边缘世界 RimWorld

边缘世界 RimWorld

Combat Training - Forked
144 条留言
cmd1095 2022 年 5 月 12 日 上午 10:21 
Getting back into the game and sad to see 1.3 isn't supported for this mod, I liked it a lot. Here's hoping someone updates it
JessieFeathers 2021 年 11 月 21 日 下午 4:49 
1.3?
SEZER 2021 年 10 月 24 日 下午 3:37 
im just another guy beging for 1.3 update
EvilEgg 2021 年 10 月 19 日 上午 9:12 
1.3...

Such a shame that every time the version changes the whole workshop spontaneously combusts :(
Angel 2021 年 10 月 10 日 下午 7:17 
1.3 version please? :(
Brass Supremacist 2021 年 8 月 19 日 下午 2:37 
1.3, pawns just stand still instead of training. If you order them, they stand still for a second then move on to other jobs.
QuakeTheTank 2021 年 7 月 28 日 上午 4:04 
Thanks for the feedback twilight. I don't use sidearms as i don't think it is compatible with CE which is my poison of choice. Running a load of mods on a playthrough I started tonight but I haven't gotten to the point i can worry about training as pruning that damn gauruen tree on a naked brutality start eats up most of my time.
Twilight 2021 年 7 月 27 日 下午 5:20 
@QuakeTheTank - Built a training room with training weapons and still looks good, getting the mood buff for impressiveness and pawns are generally using training weapons as Id expect. I have a bunch of mods so there is some minor oddities but I believe I have had them in the past. Things like a ranged pawn with a sidearm\tool sometimes tend to default to melee training rather than ranged (I think this occurs when they decide to train after doing a job that has them use a tool), I also had a couple of tools completely vanish from the game, Simple Side arms will alert they are missing a sidearm but it is outright gone from the map entirely and I have to craft another to replace it. Again, pretty sure I've had these in previous play throughs also running a ton of mods so who knows what edge case I may be hitting. But all in all Thank You! for your efforts breathing life into it and to Krill and ElTech for their efforts through 1.2!
QuakeTheTank 2021 年 7 月 27 日 下午 4:27 
@Twilight Thank you. I also tested this with CE and the old CE 1.2 combat training patch and didn't get any errors based on the dummies. CE is throwing a couple errors still on it's current release though that has nothing to do with dummies and they are still functioning.
Twilight 2021 年 7 月 27 日 下午 2:15 
@QuakeTheTank preliminary tests look good, built some dummies and set the training type and pawns are working them as they did in 1.2. Need some more time to see if there is any odd behavior with thinks like training weapons or not.
QuakeTheTank 2021 年 7 月 27 日 上午 1:11 
I uploaded my fix here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2558492916 Eltech, I linked back to your workshop link for all essential info. If you take any issue with me doing any of this I will gladly delete my submission. If anyone can test my upload to confirm it works for them I would appreciate it.
QuakeTheTank 2021 年 7 月 27 日 上午 12:45 
Well, I fixed it:
It was the exact line of code I mentioned in my post before. I took some time to learn how to set up visual studio for rimworld mod editing and for some dumb reason doing the same exact edit after setting up the dll references in VS resulted in a fixed version of the mod. I don't really know how to publish or share the fix though for others... Guess I will start reading up on using Github etc.
QuakeTheTank 2021 年 7 月 26 日 下午 10:59 
Thanks for popping in to share the good word Eltech maybe I can take another stab at this.
LaTrissTitude  [作者] 2021 年 7 月 26 日 上午 2:17 
Also thanks for the 10$ offer Shaggy, unfortunately it takes way more than a few hours of work to maintain mods and I can't currently afford that
LaTrissTitude  [作者] 2021 年 7 月 26 日 上午 2:10 
The fork: https://github.com/helldragger/combat-training-forked
changed my username on steam, couldn't on github
Brentor 2021 年 7 月 25 日 下午 12:30 
Kudos to Krill for a great idea and Eltech for maintaining this, but I think I'm finally going to give up on this mod in favor of a simpler one for training. There was a sweet spot for me somewhere before 1.2 where it worked well but mostly I've been wasting a lot of time building impressive training areas in my mountain bases that just don't work due to bugs and performance issues. The concept is perfect for training with game immersion... It just seems very fragile in practice.
ShaggyRecluse 2021 年 7 月 23 日 上午 9:03 
or tell him to put a donate link on here and i'll send him $10 to update it ;p
ShaggyRecluse 2021 年 7 月 23 日 上午 9:01 
Tell the author he should make a triumphant return to Idealogy and make himself some tree worshipping nudist cannibals.

