Sensible Training – A Training Dummy Overhaul
The purpose of this mod is to improve the logic and consistency of Kenshi’s training dummies, and to add more contraptions that provide ways to train skills that previously could not be "artificially" trained.
All vanilla training dummies have had their trainable levels, construction costs, construction times, research costs, research times, animations, sounds, names, and other miscellaneous bits reworked. In addition, new researchable Mk.I, Mk.II, and Mk.III dummies following the same design principles have been added for (Melee) Defense, Dodge, Martial Arts, and Crossbows.
This mod is balanced very closely to vanilla (slightly stronger in some cases), and will not carry your characters to victory. None of the new contraptions are made available for free, requiring time and resources to research them. This mod is perfect if you like the vanilla training dummies but are left wanting a bit more from them.
- More Skills: Adds researchable Mk.I, Mk.II, and Mk.III dummies for (Melee) Defense, Dodge, Martial Arts, and Crossbows.
- Reworked Trainable Levels: Non-combat skills can be trained up to levels 10 (Mk.I), 20 (Mk.II), and 30 (Mk.III). Combat skills can be trained up to levels 10 (Mk.I), 15 (Mk.II), and 20 (Mk.III). These levels are slightly higher than vanilla, but the principle here remains the same – at a certain point, you cannot replace real experience, especially when it comes to fighting.
- Standardized Naming Convention: Every contraption uses the same naming convention: "[Skill] Training [Contraption] [Mk.]". (e.g. Attack Training Dummy Mk.I, Lockpicking Training Box Mk.II, Turret Training Replica Mk.III)
- Consistent Construction Costs: Mk.I contraptions cost 4 Iron Plates. Mk.IIs additionally cost a steel bar. Mk.IIIs additionally costs an electrical component and consume 2 power. This is based on the vanilla "Training Dummy MkIII" and "Training Turret MkIII". No more radically cheap or expensive training contraptions!
- Consistent Research: Mk.Is require tech level 1, cost 2 books, and take 4 hours before modifiers. Mk.IIs require tech level 2, cost 4 books, and take 6 hours. Mk.IIIs require tech level 4, cost 6 books and take 8 hours. This is based on the average research requirements, costs, and times of the vanilla training dummies. No more waiting 8 hours for a Mk.II, then 3 hours for a Mk.III!
- Properly Organized: All contraptions are where they should be in the building menu – in the "Training" tab, separated by skill type – just like vanilla.
Contraptions for training Attributes, Science skills, Trade skills, and the remaining combat related skills have been considered. I believe that being able to artificially train many of these skills goes against Kenshi’s apparent design principle of only being able to use dummies to train "risky" skills. And of course, some skills don’t have feasible ways to be artificially trained using contraptions and dummies.
Revisions:
Old revisions of this mod are available below. Click the link to download.