(http://i.imgur.com/6d9JWwC.png)
A unique way to make unique items for your special colonists: Randomly enchants equipment.
(http://i.imgur.com/YOuvIWX.png)
Varying infusions for everyone
All weapons and apparels(Except personal shield) have a chance to get infused. They will have its own label, various stat buffs and color coded overlay. Note that enemies might carry infused equipment too.
Stat bonuses
A infusion grants an item many minor bonuses, including melee damage, ranged accuracy, attack speed, movement speed, global work speed, specific job speed bonus and more.
Fully customizable
If you don't like something or want to add your own infusion, go to InfusionDefs folder and edit it. All infusions can be deleted and modified via XML. No C# knowledge required.
Source code
GitHub (https://github.com/urty5656/Rimworld-Infusion)
(http://i.imgur.com/qrdQQxp.png)
(http://i.imgur.com/nE9s6IP.png)
Is there a list of all available infusions?
List (https://www.dropbox.com/s/t2ajs5ocmga4595/Infusion%20list.pdf?dl=0)
Can I install this on existing colonies?
Yes, you can use Infusion with your ongoing game.
Can I use this with (random mod)?
Unless it redefines any of Core StatDef. You can still able to use both, but either infusion bonus will not work, or (random mod)'s overwrite will be undone.
(http://i.imgur.com/RpnPFFp.png)
Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (Required)
Direct (https://github.com/urty5656/RimWorld-Infusion/releases/tag/v31b)
Adf.ly (http://adf.ly/1PJonq)
(http://i.imgur.com/0OTbohs.png)
- Wastelander for "Prison Improvements" (Original injection codes)
- mipen helped me with custom Defs
(http://i.imgur.com/Vxf3J5V.png)
Neat. All materials? Even wooden weapons?
Quote from: Kaballah on May 01, 2015, 07:16:53 AM
Neat. All materials? Even wooden weapons?
Yes, but please don't expect anything good from infused wooden blades. They are bad in its own except you are trying to get non-combat infusions.
i dont know if ive said this before, but you're a pretty rad modder. nice work :D
Tbh melee needs pretty much all the help it can get, aside from straight damage, so even though this is pretty weird in the game's context I'm gonna try it anyway :)
It's not any more outlandish than the Zombies mod and in fact I'd be interested in seeing how these two mods interact, once JustinC updates his mod.
If you may come up with more... reasonable word and way than "infusion", please let me know. I know its weird too. lol :D
But I'm satisfied that I can finally see weapons that has suffix with it. My next goal is to make my farmer harvest rice with his weapon, the "Lesser minigun of plain and steel (legendary)".
How about "Enchanting" or "Enchanted"?
"imbue" (verb) is probably the word you're thinking of but it becomes really awkward when in noun form: "imbuement"
I don't mind "infusion" really, it isn't blatantly magic-sounding.
Then how about those pre/suffixes? Uh..."Motorized steel shiv with spikes".. "Telescoping wooden longsword with decorations"?
Oh, I forgot this
Quote from: rexx1888 on May 01, 2015, 07:34:37 AM
i dont know if ive said this before, but you're a pretty rad modder. nice work :D
Thank you!
I dunno, if you're OK with it being magical then fine :)
On the other hand psionic powers are an actual thing in the game, so you might build from terms from psionics stuff - Julian May's books have tons of material on this but here's a random internet post that condenses a lot of terms on one page:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=4960
Quote from: Latta on May 01, 2015, 08:07:04 AM
Then how about those pre/suffixes? Uh..."Motorized steel shiv with spikes".. "Telescoping wooden longsword with decorations"?
Motorized? Telescoping? haha what a super magic power! ;D
Very good idea, thank you Latta :)
*drools* DARK MESSIAH MIGHT AND MAGIC!!!! I'm sorry but it had to be said this is cool.
Quote from: Latta on May 01, 2015, 06:59:19 AM
(http://i.imgur.com/N7MnnyF.png)
Description
The void god [deleted] has arrived! A thick cloud of nanobots. It has decided to infuse this planet's melee weapons with unknown power!