Following and hoping for an update

QuakeTheTank 2021 年 7 月 22 日 下午 2:41 
I haven't modded Rimworld before but I do have a basic understanding of c#:

There is a MissingMethod error being kicked off when the goToPosition Method is being called. 1.3 added a new TargetIndex variable to the method with what looks like a default value of TargetIndex.None. The mod is calling the method as goToPosition(TargetIndex,Bool,Float) while the method was changed to goToPosition(TargetIndex,TargetIndex,Bool,Float)

I tried changing the only reference I could find in the mod on line 117 of JobDriver_TrainCombat.cs to not depend on the default value and that did not resolve the issue. I feel like I have located the cause here but maybe I am not quite there in my skillset to fix this. Anyone else alble to help here?
QuakeTheTank 2021 年 7 月 22 日 上午 11:54 
The author of this fork states they are no longer maintaining this. I couldn't locate a git repository for this fork to possibly update it to 1.3. Does one exist so it can be handed to the next author?
Pookage 2021 年 7 月 20 日 上午 9:58 
In 1.3 pawns don't use the training dummies - instead it just says 'standing' before moving to another task; this happens even when the pawn has nothing else to do but combat train, the dummies are marked for training, and even when training is priortised.
ShaggyRecluse 2021 年 6 月 23 日 上午 1:38 
Confirmed that the training weapon that gets picked up is determined by the start. Tribal start will use bows and not bb guns, etc. Makes it confusing but the bows work just as well as the bb guns for training as far as I have seen.
Also pawns that get conflicting orders in the middle of training will keep their training weapons and not switch them out, this gets tough once you're up to 30ish pawns you have to keep an eye on whos using what weapon in a fight. I dont remember this being an issue in the past.

Otherwise, this is still a must have mod.
Hope someone picks it up.
ShaggyRecluse 2021 年 5 月 9 日 下午 6:14 
Also having same issue with pawns and the bb guns. Although I can confirm that the disappearing weapons is probably your pawns dropping their guns to pick up the bb guns.
I had a theory about the bows versus bb guns and what game start (tribal or crashed) and im wondering if that effects why my pawns wont use the bb guns at all for training.

This mod worked flawlessly until relatively recent, so I'm guessing this is something that got caused by an update etc. I did semi recently purchase the royalty DLC so maybe thats something?

