curious why people are calling this stolen.
Havoc§R 9. aug. 2021 kl. 7:09 
@Mlie hell yeah, I was waiting for this! :steamthumbsup::steamthumbsup::steamthumbsup:
Mlie 9. aug. 2021 kl. 6:12 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2570370139
Hope it helps anyone!
draque 23. juli 2021 kl. 14:51 
1.3 ?
Nostra Dis Pater 12. maj 2021 kl. 23:42 
Stolen but thx
Erik McAwful 14. okt. 2020 kl. 2:05 
This mod is amazing - and for everyone who asks, it seems to be fully compatible with 1.2, even if it shows up red. However, author, is it possible to add actual shooting sounds for the target dummies and some sort of clanking sounds or something for the melee dummies? The sound they both share right now sounds more like a conveyor belt. :)
Werewolfie 9. okt. 2020 kl. 1:17 
Good job on a very useful mod. Maybe there could be an option to adjust the skill gain speed (if anything it seems too fast for my tastes)? I see some people requesting training as a separate work type, but maybe it could be one of those activities under the Schedule tab instead? So I could designate time for training for the guys who need it. I don't know how modding works so I don't understand how feasible it is to add a new one, but I know Meditation didn't used to be there but it is now, so presumably there is a way to add new activities.
Cactus76 7. okt. 2020 kl. 10:03 
1.2?
MachoNatchoMan 13. aug. 2020 kl. 5:02 
i'm just gonna hope it works
MachoNatchoMan 13. aug. 2020 kl. 5:01 
aaaaand another update rolls out ofc :steamfacepalm:
💭Naplingbat 22. juli 2020 kl. 22:19 
Ah my hero <3~ Thank
SlipperyJim 26. maj 2020 kl. 5:06 
Yay! Thanks so much! <3
james76543  [ophavsmand] 25. maj 2020 kl. 16:47 
Updated for V1.1, if you have any trouble or issues please let me know! Sorry for the delay getting it updated.
Dusty Lens 21. maj 2020 kl. 19:54 
For what it's worth I agree. I remember this mod from waaaaaaaaaaaay back in the day and it has been a religious pickup for me ever since. Hope you're well dude!
SlipperyJim 22. apr. 2020 kl. 8:11 
One of my favourite mods as well - any news on a 1.1? Yes, no, maybe? :D
Fluttershy 9. mar. 2020 kl. 8:55 
Would appretiate 1.1 update and it using a separate work type
patt2169 5. mar. 2020 kl. 4:37 
Hey i didnt want to be that guy but this is one of my favorite modes so are you planning on 1.1?
Alse would love if combat training was a seperate work type.
Dust 25. juli 2019 kl. 19:58 
No problem, I found it eventually. I think my ui was bugged the first time I tried it.
james76543  [ophavsmand] 25. juli 2019 kl. 17:52 
@Dust it's all in the security menu, sorry for the delay in responding.
Dust 4. juli 2019 kl. 0:23 
Apparently I'm missing something, how do you build this stuff?
Ahmet 20. juni 2019 kl. 0:29 
thx i will try
james76543  [ophavsmand] 19. juni 2019 kl. 18:09 
@King you can restrict jobs based on the pawn, so you can have 'train forever' jobs for your shooters on the shooting range, 'train forever' jobs on the training dummy for that melee man you have. What I usually do is create a job for each pawn and tell them to train until level 20, then you can just forget it and they'll do it automatically.
Ahmet 19. juni 2019 kl. 2:59 
it is useless for melee, my melee man training shootin with longsword wtf
james76543  [ophavsmand] 7. maj 2019 kl. 16:40 
@keylocke yes it should be, but I don't use any ammo or anything for the shooting range. As always, make a backup first!
keylocke 7. maj 2019 kl. 3:09 
is this compatible with combat extended?
Trunken 5. maj 2019 kl. 15:11 
That makes me so happy man, i cant thank you enough. Will try it out as soon as im home :-)
Trunken 5. maj 2019 kl. 15:09 
Oh baby! Exactly that
james76543  [ophavsmand] 5. maj 2019 kl. 14:51 
@Trunken is this what you're looking for? I put the archery range back in:
https://www.dropbox.com/s/bubd06uwl6rpym7/ActiveResponseTrainingV1.01.zip?dl=0
If you need any help manually installed the mod let me know.
Trunken 2. maj 2019 kl. 20:46 
That works for me buddy, i just need that for the flare :-)

Make it so you can decide between the archery and the more modern target, in best case.

Thank for all your efforts, reallly like the mod. Good Work
james76543  [ophavsmand] 2. maj 2019 kl. 20:04 
@Trunken first, sorry for the delay in getting back with you! There should be other mods that give you an archery target right? Or are you looking for an archery target to specifically train up shooting? The best I can do (because I tried but couldn't get animations down right...) is to give you an archery target that allows a pawn to go up and train shooting (exactly like how the shooting range works).
Trunken 20. mar. 2019 kl. 9:16 
Still no Archery Targets T_T

If i can help somehow, just tell me (like searching for a different sound or something)
Trunken 6. mar. 2019 kl. 13:39 
I can't see them. Thats my problem. I have archers in my crew :D

Bring 'em back pls. Just fine for me if you have another Middle part of that modular construction with the archery target at the end.