Infusion? Enchantment? High grade melee weapons will sometimes get magical stat bonuses.
WORDS WORDS WORDS
I like the idea of this mod Latta but as someone who personally can't stand melee in a game full of gun I'm stuck groveling for you to possibly look at adding in Infusions for guns or at least the lower type of weapons. Your mod is wonderful, I just wish I could use it more!
Quote from: Ramsis on May 01, 2015, 12:16:15 PM
I like the idea of this mod Latta but as someone who personally can't stand melee in a game full of gun I'm stuck groveling for you to possibly look at adding in Infusions for guns or at least the lower type of weapons. Your mod is wonderful, I just wish I could use it more!
Surely, after I adjust base functions.
This looks pretty cool i was wondering if you would make a list of all the infusions with a short description on what they do?
I hoped downloaders find it themselves!
Well if you want a spoiler I'll add them with next update. ;D
Quote from: Latta on May 01, 2015, 01:05:16 PM
I hoped downloaders find it themselves!
Well if you want a spoiler I'll add them with next update. ;D
idk if this is what you mean but, well maybe juts have it in a text file saying spoilers as its title included in the rar file :D lol
EDIT: also i was wondering if this will play nice with Hospitality mod since it adds Stats_Pawns_Guest.xml ?
Quote from: Latta on May 01, 2015, 12:19:03 PM
Quote from: Ramsis on May 01, 2015, 12:16:15 PM
I like the idea of this mod Latta but as someone who personally can't stand melee in a game full of gun I'm stuck groveling for you to possibly look at adding in Infusions for guns or at least the lower type of weapons. Your mod is wonderful, I just wish I could use it more!
Surely, after I adjust base functions.
Hate to be a bother but any idea on a potential ETA for that? :)
This sounds pretty cool! Can't wait to see how the version for guns shakes out!
Updated to 10. Prefixes! Let me make that "Antiviral sandstone shiv of sunlight"!
Also infusion labels are more colorcoded. More red means higher tier.
I decided to just write all available infusions here... it's not THAT spoiler. :P
Note: All "+" means "good", "-" means "bad". Not "add" and "subtract".
There are 17 prefixed infusions here.
Tier1
Lightweight : Attack- CD+
Heavyweight : Attack+ CD-
Tier2
Hot : TempMax- Min+
Cold: TempMax+ Min-
Compressed : CD+
Targeting : Accuracy+
Intimidating : Damage+ Social-
Decorated : Social+
Slaughterous: butcher speed and efficiency +
Alcoholic : Brewing speed+ Accuracy-
Tier3
Telescoping : Accuracy+ CD+
Mechanized : Damage+ Accuracy+ Construction speed+
Pneumatic : Damage+ CD+ Mining and stonecutting speed+
Charged : Damage+
Antiviral : Immunity+
Holographic : Social+ Attack- Accuracy-
Contaminated : Immunity- (Bad)
There are 14 suffixed infusions.
Tier1
Shock : CD+
Impact : Damage+
Needle : Accuracy+ CD+ Damage-
Charisma : Social+
Tier2
Forest : CD+ Harvesting speed+
Rock: Mental threshold+ Psychic sensitivity+ CD- Social- Global work-
Creation: Global work+
Stream: CD+ Damage- Accuracy-
Salt: Cooking speed and poison chance+, ComfTemp Min/Max+
Tier3
Sunlight : Damage+ Accuracy+ Immunity+
Starlight: Accuracy+ CD+
Pain : Damage+(a lot) Psychic sensitivity- Mental threshold- Immunity-
Automaton : Global work+
Disassembler : Mechanoid butchering+
Quote from: Ramsis on May 01, 2015, 12:16:15 PM
Hate to be a bother but any idea on a potential ETA for that? :)
It will be the most top prioritized one, except for bug hunting.
This looks awesome. Gonna try it as soon as I have some time.
Infusion sounds OK to me because it is not magically themed. Instead of magic I'd theme the mod as some sort of ancient bionic power and pretend it is a native part of Rimworld universe. There should be no magic in Rimworld, IMO.
Awesome Latta thanks for the Infusion list!
