RimWorld

RimWorld

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Makeshift: Re-Examined
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Mod, 1.5, 1.6
File Size
Posted
Updated
486.808 KB
30 Mar @ 11:31am
2 Jul @ 1:09pm
3 Change Notes ( view )

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Makeshift: Re-Examined

In 2 collections by Smxrez
Re-Examined Mod Series
9 items
Smxrez's mods
15 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.
23 Comments
Smxrez  [author] 23 Nov @ 8:24am 
@Reestock sorry I forgot to get back to you but I couldn't figure it out the log doesnt seem to be pointing to my mod as a problem but I may be mistaken
Reestock 23 Nov @ 7:19am 
It's worth noting, sometimes it still won't load ancient danger floor loot.
Smxrez  [author] 13 Nov @ 8:12pm 
Will take a look at it when I get the chance thanks
Reestock 13 Nov @ 8:03pm 
That's what I thought!

Guess I'll reinstall hugslib for ya!
Smxrez  [author] 13 Nov @ 7:54pm 
Can you provide a log or something? because there is no way this mod could be causing that all it does is modify stat values and add an item
Reestock 13 Nov @ 7:17pm 
I did some extensive testing and figured out that THIS mod of all mods within my modlist is causing ancient danger floor loot to not spawn properly.

I would have never guessed that..

Now what I DON'T want to do is figure out what other mod is causing the conflict, especially since this is one that I can do without anyway.
Smxrez  [author] 2 Jul @ 1:09pm 
1.1.1
- Updated to RW 1.6 and new VE Framework changes
Smxrez  [author] 15 Apr @ 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] 4 Apr @ 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