Scratch that Adjustment option, i thought you need to bring materials to a close by storage, but you don't, so im cool with how it is.

+ option to disable the cost for training would be also awesome

Thank you for all the work
james76543  [ophavsmand] 28. feb. 2019 kl. 11:40 
@Trunken can you even see the archery targets? I kept the graphic file but thought I removed it from the mod since it was just a joy object only. I'll take a look at the changes but I'm not sure when I'll have time to do them. Some may not be possible in just an xml mod, for example the animation :( I want to have an animation during training but I can't seem to do it without adding some code into the mod.
Trunken 24. feb. 2019 kl. 13:19 
I'm missing the archery targets (picture). It should be possible the choose between 2 different styles: 1. dummy / 2. archery target. Would be really nicer to look at if you could switch it, especially for the early game :-)

Other Wishes:
+ Place the progress bar on zoom under the pawn, not the building
+ Remove or change the sound please (!)
+ Missing animation on Training (Just shoot noises or bullets/arrows with no effect maybe?)
+ Adding an option to disable the cost for training would be also awesome

Mod with great potential. Hope you consider the changes.
james76543  [ophavsmand] 23. feb. 2019 kl. 7:59 
@Natalo77 not that I've ever found. @BREACHER there are a few other mods that add some rec points and minor skill gain, but that will only happen for this mod if the colonist has a passion or interest in shooting or melee. I made it this way because I doubt that the cook or grower who has no interest in guns is going to gain recreation from being at the shooting range for an entire day! Also, since this mod was designed to train your soldiers and prepare for attack, I wanted it to reflect defense as a job. So only people who find that interesting will gain recreation points during these activities.
BREACHER 19. feb. 2019 kl. 4:18 
Love it - This should be elevated into being a recreational item. Then the guys could go "to the range" and build both skill and gain rec points instead of throwing horse shoes or sitting in front of the TV.
Natalo77 9. feb. 2019 kl. 8:23 
Any hard incompatibilities?
james76543  [ophavsmand] 4. dec. 2018 kl. 17:56 
@rebelscum I uploaded a fix and removed that xml block. If you or anyone else has any problems send me a note and the error message!
egoanditspwn 3. dec. 2018 kl. 22:08 
hey, wanted to let you know this was causing errors when i loaded it above some other mods (such as Additional Joy Objects). it seems to work fine though after going into Defs/ThingDefs/AR-TargetDef.xml and then deleting the whole ThingDef Name="BuildingBase" Abstract="True" section at the top. i'm still a novice but i think that was overwriting the Core def, causing the problem. the one in this mod is the same as in Core except its missing some things from Core anyway, so not sure if it served a purpose i'm missing or not.

otherwise putting this near the bottom seems to stop the errors as well, incase others want a quick fix to stop errors from popping up.
Deagroth 20. okt. 2018 kl. 21:00 
Thank you for the update! Looking forward to the slider menu and anything else you decide to add.
james76543  [ophavsmand] 20. okt. 2018 kl. 20:35 
No slider yet, but this is a working version for 1.0. I'll work on balancing as soon as I have the time!
james76543  [ophavsmand] 30. sep. 2018 kl. 15:28 
@Daemonjax For 1.0 I'll probably put a slider menu in, because some people want super fast skill gain, others (like you and me) want slowly. I tried (and will try for B19 too) to balance so that about 2-3 hours a day will keep a soldier primed and he/she won't lose any skill gain at lvl 20, while also making it roughly equivalent to other skills like smithing and art and cooking.
Daemonjax 30. sep. 2018 kl. 11:01 
This looks great. I'll probably halve the experience gain myself in the xml, though.
james76543  [ophavsmand] 30. sep. 2018 kl. 10:17 
Thanks, I'll take a look at it. For A16 and B18 I tested all the skill gain rates so it would make sense with smithing and art and stuff, but I'll go back over it and test them again.
LittleRedSonja 30. sep. 2018 kl. 9:57 
Security! Thank you, probably the only menu forgot :). I have tested the skill gain rate and i think it may be too much. Pawns lv 12-13 whith interest are gaining 1500 - 1800 points per hour, so they get 4000 in about 3 hours. I dont know, but it feels too much, if you compare with other activities/jobs.
james76543  [ophavsmand] 30. sep. 2018 kl. 9:29 
@sergio.arauzo you don't need any research, it's available from the start. Look in the Security menu to find "Training dummy" to train for melee. it needs 75 hay and 50 of any leather to be constructed.
LittleRedSonja 30. sep. 2018 kl. 7:16 
How can i build the dummies etc. I cant find it, there is no research project, and i cant find any option in buildning menus or work tab...I am sure it is super easy, but i cant find it :)
james76543  [ophavsmand] 24. sep. 2018 kl. 16:29 
@Dusty Lens thanks! I haven't tested the skill gain rate yet, so please let me know if it's too fast or slow.
Dusty Lens 23. sep. 2018 kl. 18:20 
Thank you for taking the time to update this mod! This mod is by far my favorite representation of the training genre and a fantastic way to best direct the efforts of pawns in need of some training and anyone who's wandering around in that frustrating idle state.