Historically, Combat Extended has been notorious for compatibility issues due to how deeply it alters RimWorld's code. Fortunately, modern iterations of both mods coexist gracefully, provided you follow proper load order and configuration protocols. The Correct Load Order
Master the Rim: Combining Run and Gun with Combat Extended If you’re looking to turn into a high-stakes tactical shooter, the combination of Combat Extended (CE)
What (like Vanilla Expanded) are you running alongside CE?
Equip your fastest pawns (ideally those with bionic legs or Go-Juice dependencies) with lightweight submachine guns or carbines using or FMJ (Full Metal Jacket) rounds. When a raid approaches, use RunAndGun to retreat backward while firing. In CE, this inflicts suppression on the enemy, slowing their advance and breaking their formation before they ever reach your main defenses. The Armored Juggernaut Advance
The technical challenge stems from how both mods modify core game systems. Combat Extended requires creatures added by mods to have a second set of CE-compatible medical stats. Run and Gun's mobility modifications, particularly its Harmony patches that intercept movement and firing logic, can conflict with CE's similar low-level modifications when both attempt to control the same behaviors.
This guide will cover:
Disable the feature when ammo is very low.
Individually, these mods are great. Together, they allow for realistic, dynamic fire-and-movement tactics.
Combat Extended enforces strict ammo limits. RunAndGun encourages a high volume of fire. If you leave your pawns on "Unchecked" fire modes while moving, they will empty their magazines into walls, leaving them defenseless and heavy with empty pockets. Use burst fire modes.