Makeshift: Re-Examined

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.



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 - Makeshift — Steam Workshop