RimWorld

RimWorld

267 ratings
RunAndGun - Continued
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
705.547 KB
Sep 5 @ 12:37am
Sep 6 @ 11:34pm
5 Change Notes ( view )

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RunAndGun - Continued

Description
As I already have continued Search and Destroy, and this mod has not received an official 1.6 update either, I'm going to continue it as well. Let me know if there are any issues or mod conflicts, including issues existing with the original version.

Original Mod
Github[github.com]

Known Issues
- Instant Melee[github.com]

Original Description
Your colonists can never be a true Rambo if they cannot gun while they are running. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and NPC pawns to shoot while moving at the cost of an accuracy and movement penalty. These penalties can be modified in the mod settings of this mod.

Overpowered?
Seriously, I get this a lot. But please, take a look at the mod settings, you can make RunAndGun as useless or as OP as you want. This makes saying that this mod is overpowered is as silly as saying your television is too loud because you never figured out how to tweak the volume. Also, don't forget enemies also run and gun. At its default settings RunAndGun may make the early game easier as it makes kiting easier. But during later games it makes large raids much more chaotic and harder to handle.

Some things to take into account
- NPC pawns are also capable of Running and Gunning. This can be disabled in the mod settings if that is too intimidating for you.
- Fire at will should be enabled. Firing manually will cause the pawn to stop running.
- Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands.
- The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting. So don't bother disabling Run&Gun every time you just want your pawn to walk somewhere.
- The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don't bother disabling RunAndGun every time a pawn stands still while shooting.
- The movement penalty depends on the heavyness of a weapon. A weapon can either be heavy or light. Light weapons get a lower movement penalty compared to heavy ones. What is considered a heavy/light weapon can be configured in the mod settings.
- Enemy pawns will also run and gun while fleeing. However, the chance that they do this can be configured in the mod settings.
- By default, RunAndGun can be activated with any weapon. RunAndGun can be forbidden for certain weapons in the mod settings though.

Mod page
https://ludeon.com/forums/index.php?topic=36061.0

Languages
- English
- Japanese (by Proxyer)
- Russian (by kr33man)
- Korean (by LazyDog)
- French (by kaptain_kavern)
- German (by RoffeIchen)
- Traditional + simplified Chinese (by VaniatD)
- Italian (by Un pefhiolino)

Compatibility of saves and other mods
- Is compatible with existing saves.
- Works very well with Giddy-up! Battle mounts, as it allows pawns to shoot while riding.
- No known compatibility issues with other mods. Please let me know if you find any.

Upcoming Features
I would like to implement the following features but do not promise anything. The list is ordered by priority (highest priority on top).

- Extra movement penalty when pawns are shooting while running backwards.
- Making the movement and accuracy penalty dependent on the shooting skill while allowing users to configure this.
- Allowing melee weapons to be used while running.

Credits
- Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much.
- The translators for making this mod accessible for a larger audience and doing a great job.
- Anyone else providing feedback and support!

Contributing
- Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.
- If you developed a mod adding animals, you can contact me so we can make a patch that ensures that the default mod options (forbidding animals and setting drawing priorities) are configured well for your mod.
88 Comments
Enclave~ 2 hours ago 
I am almost 100% that its this mod but my pawns are teleporting after subscribing to this version of R&G - On the original version it was fine but now whenever they are drafted and shooting they just kinda teleport to the place I want them after a few steps
your version seems to have incompatibilities with the recently updated dual wield. When a pawn wields a main meele with an off-hand gun. Then if the uses the gun in melee, The pawn will get infinitely stuck in a sort of cooldown period.

Granted, this may also involve the 'use your gun!' mod which what allows a gun to be used in melee in the first place. But when i removed this mod and used the other run and gun fork. The problem is fixed.
Telrau78 9 hours ago 
I dont have the knowledge to know if this mod is 100% the cause of this, but, when i drafted a pawn all there control buttons would disappear. no ammo count, no fire mode, and couldn't undraft them unless i dropped there weapon on the ground. disabling run and gun fixed it. anyone else experience that?
running game on 1.5 with CE and guns from Local if that helps
Jiur 21 hours ago 
I was wondering why raiders were punching through solid uranium at the speed of light and google searches have lead me here, hopefully you can fix this melee bug fast, I'll just take a rimworld break until you do because this mod is too good to uninstall.
Redstark Magnusson Sep 12 @ 5:43am 
Yeah, i see, until the instant-melee bug is fixed, this mod is essentially unplayable.

Had raiders drop-pod into my bedroom with guns, so sent my melee fighters to take care of them, only for them to get insta-gibbed.
Lacedaemon Sep 12 @ 3:33am 
Alright, thanks man
Meme Goddess  [author] Sep 11 @ 5:28pm 
@Lacedaemon ~ Yeah, their patch doesn't work, and seemingly hasn't for years, but they've only just added that error message. There's an issue on their Github to get the patch fixed already
https://github.com/CombatExtended-Continued/CombatExtended/issues/4161
Lacedaemon Sep 11 @ 10:12am 
I get this error having the dev branch of combat extended:

Combat Extended :: Failed to find injection point when applying Patch: Harmony_Compat_RunAndGun
Armageddons After Party Sep 11 @ 5:47am 
Its great to see this updated, but the melee bug is insane. I had one enemy pawn knock out 3 of mine near instantly. Its god awful if you are on a lower tech start. Good news is that it seems to only be rapid fist brawling, and nothing else is used during these superman moments.

I'll be eagerly awaiting a fix, because damn, that is ridiculous. Thank you for updating this, nonetheless.
Meme Goddess  [author] Sep 10 @ 11:23pm 
Appreciate all the help from people to do with the instant melee bug, still trying to work out what the new issue is with it ^.^

@소설가L ~ Yep, hugslib requirement has been removed ^.^