Quote from: Ninefinger on May 01, 2015, 01:09:53 PM
EDIT: also i was wondering if this will play nice with Hospitality mod since it adds Stats_Pawns_Guest.xml ?
I didn't saw this. Sorry!
If it adds new stats that is fine. Only overriding matters.
Quote from: Latta on May 01, 2015, 09:32:57 PM
Quote from: Ninefinger on May 01, 2015, 01:09:53 PM
EDIT: also i was wondering if this will play nice with Hospitality mod since it adds Stats_Pawns_Guest.xml ?
I didn't saw this. Sorry!
If it adds new stats that is fine. Only overriding matters.
cool sounds great, as far as i know your mod is the only one modifying those files so it should be compatible with all of them. :D
The concept alone on this mod is fantastic.
Updated to 11. Infused guns!
(http://i.imgur.com/8BjG7zH.png)
I can't directly modify damage of ranged weapons. So, description's "attack bonus" means "warm up bonus" for guns and bows while "damage bonus" to melee.
And ranged weapons has less chance to get infusions. Huh. But I made infusions available from good quality. (suf: 7% pre: 5%)
From now, some of those raiders can have infused weapons if conditions met. Expect "Heavyweight marble club of impact" from tribal chiefs. Merc elites also might carry infused sniper rifles or so.
Added few more infusions as I added my StatPart to MoveSpeed too:
Hardened, hit point and deterioration bonus,
Gravitational, movement speed bonus,
Exhaust, movement speed penalty,
while some of others also got slight changes.
If you want a full list of infusions with a line of description, try to look at LT_Infusion\Languages\English\Keyed\Infusions.xml.
Warmup bonus is tremendous anyway, no one is going to complain about that. Time to find out how this works with crafted weapons (e.g. Brunayla's weapon crafting bench).
Extending this concept to armor/clothing would be so hilariously broken ;D
Love the mod, keep up the great work. now i gotta update my modpack cause you gone done and changed the name of it, lol :D
(http://i.imgur.com/c5AizJH.png)
So long! :P
Next version will include label changes, which will also compatible with most of the mods. As long as they don't modify its thingClass. I'll abandon my idea of multiple suffix infusions as labels will become much more longer.
However I still couldn't make traders infuse my weapons. I can say I tried everything from injection, replacement, MapComponent's iteration... I spent whole two days in it!
If you have any ideas about new infusions/feature please let me know.
Quote from: Kaballah on May 02, 2015, 08:04:51 AM
Warmup bonus is tremendous anyway, no one is going to complain about that. Time to find out how this works with crafted weapons (e.g. Brunayla's weapon crafting bench).
Extending this concept to armor/clothing would be so hilariously broken ;D
I can give it a try! "Heavyweight synthread duster of stream (mast)".
I tried not to release 12 for a few more days, but I found a big bug which prohibited hauling of some weapons. Sorry for all this frequent updates, especially for Ninefinger as he included this in his modpack. Uhh...
Anyway, this update will change infused weapon's label, so you can check if a pawn's weapon is infused or not. Without having to go deep into its info screen.
Problem: a weapon's label within its own inspection panel will be cropped out in some situation, like long prefix + long suffix.
Todo: Add an ITab, like ITab_Art so you can check its full name there.
Also added a message that will notify infusion. Comes with a sound. See LT_Infusion/Sounds for its license info.
Added a new suffix infusion as well. Tier 2, "art" will increase sculpting speed while boosting a bit of attack.
Quote from: Latta on May 03, 2015, 09:41:23 AM
I tried not to release 12 for a few more days, but I found a big bug which prohibited hauling of some weapons. Sorry for all this frequent updates, especially for Ninefinger as he included this in his modpack. Uhh...
Anyway, this update will change infused weapon's label, so you can check if a pawn's weapon is infused or not. Without having to go deep into its info screen.
Problem: a weapon's label within its own inspection panel will be cropped out in some situation, like long prefix + long suffix.
Todo: Add an ITab, like ITab_Art so you can check its full name there.
Also added a message that will notify infusion. Comes with a sound. See LT_Infusion/Sounds for its license info.
