Combat Training Mod adds a new work type that allows your colonists to train their combat skills by attacking combat dummies. Compatible with RimWorld, it provides a balanced way to improve both melee and shooting skills through dedicated practice.
Combat Training Mod Features
- Train your colonists’ 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.
Fix: Combat dummies no longer break down and require components to repair.
Usage
- Construct a combat dummy (or several). Combat dummies are located in the Misc tab.
- Designate a combat dummy with the melee-only, ranged-only, or both train combat designations.
- Open the work tab and make sure to prioritize Train Combat as desired.
- Training knives can be created at a craft spot or smithy, while training BB rifles must be crafted at a machining table.
Weapon and dummy selection priority rules
- Colonists designated to train combat will automatically try to equip a training weapon if one is near the dummy they’re going to train on (weapons don’t need to be on a shelf or in a zone, though that helps keep things neat).
- Weapon selection takes into account the designation of the dummy (ranged-only or melee-only).
- If the dummy has both designations, the colonist will try to pick up a training weapon of the same type they’re holding (melee or ranged).
- If the dummy has both designations and the colonist isn’t carrying a weapon, the closest training weapon to the dummy is used (regardless of type).
- Colonists will target combat dummies with the correct designation based on their currently equipped weapon.
Misc
- Colonists will re-equip their original weapon after training, unless drafted or assigned other work.
- While training, colonists will take short breaks to check for other jobs or satisfy needs. They’ll temporarily re-equip their old weapon and return to training afterward.
- Colonists won’t train if their skill XP is saturated for the day (4000xp). For a colonist with burning passion, this takes about 2 hours; with passion, about 3 hours; and with no passion, all day.
Compatibility notes
Update of Kriil’s mod
- 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.
Possible Issues and Fixes
Combat dummies and training weapons have been altered to add new features. If you subscribed to the mod between updates, combat dummies or training weapons in saved games may have incorrect attributes. Crafting a new dummy or weapon should resolve any issues.
Balancing
Combat training grants roughly the same XP as real combat. It’s balanced as a work type, meaning colonists won’t do other work while training. It also costs resources to craft dummies and training weapons, and training ends once daily XP saturation (4000xp) is reached.
Community-Made Enhancements
- Enhancement (Borattata): Pawns will no longer endlessly train once they’ve reached daily XP saturation (unless the skill decays an additional 3000xp).
- 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 in Hospitality mode.
- Enhancement (AtomicGu): Chinese Simplified translation added.
Previous Updates
- Feature: UI enhanced to allow multiple dummies to be selected and designated.
- Feature: Ranged-only/Melee-only designations added for combat dummies.
- Feature: Dummy selection now considers the colonist’s current weapon.
- Feature: Weapon selection now considers the dummy’s designation.
- Bug Fix: Fixed issue where pawns wouldn’t retrieve their old weapons if the designation was removed.
Contributors: aph3rson, @Menhi, kfish#2446, KongMD#2541, Borattata, Heremeus, AtomicGu.