RimWorld

RimWorld

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Makeshift: Re-Examined
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Mod, 1.5, 1.6
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486.808 KB
Mar 30 @ 11:31am
Jul 2 @ 1:09pm
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Makeshift: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description



You thought Rimworld combat was RNG-Heavy? Well, I bet you haven't played with Makeshift.
The reduced accuracy + random shot count make it the most RNG-Heavy thing you'll ever see!

That said, I actually like the idea of weak early-game guns, so I didn’t change too much. I tightened up the random bullet count and reduced the chance of guns "jamming" to make them less frustrating. I also buffed/nerfed the guns that needed it, and lowered the crafting Crafting skill requirement by 1 across the board.

To add some extra flavor, I reduced the bullet speed of all makeshift weapons by 30%. It just makes sense thematically and doesn’t drastically impact their combat strength.

Oh, and I threw in a brand-new makeshift weapon: a revolver.


[ko-fi.com]







Full list of changes:
Makeshift Pistol: - Random shots 0~1 -> 0~2 - Bullet speed 55 -> 39 - Component cost 2 -> 1 - Damage 8 -> 7 - Crafting skill reqiurement 4 -> 2 Makeshift SMG: - Random shots 0~3 -> 0~4 - Bullet speed 55 -> 39 - Crafting skill reqiurement 5 -> 3 - Work to make 2000 -> 1500 Makeshift Rifle: - Random shots 1~5 -> 1~4 - Bullet speed 70 -> 49 - Crafting skill reqiurement 6 -> 4 - Work to make 5000 -> 3000 Makeshift Shotgun: - Random shots 1~5 -> 3~5 - Bullet speed 55 -> 39 - Crafting skill reqiurement 6 -> 4 - Work to make 3000 -> 2000 Makeshift LMG: - Random shots 3~12 -> 5~11 - Bullet speed 46 -> 32 - Crafting skill reqiurement 7 -> 5 - Work to make 5000 -> 3500




Q: CE Compatible?
A: No If you want a patch, ask the CE team.
Q: I don't like the new gun can I remove it?
A: Disable it with cherry picker.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add and safe to remove if you don't have a revolver.
16 Comments
Smxrez  [author] Jul 2 @ 1:09pm 
1.1.1
- Updated to RW 1.6 and new VE Framework changes
Smxrez  [author] Apr 15 @ 2:07pm 
1.1.0
- Makeshift Pistol crafting level 3 -> 2
- Makeshift Smg crafting level 4 -> 3
- Makeshift Smg work to make 2000 -> 1500
- Makeshift Rifle crafting level 5 -> 4
- Makeshift Rifle work to make 5000 -> 3000
- Makeshift Shotgun crafting level 5 -> 4
- Makeshift Shotgun work to make 3000 -> 2000
- Makeshift LMG crafting level 6 -> 5
- Makeshift LMG work to make 5000 -> 3500
- Makeshift Revolver crafting level 4 -> 3
- Makeshift Revolver work to make 1000 -> 1500
Smxrez  [author] Apr 4 @ 8:58pm 
@123nick even with the changes they are still a massive gamble and are unreliable I just made it not painfully unreliable
the mod also makes it need less skilled labor like you mentioned
123nick Apr 4 @ 8:35pm 
tbh if i were to balance makeshift guns itd probably be in raw material cost and crafting time rather than making them more reliable. their whole shtick is unreliability in combat. instead, if their crafting cost went dirt cheap, crafting time was near instant, and didnt have quality (although i think this is already the case) so even unskilled labor could make em (also reducing crafting requirements might be a good idea too), this could be a niche gun since whenever a turret gets destroyed and leaves behind components that could be enough to throw together 1 or 2 makeshift guns for colonists too use if you have more pawns than equipment.

sorry for dumping all that, i really do like the idea of this mod in terms of giving these guns a niche. i just think itd be cool if they competed in different ways to normal weapons.
Smxrez  [author] Apr 2 @ 2:37pm 
I myself personally use progression: equipment
Kaschey Apr 2 @ 2:13pm 
@MetaVandetta23, Thank you a lot. I've been trying to find mods that would prevent my tribal colonies becoming OP the moment we defeat our first/second pirate raid :D
MetaVandetta23 Apr 2 @ 5:50am 
@Kaschey I use "No more weapons bloat", causing enemy dropped weapons either to get thier quality reduced/damaged/deleted or biocoded it for spacer ones.

Along with any mods that affect quality on wepaons effectivness. You could also probably throw in mod that adds like jamming on lower quality. I think with that, more or less balances out, so now when enemy drops say, an assault rifle for your tribal colony. Its not gonna magically make op.
Kaschey Apr 1 @ 5:56pm 
@MetaVandetta23, What mods do you use to weaken the weapons enemies drop?
Ashen Mar 31 @ 11:47pm 
Finally, a mod that nerfs makeshift rifle. That thing is ridiculously strong for how easily it can be obtained.
lostormisplaced Mar 31 @ 5:46pm 
Yay, another reexamined mod!