RimWorld

RimWorld

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RunAndGun
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
59.447 MB
Nov 18, 2017 @ 1:45am
May 27 @ 12:43am
40 Change Notes ( view )

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RunAndGun

In 1 collection by roolo
Roolo's mods
10 items
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)

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.

Dependencies
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.

Credits
- 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!

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.

No longer active as modder.
I'm currently no longer active as modder because I'm working on my own game now. I do intend to keep my mods alive, but won't add any new content.

The game I'm working on right now (with Oskar Potocki) is called Cursed Crew.
Cursed crew is a roguelike crew management game taking place on a 17th century ship in a fantasy setting. You control a captain that needs to keep the ship’s crew alive in a harsh world with environmental hazards, pirates, stowaways, sea monsters and more. More info can be found on the Discord server of our game:

[discord.gg]

You can also check out the Patreon page[www.patreon.com] of Cursed Crew if you'd like to know more, or if you'd like to support us.

We've also set up a Steam page for our game now. Make sure to wishlist it!

Popular Discussions View All (6)
131
Oct 9 @ 2:49pm
Bug reports
roolo
7
Dec 26, 2023 @ 4:07pm
Suggestions
Alex
2
Oct 27, 2022 @ 5:25pm
Null Reference Exception when trying to move drafted character with RunAndGun toggled on
FemboyNugget
1,133 Comments
Mike Oct 14 @ 8:08am 
i wanna say something i run this mod with the CombatExtended and it work but then when i make a new save file it not work anymore it make the pawn do nothing
TFF Oct 10 @ 9:08pm 
It's Options > Mod Options > RunAndGun
我是谁 Oct 6 @ 8:40am 
how to setting this mod?i dont find any bottom to set it
cherry-wave Aug 26 @ 9:26am 
Can this be messing with NPCs now being able to shoot while standing on a barricade?
Velxra Aug 20 @ 10:02am 
Tacticowl continued mergs several mods together including this one.

https://steamcommunity.com/sharedfiles/filedetails/?id=3266724749
Pierre_M3 Aug 20 @ 9:27am 
duel weird lmao
KOVIBOSS Aug 17 @ 2:36am 
does it work guys ?
PhearedPhantom Aug 4 @ 10:40am 
This mod does not play nice with duel weird anymore. It combines the melee and shooting weapons and doesn't allow separate melee attack when using both melee and ranged
Velxra Jul 27 @ 7:47pm 
I ended up switching to Tacticowl continued as it mergs several mods together including this one.

https://steamcommunity.com/sharedfiles/filedetails/?id=3266724749
revsuine Jul 27 @ 1:49pm 
Such an invaluable mod, thank you for making