Ted 2021 年 5 月 3 日 下午 3:30 
Completly broke my save file so beware,im lucky to have a older back up.
Uton 2021 年 4 月 25 日 下午 1:07 
Can be kind of annoying to shoot training arrows at mechanoids... XD
Uton 2021 年 4 月 25 日 下午 1:05 
Strange, I "lost" several sniper rifles while training with BB guns. I seem to have less problems while using the training bow. Though the pawns still get confused when I draft them in case of raid or other incident..
Isileth 2021 年 4 月 25 日 上午 8:13 
For me at least they're not disappearing, just being dropped and moved to stockpiles. Gonna keep using both mods for now because even tho its annoying having to manually sort their loadouts after, still better than giving everyone emp launchers and getting them to fire at animals...
Isileth 2021 年 4 月 25 日 上午 7:10 
Also training bows, same issue.
Isileth 2021 年 4 月 25 日 上午 7:10 
I've noticed disappearing weapons too! I hope that they are just being taken to stockpiles and I'm not noticing, because I do occasionally see them drop one of their weapons after picking up like the 5th bb gun. If my guys excellent-legendary charge rifles are actually vanishing I'm gonna have to give up on this.
Uton 2021 年 4 月 25 日 上午 12:59 
I have the same issue with this mod and simple sidearms. My pawns keep the BB guns in their inventory too, even multiple of those. In addition the originally equipped ranged weapons sometimes sort of disappear... :-(
Isileth 2021 年 4 月 24 日 下午 4:57 
Also have the problem with simple sidearms + combat training. Colonists are picking up multiple bb guns, some of them grab a new one every time. They rarely if ever leave the bb guns in the assigned stockpile when leaving, so I end up with pawns carrying many.
I'll check if the same happens with training bows.
chocoliet 2021 年 3 月 23 日 下午 9:51 
(I'm not good at English, so my words may be odd. Please understand that.) I found a bug. If a pawn has a survival rifle, the pawn will not whip out their training weapons such as training BB gun when they stop training. If the pawn has not a survival rifle but another weapon, the bug doesn't occur. I'm using a simple sidearm mod but I don't sure that the mod causes the bug.
Xyans 2021 年 3 月 3 日 上午 6:07 
For some reason, I'm having a bug with a ranged training weapon with a simple sidearm mod installed since my colonists keeps on equipping the BB rifles and will actually use their default weapons instead, breaking the dummy in the process (e. g. my colonists has three BB rifles in primary slot and used a grenade instead)
ZzZombo 2021 年 2 月 27 日 上午 4:37 
Why does the Mod Manager tell to load this mod after the original if it's to be replaced by the former?
Sarelth 2021 年 2 月 27 日 上午 2:44 
Any idea if there is a way to set the Pawns to not use Grenade Launchers when they train on the ranged target? Killed 3 pawns that thought it was a great idea to repair in the middle of someone firing on the target.
master.of.herb 2021 年 2 月 12 日 下午 12:14 
Trainings bows also work. I didn't find them at first bc. there only a recipe at the crafting spot but none at the forge.
master.of.herb 2021 年 2 月 12 日 下午 12:07 
My pawns will swap their monoswords in favor of training knifes just fine, but they won't use the bb guns instead fire their Gauss Rifles at the dummy. Has anyone any idea on how to investigate this issue?
Laser Fish 2021 年 2 月 5 日 下午 8:32 
There is a bug with Vanilla Expanded Framework's latest update. Combat Training + VEF + Alpha Animals/Magical Menagerie causes pawns to get stuck when trying to train. Trace says something about attack verbs. They seem to be having incompatibilities with a lot of things, so I'm just going to take a break and see how it shakes out. Just FYI for people.
Lovecraft 2021 年 2 月 5 日 下午 4:43 
dont know what happened but the mod broke overnight. its tied to the training weapons. if a pawn equips a training weapon they just ignore the training or simply just stand there doing nothing but if they use any other weapon it works fine.
bohedo 2021 年 2 月 5 日 下午 3:43 
Nice job :)
Wish Granter 2021 年 2 月 5 日 上午 10:22 
yeah I tested forcing it, as they simply ignore it when I just schedule it. What were common problem that they dont do it? Maiby I try that instead then
LaTrissTitude  [作者] 2021 年 2 月 5 日 上午 9:24 
strange, I can't help for now (don't have time for modding), but this probably comes from forcing the action, I didn't test forcing the job
Wish Granter 2021 年 2 月 4 日 下午 4:52 
this is the Red error when I try to Force Training via a Pawn
Exception in ToString(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Job.ToString () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Gen.ToStringSafe[T] (T obj) [0x0000f] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Gen:ToStringSafe(Job)
Verse.AI.JobUtility:AppendVarsInfoToDebugMessage(Pawn, String&, JobDriver)
Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()

After it I think it only repeats
Wish Granter 2021 年 2 月 4 日 下午 4:42 
Nah I build it brand new. I can look if I find a error report in Debug mode
LaTrissTitude  [作者] 2021 年 2 月 4 日 下午 12:49 
have you minified/displaced the dummies? if so, you need to reenable the training modes
Wish Granter 2021 年 2 月 4 日 上午 9:22 
Idk, but I have the same bug as with normal training mod. They simply dont train. They just wait for a minute doing nothing and then wander off. Just dont quiet now what it is.
LaTrissTitude  [作者] 2021 年 1 月 26 日 上午 10:29 
it should be possible to add limits yes, but I don't have enough time to work on mods at the moment.
If you want to slow the skill gain rate, for now you should be able to tweak skill gain saturation with mods such as mad skills or rimmsqol
Rylock 2021 年 1 月 26 日 上午 7:29 
Is it possible to add limits to training ? As an example you cant train above 10 or some other variable skill. Also is it possible to control or slow the skill gain rate ?
Kelven 2021 年 1 月 16 日 上午 5:51 
I know you mentioned being busy recently, but I'd also like to request support for Simple Sidearms if possible. This may be an easier fix on the SS side of things so I'll also ask there.