RimWorld

RimWorld

7,921 betyg
RunAndGun
14
11
47
27
3
8
4
7
3
5
2
5
4
3
3
2
2
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
Filstorlek
Lades upp
Uppdaterades
59.447 MB
18 nov, 2017 @ 1:45
27 maj, 2024 @ 0:43
40 ändringsnotiser ( visa )

Abonnera för att ladda ner
RunAndGun

I 1 samling av roolo
Roolo's mods
10 artiklar
Beskrivning
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!

Populära diskussioner Visa alla (6)
133
21 apr @ 11:21
Bug reports
roolo
7
26 dec, 2023 @ 16:07
Suggestions
Alex
2
27 okt, 2022 @ 17:25
Null Reference Exception when trying to move drafted character with RunAndGun toggled on
FemboyNugget
1 155 kommentarer
Gerewoatle 18 jun @ 20:14 
@BREEF - Glory to a primitive wasteland nation of hepatitis-afflicted drug addicts, drunks and servile hut-dwellers who value toilets and washing machines as the highest form of war loot?

Why?
I CANT BREEF 18 jun @ 19:52 
@Paito
Glory to Russia. Cry more westorn beatch!
Papito 18 jun @ 13:08 
@Azoor
Evil russian monster
2941026574 15 jun @ 23:08 
1.6老
AzoorFox 15 jun @ 15:04 
UPDATE WHEN?????????????
Bronips 14 jun @ 8:39 
1.6?
HoloCCoust 13 jun @ 3:39 
Now pawns with active RunAndGun aint move and shoot, enemy AI also just dont work
Master_Shadow 12 jun @ 21:01 
i found bug pawn want move if run and gun active :steamsad:
2_Modray 23 maj @ 21:42 
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?
Daddy 14 maj @ 17:15 
Will the pawns run & gun by themselves? Or do they just stay in place all the time unless the player tells them to move?