Makeshift: Re-Examined

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Author: Smxrez

Last revision: 30 Mar, 2025 at 18:31 UTC

File size: 476.52 KB

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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.

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 -> 3 Makeshift SMG: – Random shots 0~3 -> 0~4 – Bullet speed 55 -> 39 – Crafting skill reqiurement 5 -> 4 Makeshift Rifle: – Random shots 1~5 -> 1~4 – Bullet speed 70 -> 49 – Crafting skill reqiurement 6 -> 5 Makeshift Shotgun: – Random shots 1~5 -> 3~5 – Bullet speed 55 -> 39 – Crafting skill reqiurement 6 -> 5 Makeshift LMG: – Random shots 3~12 -> 5~11 – Bullet speed 46 -> 32 – Crafting skill reqiurement 7 -> 6


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.

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Vanilla Weapons Expanded - MakeshiftSteam Workshop