边缘世界 RimWorld

边缘世界 RimWorld

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RunAndGun - Continued
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
706.002 KB
9 月 5 日 上午 12:37
11 月 19 日 下午 9:46
7 项改动说明 ( 查看 )

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RunAndGun - Continued

描述
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 (fixed)

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.
热门讨论 查看全部(2)
5
9 月 24 日 上午 1:21
Bugs
plaerjilion_RUS
0
11 月 18 日 下午 7:19
Conflict with “Dual Wield”,Here is my modlists
ふうねる
192 条留言
Асура 1 小时以前 
@memegoddess hello, the Take off coat interiors mod website said that you could help with the fork of this mod, did it mean that you already have it?
Arcane Jelly 11 月 23 日 下午 12:32 
With this and Simple Sidearms pawns constantly switch between their long and short ranged guns when running and gunning, leading them to never end up actually firing anything
Grieva 11 月 22 日 上午 10:31 
@MemeGoddess - perfect, thanks. I'll try and figure out how to add the patch now!
plastictreeofdoom 11 月 22 日 上午 12:39 
@memegoddess - I just went to check, but something in the latest update fixed it.
Meme Goddess  [作者] 11 月 21 日 下午 9:20 
@Grieva ~ It's a known issue on the CE side, there's a PR for it
https://github.com/CombatExtended-Continued/CombatExtended/issues/4161
Grieva 11 月 21 日 下午 9:10 
Both mods seem to be working fine but I just thought I'd let you know in-case - I'm getting a red error on game start relating to Combat Extended and this mod, stating "Combat Extended :: Failed to find injection point when applying Patch: Harmony_Compat_RunAndGun". Like I said both mods 'seem' to be working fine though
Meme Goddess  [作者] 11 月 20 日 下午 5:28 
@plastictreeofdoom ~ The only recent update has been to do with the settings UI. Do you get any errors in the console or anything?
plastictreeofdoom 11 月 20 日 下午 1:52 
Experiencing a bug where no pawns are visible on the map or in the bar up the top of the screen. Have only checked on a saved game so far, but seems to survive through reloads and restarts of rimworld.

Removing Run & Gun fixed the problem.

No other mods were updated since it worked last, I'm not sure if there was a base game update today too though.
Meme Goddess  [作者] 11 月 20 日 上午 8:28 
Fair, I treat it as a chance to rebuild my mod list from scratch
deeznuts 11 月 20 日 上午 8:26 
am downgraded to 1.5 cuz not all mods get updates or take a while, common denominator version to make sure it all works. sometimes it'll still work but its kind of situational i guess. thats the downside to modded playthroughs, am rarely on the current version.