RimWorld

RimWorld

Makeshift: Re-Examined
16 Comments
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
123nick 4 Apr @ 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] 2 Apr @ 2:37pm 
I myself personally use progression: equipment
Kaschey 2 Apr @ 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 2 Apr @ 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 1 Apr @ 5:56pm 
@MetaVandetta23, What mods do you use to weaken the weapons enemies drop?
Ashen 31 Mar @ 11:47pm 
Finally, a mod that nerfs makeshift rifle. That thing is ridiculously strong for how easily it can be obtained.
lostormisplaced 31 Mar @ 5:46pm 
Yay, another reexamined mod!
Zero 30 Mar @ 8:49pm 
you keep knocking it out of the park
StockSounds 30 Mar @ 2:04pm 
I love the makeshift weapons and I hate the RNG combat, thank you!!
MetaVandetta23 30 Mar @ 11:58am 
I personaly early on try to play with mods that caused dropped enemy weapons to lower its quality along with durabilty, along with that having affect on weapon effectinves. Granted with that, acess to guns always messes up balance for tribals. I tried couple mods that sort of limit usage to tech level but honestly even that feels meh. I have yet to find a good way to balance this properly.

But thats neither here or there. Good work as always.
Smxrez  [author] 30 Mar @ 11:50am 
That's true it does get a little nuts with tribal I was debating locking it behind something to slow it down but I felt that kinda defeated the point.
I usually play with stuff to techlock me to my current level until I get higher anyways.
MetaVandetta23 30 Mar @ 11:45am 
Tbh I always found makeshift busted especially for early tribal era, because having something to shoot at tribals early before getting guns was too good to pass up. But this is also a good change. I especially like the addtion of revolver. Thats something that i kind of missed for this.
Kimo' 30 Mar @ 11:45am 
Nice