Added a new suffix infusion as well. Tier 2, "art" will increase sculpting speed while boosting a bit of attack.
No worries about the updates, the version im using works great, ill just wait till you have a full release version now before updating again. Cheers!
Two things:
-- Would it be possible to add in a def for modders to use this to expand upon the base functionality of your mod?
-- Would it be possible to get clothings and armour with these types of enchantments/such? Things like increased bullet dodge chance, increased hit chance, etc.
#1: Not sure, as I don't know anything about custom def making. I can take a look at the mod that adds custom background.
#2: No, as they don't exist in the base game. You can, however, increase existing stats like armor points.
Finally saw my first infused item (from a tribal raider), love the text that pops up when it drops on the ground. It ended up being a wood club that improved pants making or something lol!
Quote from: jerome736 on May 04, 2015, 02:35:19 AM
Finally saw my first infused item (from a tribal raider), love the text that pops up when it drops on the ground. It ended up being a wood club that improved pants making or something lol!
Congratulations on that! And sorry for the wooden club ;D I got a plasteel knife of forest as my first infusion from merc slasher.
This looks really great! Well done :D
I think this is an amazing idea! Very cool work.
Okay, progress report.
(http://i.imgur.com/So8PMTX.png)
A brand new ITab_Infusion, featuring easy-to-see prefix/suffix infusions with quality info.
Todo: Inject this to bows and pillars, too. They just don't want it... :'(
Todo: Change button's name, "Infusions", to "Infusion". Or "Details".
Screenshot of XML (http://imgur.com/So8PMTX,rcttFcq#1)
A fully modmoddable InfusionDefs. A huge thanks to mipen for sharing his knowledge. ;)
I'm finally free of those enums!
What you can do now:
- Add, change or remove infusion you want.
- Modify infusion's stat modifier. (Not in screenshot now)
- Set an infusion's tier(1~3) and type(Prefix and Suffix).
Todo: Add canInfuseApparel : bool, so modmodder can apply it to apparels within XML.
For those curious, I pushed the most recent commit to GitHub.
Quote from: Tynan on May 04, 2015, 12:16:59 PM
I think this is an amazing idea! Very cool work.
Oh, Tynan! So glad to see you in one of my mod. I never though it would be possible to add values to Dictionary via XML, but while I was digging, I found out that you also created it!
Are the infusions supposed to show up when zoomed in on them on the map (like in your example image, the text under the "grade" of the weapon)? It does not appear for me at least, not in color etc.
Yes it is. Are those not displaying label crafted, bought, dropped from raiders or all of them?
Quote from: Latta on May 05, 2015, 09:17:44 PM
Yes it is. Are those not displaying label crafted, bought, dropped from raiders or all of them?
This is all that I'm seeing.
[attachment deleted due to age]
New version is up. I'm skipping all those 1x version to 20.
All changes ===
There are now 5 tiers instead of 3. Tier's name and its color follows standard World of Warcraft naming and coloring.
List: Uncommon, Rare, Epic, Legendary, Artifact
The chance for lower quality weapon infusion has greatly increased.
Infusions are now fully customizable, from tier, name, description and to stat modifiers. See InfusionDefs for more information.
New inspector tab for viewing full name, quality and all stat modifiers.
Infusion descriptions have changed a lot.
Translation support is now partial. Translation of some strings are not possible for now.
I believe this update is backward compatible to not break your save, but all your weapons will be reinfused.
New version is up. This is a minor patch.
All changes ===
Fixed issue with weapons within raider's hands not getting infused.
Significantly increased MoveSpeed bonuses as they did almost nothing.
Reduced chance of getting Legendary/Artifact infusions.
Changed infusion notifier sound.
Awesome work, just updated to the new update for the modpack. :D
how can i raise my percent thhat and arm will be infused? ( imean modifing the files if we can)
Quote from: LegendZero88 on May 07, 2015, 03:36:59 PM
how can i raise my percent thhat and arm will be infused? ( imean modifing the files if we can)
You should doenload source files on Git and modify, recompile.
i understand but specifically? i'm a newbie in coding, so is what i'm asking, thanks man awesome work however
You should do this for armor as well
Quote from: LegendZero88 on May 09, 2015, 09:48:18 AM
i understand but specifically? i'm a newbie in coding, so is what i'm asking, thanks man awesome work however
It's in CompInfusion.cs. Edit method named GetChance. Set it to higher number or something.
thanks man, you're great!
