778 ratings
Mod, 1.0
File Size
4.151 MB
Nov 18, 2017 @ 1:45am
Apr 20 @ 4:54am
26 Change Notes ( view )

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In 1 collection by roolo
Roolo's mods
9 items
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.

B19 version
This version is also compatible with B19, despite that it'll show up red in your mod list. If you're a B19 user and you don't want it to show up red in your mod list, you can download the B19 specific version here: https://github.com/rheirman/RunAndGun/releases (pick 1.0.4), thought it's not necessary.

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.

The B18 version can be found here:

Mod page

- 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)

Known issues
All issues communicated to me that I could reproduce are solved as far as I know. This does not necessarily mean no issues exist. Please let me know if you find any issues. I want them gone as bad as you.

This mod depends on Hugslib, so make sure that mod loads before this mod does.

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).

-Allow the AI to use RunAndGun, can be turned off in the mod options
-Option in the mod settings that can toggle if enemy pawns can fire while they are fleeing
-Make the movement penalty dependent on the gun that is being used (suggested by: Not Birthday Boy (Alfons)).
-Adding a mod option that allows users to forbid RunAndGun for certain weapons.
-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.

- Pardeike a.k.a. Brrainz for creating Harmony on which this mod relies so much.
- UnlimitedHugs for creating Hugslib, and saving me a lot of time.
- The translators for making this mod accessible for a larger audience and doing a great job.
- Anyone else providing feedback and support!

-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.
- If you really like my mods, please consider buying me a coffee. Instead of buying a coffee, I might buy my girlfriend a treat if I get too absorbed in modding to her taste again. But hey, that is also in your favour :).

Popular Discussions View All (1)
Jun 15 @ 5:44am
Bug reports
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Neolantic Jun 8 @ 8:35am 
The most useful rimworld mod I've seen so far, the combat got way easier with this :)
vine009 Jun 4 @ 11:55am 
@roolo Is there a way to choose heavy charge blaster and inferno cannon as forbid weapons? I don't see these weapons on both heavy weapon and forbid weapon lists. Not sure if this is related but I'm using Combat Extended so I don't see charge lance either, I haven't find any reports of CE compatibility issue though.
roolo  [author] May 29 @ 11:23pm 
Full log please. Press ctrl+ f12 after the issue occurs.
Omen535 May 29 @ 4:16pm 
@roolo there seems to be a slight incompatibility with the RWBY mod's weapons that shows up if run and gun is active.
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RunAndGun.Harmony.Verb_TryStartCastOn.Prefix (Verse.Verb,Verse.LocalTargetInfo&,bool&,bool) <0x00404>
at (wrapper dynamic-method) Verse.Verb.TryStartCastOn_Patch2 (object,Verse.LocalTargetInfo,bool,bool) <0x00093>
at RWBYRemnant.Weapon_ProjectileAbility.DoEffectOn (Verse.Thing) <0x00a0f>
at RWBYRemnant.Weapon_ProjectileAbility.<CompGetGizmosExtra>b__13_1 (Verse.Thing) <0x00101>
at Verse.Command_Target.<ProcessInput>m__0 (Verse.LocalTargetInfo) <0x00026>
at (wrapper dynamic-method) RimWorld.Targeter.ProcessInputEvents_Patch2 (object) <0x001c0>
at RimWorld.MapInterface.HandleMapClicks () <0x00088>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
herman925 May 28 @ 7:29am 
@roolo I'm able to confirm that the error fired is due to the Multiplayer mod that is not compatible with the test branch that somehow makes RunandGun looks like a culprit atm. I've talked to them on discord so i guess they'll fix it.

Meanwhile, I'm on test branch with 288 mods and RunandGun is injected back in, and i'm super happy
roolo  [author] May 28 @ 4:41am 
If you use ctrl+f12 it'll upload it automatically on gist.github so you don't need to do that manually. Also, I really want the Hugslib log as that contains more info, so please use that functionality. Clicking the green "share log" button also works.
herman925 May 28 @ 3:36am 
@roolo, the game will crash to desktop with Run and Gun enabled. It's not playable at all. The workaround doesn't work, sadly.

And sure I'll give you a log. Gimme some time! I'll upload it to Github and paste it here.

I'm dying to have this back
roolo  [author] May 28 @ 1:28am 
A full log containing the error would be useful. Please provide it using ctrl+f12. I'll look into this issue. In the meantime it's probably safe to generate the world without Run and Gun, and then once the world is generated, you can enable it.
herman925 May 25 @ 5:07am 
1) Updated to unstable branch
2) Can't load any save nor create new game (can't generate a planet)
3) Didn't touch the mod list of mine and the only one I removed was Run and Gun
4) Bam, it's working

The error is listed below.....