RimWorld

RimWorld

316 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
705.535 KB
5 Sep @ 12:37am
15 Sep @ 3:32am
6 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[github.com]

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 (1)
5
16 hours ago
Bugs
plaerjilion_RUS
129 Comments
GoldenMoondown 4 hours ago 
Is this continuation compatible with Combat Extended?
月吟裔德格 6 hours ago 
Forgive me. After conducting multiple tests, I found that "Dual Wield" has more significant issues in this bug.
月吟裔德格 7 hours ago 
After allies' pawns attack the enemy, they will remain standing and staring blankly. When I clicking on these buged pawns, larger and larger white circles will appear on their bodies. After save and load, everything returns to normal until allies attack again.
Visual Exception reported a "Run And Gun - Continued" issue. If I uninstall this mod, Dual Wield mod would constantly report errors during the first minute of loading the save file, but after that, there were no more errors and the issue of allies no longer moving did not occur either.
Here is the log: https://gist.github.com/HugsLibRecordKeeper/d4e6691c0868d55528a1b9ccb299995f
plaerjilion_RUS 23 Sep @ 12:11am 
Hello @Meme Goddess, i found error with compatibility. I wrote about it in discussion
ghost27m 17 Sep @ 6:27pm 
no I it was an ID 10 T error. you mod is great!
Meme Goddess  [author] 17 Sep @ 5:48pm 
@ghost27m ~ Sounds like a mod conflict, will need a mod list via RimSort (rentry.co) ^.^
Meme Goddess  [author] 17 Sep @ 5:38pm 
@`r0'it^-Alio ~ Can you export your mod list via RimSort (rentry.co)? And if the issue only happens sometimes, can I have a save just before it happens?
木槿 17 Sep @ 5:38am 
谢谢
`r0'it^-Alio 16 Sep @ 4:52pm 
@Meme Goddess
Nvm, confirmed it is still doing the instant melee without those two mods. Do you want my modlist?
Here's my pastbin

https://pastebin.com/H6xKWxWX
`r0'it^-Alio 16 Sep @ 3:49pm 
What I mean is, run and gun has instant melee with yayo animation (don't know about the other ones animation mod with yayo) and melee animation mod.