So Latta how do you plan on implementing the "make it yourself" infusion system? Maybe a table that requires gun and metal and bam or...?
Already in, Ram. If you make a weapon that's Good or better it seems to always have at least 1 infusion. So far. Might just be getting lucky there.
((Edit:I'm silly. On a side note, any chance you plan to add Apparel Infusions?))
((Edit:And now I feel even sillier realizing you meant the add-infusion thing. I'm half asleep rn.))
Quote from: Ramsis on May 10, 2015, 11:53:33 AM
So Latta how do you plan on implementing the "make it yourself" infusion system? Maybe a table that requires gun and metal and bam or...?
I think adding in an item such as "Infusion Core" would handle this
Amazing Mod work! My crafter has made 2 infused knifes, with a longsword on the way!
My first attempt(and still plan) was to add a button to each infuseable weapons which will open infusion interface. You then setup how much gold(affects base chance) and plasteel(prevents weapon breaking), with infusions you want. Finally any pawn will carry that to nearest bench and bam! Success or fail.
Turns out that I really knew nothing about modding jobs/toils.
Just dropping in to say: great work, thank you!
AND fully customizable - awesome. :D
Any chance of this getting updated to A11?
Bump.
This doesn't have a big impact, but it makes it more fun to consider using Bows instead of guns, etc.
latta, I also am missing the infusions in a11, is there any chance of an update to a11 in the near future?
Pls Update!
One of my favorites!
I agree with others. It's a great mod, and I'd like to use it in A11 :D makes weapon crafting decent.
When will you update it to Alpha11? :'( :'( :'(
It was a dark and stormy night in Rimland. All of the boomrats had dug into their boomrat holes, while muffalos huddle under trees in small families, separated by curtains of pouring rain. A lone colonist sits waiting by his bed and wooden door, occasionally shuffling over to the small heater, located next to the stove (why would you do this?) for boredom's sake.
Sighing, crestfallen and drowsy; the colonist stares off into the distance. In the grass outside lay piles upon piles of unused metals and materials, almost calling out to some being to take them and make them into fine weapons-- like a wooden axe that remains on fire and stable despite being made of flammable materials, or a giant plastic ornamental fish that is powered by human flesh. The colonist wonders:
"Will this being ever arrive?"
Who can say? Maybe soon, maybe never. But until then, we still have friend heater.
Latta, come back to me. :'(
Oh hey, sorry for long delay(s?). As I just updated RimWorld translation for A11b, I'll update this to work with A11 too. Won't take much I think.
For those who waits RedistHeat and/or other my small mods: Unfortunately they will be delayed even further. I can't make a promise of update them in a short time. As Tynan always said... Better not make a promise which I'm not sure. Maybe when RimWorld goes into Steam...
If anyone can and will update one of my mods to A11, please do so, and I will be really appreciated. PM me, and I'll change my topics and of course give him/her a credit too.
See you soon.
OMG! Latta is back!!! :D
Here is some of your mods that have been kind of updated to work for A11. I myself did not update them and the person who did is new to modding with Rimworld so there are bugs and things that need fixing but the source files are there and I hope that this will at least help you out a bit.
Cheers!
Lt-Infusion (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_InfusionA11fix.rar?raw=true)
Lt-RedistHeat (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeatA11fix.rar?raw=true)
And so I summoned Latta.
The incantation worked exactly as I had expected.
Praise be to friend heater
__
- |=| -
- |_| -
Updated and compatible with A11b.
Made melee damage infusions bit stronger and distinctive by tiers, by giving them fixed value offset(0.5~3.5) instead of multiplier. Their aiming delay factor multiplier also got a change.
And ranged accuracy infusions: They now modify accuracy stat of the weapon's they are on directly, instead of changing pawn's ShootingAccuracy. Results in better stat overview.
