MBI header Tutorials Order Oligo

Click on the thumbnails below to download.
The most recent version is Oligo 7.60

Rimworld Run And Gun Combat Extended Official

In vanilla RimWorld, combat is a turn-based-esque chess match of cover, peek, and pray. You stand still to shoot. You move to reposition. The enemy does the same. Enter Combat Extended (CE) , which overhauls the system into a realistic ballistics simulation: suppression, armor penetration, ammo types, and lethal crossfire. Then enter Run and Gun – which lets pawns shoot while moving.

On the surface, they clash. CE balances around stationary firefights. Run and Gun introduces kiting, retreating fire, and aggressive pushes. But when configured correctly and used strategically, these two mods create the most intense, tactical, and cinematic combat RimWorld has to offer.

This guide will cover:


High-caliber weapons (like charge rifles or assault rifles) have massive recoil in CE. If you are standing still, you can burst-fire accurately. But as soon as a manhunter pack of panthers charges you, your pawns have two choices: stand and shoot (get mauled) or run (stop firing). This binary choice leads to unnecessary casualties.

Adding Run and Gun to Combat Extended transforms RimWorld from a static cover-shooter into a fluid, dynamic action-strategy game. It rewards aggressive micro-management and punishes passive "line them up behind a wall" strategies.

The key takeaway is that this is not a "win button." It is a tool. Use SMGs and shotguns to kite melee enemies. Use assault rifles to suppress while repositioning. Keep your snipers stationary. Respect the accuracy penalty.

When you first kite fifteen angry tribals through a cornfield, your pawns backpedaling and dropping bodies, the machine gunner yelling (in your imagination) over the sound of spent shell casings hitting the dirt—you will never play vanilla RimWorld combat again.

Stay mobile. Stay loaded. Do not stop firing.


Have you tried running a full Sanguophage run with Run and Gun and CE? The movement speed buff from Longjump legs makes you a literal anime gunslinger. Share your stories on the RimWorld subreddit. rimworld run and gun combat extended

RunAndGun (RnG) Combat Extended (CE) transforms tactical gameplay into a highly lethal, movement-focused experience Combat Extended

overhauls the base combat mechanics with realistic ballistics, ammo, and suppression, adds the specific ability for pawns to fire while moving. Steam Community 1. Compatibility Overview

These two mods are widely considered compatible and are frequently used together. Combat Extended mod for RimWorld · GitHub

Tactical Showdown on the Rim: A Deep Dive into RimWorld's Run and Gun Combat Extended

In the unforgiving world of RimWorld, survival is a daily struggle. Colonists must navigate the challenges of resource management, base-building, and interpersonal relationships, all while fending off hostile threats from raiders, wild animals, and the environment itself. One of the most thrilling aspects of the game is combat, particularly when utilizing the Run and Gun combat extended mod. This mod enhances the game's tactical combat system, offering players a deeper and more engaging experience.

The Evolution of Combat on the Rim

RimWorld's base combat system, while engaging, can sometimes feel simplistic and binary. Enemies either stand their ground or flee, with little in between. The Run and Gun mod changes this dynamic entirely, adding layers of strategy and unpredictability to combat encounters. When activated, the mod allows pawns to move and act more fluidly, creating opportunities for both more intense firefights and dynamic tactical maneuvers.

Run and Gun in Action

Imagine finding yourself under siege by a group of raiders. The enemy is entrenched behind makeshift barricades around your base, trading blows with your colonists. With Run and Gun enabled, your pawns can now employ more sophisticated tactics. A skilled sniper might lay down suppressive fire to pin down the raiders, while a medic rushes to provide cover and patch up wounded allies. Meanwhile, a flank team could use the mod's enhanced movement capabilities to sneak behind enemy lines, catching raiders off guard and disrupting their formations.

The mod also changes how enemies behave. Raiders are no longer just static targets; they now have a chance to retreat, regroup, and even flank. This makes combat encounters feel more realistic and challenging, requiring players to adapt on the fly.

Tactical Depth and Strategy

One of the most significant benefits of Run and Gun combat extended is the increase in tactical depth. Players must now consider a wider array of factors when engaging in combat, such as:

This complexity transforms combat into a more immersive and engaging experience. Each battle becomes a puzzle to solve, requiring careful planning, quick thinking, and a bit of luck.

Impact on Gameplay and Community

The Run and Gun combat extended mod has had a significant impact on the RimWorld community. Players share their most creative combat strategies and memorable battles on forums and social media, inspiring others to experiment with new tactics. The mod has also influenced content creation, with YouTubers and streamers showcasing epic battles and clever uses of the mod's features.

Conclusion

RimWorld's Run and Gun combat extended mod breathes new life into the game's combat system, offering a richer and more immersive experience. By adding layers of strategy and unpredictability, the mod challenges players to think critically and act decisively. Whether you're a seasoned RimWorld veteran or a newcomer to the game, Run and Gun combat extended is a must-try. It transforms the simple act of fighting on the Rim into a thrilling tactical showdown, where strategy, skill, and a little bit of luck can turn the tide of battle.

Here’s a complete, ready-to-use text for a RimWorld Run and Gun + Combat Extended compatibility and setup guide, written as if for a mod page or a community post.


Load order check: Put the patch below both CE and Run and Gun.

→ CE ballistics + moving hit calc is heavy. Lower “Moving accuracy check interval” in Run and Gun settings.

| Ammo type | Effect on move-shoot | |-----------|----------------------| | FMJ | Standard penalty | | AP | Same penalty, better pen | | HP | Worse accuracy due to lighter projectile (simulated in CE) | | Sabot | No change – best for move-shoot rifles |

Just because you can shoot on the move does not mean you should. CE calculates accuracy based on:

→ Reorder: CE → Run and Gun → CE patch.
→ Check that patch is loaded (mod list shows “RunAndGun_CE” as active).


The Software Links:

 Oligo mac download

Does not work with OS11 and higher

 Oligo mac download

manual Manual (pdf format)

tutorial Tutorial (pdf format)

rimworld run and gun combat extended

Note: Oligo 7 works with the newest Windows operating systems and Mac OS 11 (tested on Big Sur).  Oligo 7 downloads contain the Manual & Tutorial. Oligo on the Mac with systems 10.10.5 and above needs to use the latest Java version (download from here) in order to work smoothly. Oligo for Mac may also work on the newest Java for Mac OS from Oracle, but in order to make it work you need to download this special OLIGO version and start Oligo for the first time with Control-click the Oligo icon, then choose Open from the shortcut menu. If the newest Java version doesn't work, you may download the working version from our site: Java_Oligo.zip uncompress it and read the instructions.
To receive the full version you need to purchase the license number. Click on the "Ordering" link at the top of this page for the pricing info.
The summary of Oligo 7 improvements is given here.

Oligo 6 users: please go to OLIGO 6 download page to download either Mac or PC versions (they work only on old operating systems).


External Downloads

adobe readerNCBIcodon usage databaseRebase