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, 2024 @ 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)
133
Apr 21 @ 11:21am
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
1,147 Comments
2_Modray 3 hours ago 
Forbidding weapons doesn't seem to work. I've seen enemies run & gun with weapons I put in the forbidden list. This only seems to happen when fleeing. Does flee & gun ignore the usual restrictions?
The Only One May 14 @ 5:15pm 
Will the pawns run & gun by themselves? Or do they just stay in place all the time unless the player tells them to move?
Adohleas May 7 @ 9:21am 
@lorosexn Since this mod hasn't been updated since last year, I doubt it, until someone can confirm you could simply use Tacticowl Continued until then as that mod specifically came out with an update to make it compatible again. It contains RunAndGun + Search and Destroy + Dual Wield mods combined but there is a setting in the mod options that lets you disable any of the three mods so you can simply just use RunAndGun without the other two.
lorosexn May 7 @ 12:19am 
Is this still broken with VEF?
LoopKat Apr 20 @ 5:55pm 
@tide{S}haper industries Thanks for the heads up, was just going through all of my mod settings to try and figure out why melee was crazy fast and the best I could find was older mentions of a bug that affected RunAndGun and Tacticowl Continued. Also suddenly started getting random crashes out of nowhere on what has been a completely stable load order, seems that's a known VE Framework issue as well
tide{S}haper industries Apr 2 @ 7:50am 
PSA:

Since some people here are speculating. After a Feb. update to VE Framework, some mods broke with VE's 'ranged melee' changes - Run & Gun is only one of many affected mods. So you either have to consider those two incompatible for the time being, or switch to Tacticowl instead, which at least has SOME of the issues R&G is suffering right now fixed already.

More info about that here: https://sites.google.com/view/void-archives/home/news-flash - but that's basically the gist of the situation. Using R&G with VE Fw. right now WILL cause gamebreaking bugs sooner or later until this was fixed on R&G's side.
Rigeios Mar 28 @ 6:00pm 
this mod causes social fights to have extremely fast melee for some reason
Bo Sinn Jan 21 @ 1:10pm 
bruzz i want hawk tuah
JujedieFR76 Jan 18 @ 2:19pm 
do you have Realistic Planets Continued ?
HimikoToga Jan 16 @ 12:12pm 
Don`t know why but when i have this mod loaded none of the factions spawn in the world is blank.