Quote from: Ninefinger on July 06, 2015, 10:58:27 AM
Here is some of your mods that have been kind of updated to work for A11. I myself did not update them and the person who did is new to modding with Rimworld so there are bugs and things that need fixing but the source files are there and I hope that this will at least help you out a bit.
Cheers!
Lt-Infusion (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_InfusionA11fix.rar?raw=true)
Lt-RedistHeat (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeatA11fix.rar?raw=true)
Thank you for your info, Ninefinger! But may I know who did RedistHeat's A11 update? Not on this forum?
when do weapons have a chance to get infused?
Quote from: AllenWL on July 07, 2015, 04:09:48 AM
when do weapons have a chance to get infused?
When it has quality of "Good" or higher. Better quality = improved chance to get infusion, with more chance of higher tier.
Also ranged weapons has slightly less chance to get any compared to melee weapons.
Quote from: Latta on July 07, 2015, 01:19:29 AM
Thank you for your info, Ninefinger! But may I know who did RedistHeat's A11 update? Not on this forum?
You are more than welcome, i believe that Obs (https://ludeon.com/forums/index.php?action=profile;u=45600)
was the person who attempted to update it for alpha 11 a while ago and it sort of just worked for alpha 11b but was not recompiled against the new dlls for A11b, I see that Leucetius (https://ludeon.com/forums/index.php?action=profile;u=45945) has made a decent update for Lt-RedistHeat for A11b now even if it may not be perfect it seems to be working from what I have tested. Anyways i hope that helps.
Thanks for everything Latta! Cheers!
Quote from: Latta on July 07, 2015, 08:23:46 AM
Quote from: AllenWL on July 07, 2015, 04:09:48 AM
when do weapons have a chance to get infused?
When it has quality of "Good" or higher. Better quality = improved chance to get infusion, with more chance of higher tier.
Also ranged weapons has slightly less chance to get any compared to melee weapons.
Do things only get infused when you craft them, or do bought things have a chance to get infused too?
Bought things also might be infused when delivered.
I always wanted to make them infused when they appear in their trade window, but due to some technical issues it wasn't possible.
Is that possible to see this mod for A9? I love this version of the game, have a big modpack and I really, really wanna see this mod here.
Quote from: artyb on July 24, 2015, 01:38:34 PM
Is that possible to see this mod for A9? I love this version of the game, have a big modpack and I really, really wanna see this mod here.
I'm afraid not. I don't keep old versions of RW and I'm lazy enough to skip A11 update for my other mods, so no backward updates.
Off topic: I don't play RimWorld now, that's the main reason for not doing anything but official translations and such.
Seems to me there's no way to get infused items randomly anymore, and I have NO idea how to manually infuse them. ???
Quote from: hector212121 on August 02, 2015, 09:47:15 AM
Seems to me there's no way to get infused items randomly anymore, and I have NO idea how to manually infuse them. ???
You can't manually infuse them. You only get them randomly or buy them. (sometimes raiders have enchanted weapons they sell for an okay price 8) )
Quote from: Latta on August 01, 2015, 11:18:39 AM
Quote from: artyb on July 24, 2015, 01:38:34 PM
Is that possible to see this mod for A9? I love this version of the game, have a big modpack and I really, really wanna see this mod here.
I'm afraid not. I don't keep old versions of RW and I'm lazy enough to skip A11 update for my other mods, so no backward updates.
Off topic: I don't play RimWorld now, that's the main reason for not doing anything but official translations and such.
Soon update to stable version. One good man rebuilt .dll
Quote from: Latta on August 01, 2015, 11:18:39 AM
Quote from: artyb on July 24, 2015, 01:38:34 PM
Is that possible to see this mod for A9? I love this version of the game, have a big modpack and I really, really wanna see this mod here.
I'm afraid not. I don't keep old versions of RW and I'm lazy enough to skip A11 update for my other mods, so no backward updates.
Off topic: I don't play RimWorld now, that's the main reason for not doing anything but official translations and such.
