RimWorld

RimWorld

675 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
706.002 KB
Sep 5 @ 12:37am
Nov 19 @ 9:46pm
7 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 (fixed)

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.
Popular Discussions View All (2)
7
Nov 25 @ 9:23am
Bugs
plaerjilion_RUS
0
Nov 18 @ 7:19pm
Conflict with “Dual Wield”,Here is my modlists
ふうねる
207 Comments
Sypher† 2 hours ago 
RimSort flags this mod with the addition: "Missing Publish Field ID", what exactly is the issue here?
Meme Goddess  [author] Dec 9 @ 3:24am 
@DarakuGato ~ Yep, fixed <3

@GodOfPixies ~ That mod would need to update it's patch to point to the new mod ID

@Taggy_McShaggy ~ Just this one, don't enable both

@SPAZZ ~ <3
SPAZZ Dec 9 @ 12:57am 
just this one my boi
Taggy_McShaggy Dec 8 @ 2:54pm 
do we need to have this mod and the old mod on at the same time or can we just have this on its own?
GodOfPixies Dec 7 @ 4:50pm 
I'm not sure if this is the place to ask, but I'm running a multiplayer game with a couple friends with the 1.6 multiplayer beta, and this version of Run and Gun is not recognized by the Multiplayer Compatibility mod. I know the old 1.5 version works for multiplayer with the compatibility patch but I am not sure why this one doesn't. Is it a mod ID issue that I might be able to manually fix so Multiplayer Compat recognizes this mod and applies the patch?
DarakuGato Dec 5 @ 10:53pm 
Wait..... the super fast melee bug was fixed finally???!?!?!
Meme Goddess  [author] Dec 2 @ 2:08am 
@Arcane Jelly ~ Haha, that's perfect. I'll work on replicating it when I get the chance

@ApokalyptoJr ~ Yeah, that was an issue from the original mod that I fixed in 1.6.

@Slinkerdeer ~ That actually should be fixed pretty soon, as soon as CE does their next release. The PR to fix that issue has been merged on their side and is awaiting release
Arcane Jelly Dec 1 @ 2:09pm 
@Meme Goddess rentry link [rentry.co] .
When I posted it was specifically the Marksman Rifle and Sawed-Off Shotgun both from Vanilla Weapons Expanded. Upon a bit more testing it appears to be because I have the accuracy penalty raised to 75% for R&G, since lowering it back down to ~15% makes (the guns I was testing, base game pump shotgun and autopistol) work as intended. Hope my half-ah testing helps a lil lmao
ApokalyptoJr Dec 1 @ 1:18pm 
in 1.5 (not sure about other versions) This mod causes unarmed Pawns to punch at super fast speeds. one of my guys whooped a thrumbo's ass in 2 seconds with his bare hands and level one melee skill. melee weapons on the other hand are unaffected.
Slinkerdeer Dec 1 @ 9:49am 
Look cool, but I'm gonna skip it for now because I got this error - Combat Extended :: Failed to find injection point when applying Patch: Harmony_Compat_RunAndGun