Stable version of LT_Infusion for 11d by
Vuursteen(http://www.jinnah.edu/wp-content/uploads/2012/07/download-button.png) (https://yadi.sk/d/ZnVqv5kPiJmsz)
Updated to A12(official!). Adds apparel infusion options with some built-ins. Example: Light cloth parka of protection.
Let me know what you think about this. Thank you.
Hi Latta, I've used this mod for a few days now and am curious about a few things. I'm unsure if the animal infusions are working. I decked my animal handler out with gear that upped this animal taming chance, but noticed that it wasn't going up in the colonist stat window. Is the stat change going on behind the scenes?
Anywho, thanks for the update!
Thanks for a report, I'll check it soon.
Quote from: Latta on August 24, 2015, 12:32:24 PM
Thanks for a report, I'll check it soon.
Cant wait for the update! I will be adding it to the pack soon. As always, Love your mods!
Quote from: Ninefinger on August 24, 2015, 03:12:27 PM
Quote from: Latta on August 24, 2015, 12:32:24 PM
Thanks for a report, I'll check it soon.
Cant wait for the update! I will be adding it to the pack soon. As always, Love your mods!
You are a fast man, considering the modpack you made is
very large!
By the way, I'll clarify about the issue this afternoon, in my timezone.
Quote from: Latta on August 24, 2015, 07:33:23 PM
Quote from: Ninefinger on August 24, 2015, 03:12:27 PM
Quote from: Latta on August 24, 2015, 12:32:24 PM
Thanks for a report, I'll check it soon.
Cant wait for the update! I will be adding it to the pack soon. As always, Love your mods!
You are a fast man, considering the modpack you made is very large!
By the way, I'll clarify about the issue this afternoon, in my timezone.
Lol, well I must appease the overlords! :) Take your time! ;)
latta, have noticed that when a piece of CLOTHING is infused, the notice says a WEAPON of the clothing type is infused, it might be better to say 'an item of type was infused
Quote from: harpo99999 on August 25, 2015, 06:10:00 AM
latta, have noticed that when a piece of CLOTHING is infused, the notice says a WEAPON of the clothing type is infused, it might be better to say 'an item of type was infused
Whoops, thanks ;)
My StatWorker was hardcoded to only accept primary weapon! So it is fixed now.
And also, as harpo mentioned, changed "weapon" to "item". If I missed another text(which is not in Keyed), please let me know.
I love rpg elements, (almost in every game) and i really like it in RimWorld! :D
Updated to 30b. Now dependent on CCL.
Updated to 30c.
Finally trade ship stock items can get infusions, too. Also fixed a bug where NPC equipment could get infusion again even after it already has it(or failed to).
Note: I scrapped my idea of manual infusion. It would be better if it stays random.
Quote from: Latta on September 04, 2015, 01:01:02 PM
Updated to 30c.
Finally trade ship stock items can get infusions, too. Also fixed a bug where NPC equipment could get infusion again even after it already has it(or failed to).
Note: I scrapped my idea of manual infusion. It would be better if it stays random.
Aw, the thought of manual infusion spawned in my mind a picture of a colonist working at some tribal witchcraft station, focused intensely on enchanting equipment with "rerolling" the equipment taking longer and longer for the colonist to do as it gets more difficult to keep working the trade. Much like how in Diablo 3, you can reroll elements of your gear and that gets more and more expensive with each reroll until it gets to a point of is it worth another roll that may or may not turn out for better or for worse.
Quote from: Goo Poni on September 04, 2015, 01:38:00 PM
Quote from: Latta on September 04, 2015, 01:01:02 PM
Updated to 30c.
Finally trade ship stock items can get infusions, too. Also fixed a bug where NPC equipment could get infusion again even after it already has it(or failed to).
Note: I scrapped my idea of manual infusion. It would be better if it stays random.
Aw, the thought of manual infusion spawned in my mind a picture of a colonist working at some tribal witchcraft station, focused intensely on enchanting equipment with "rerolling" the equipment taking longer and longer for the colonist to do as it gets more difficult to keep working the trade. Much like how in Diablo 3, you can reroll elements of your gear and that gets more and more expensive with each reroll until it gets to a point of is it worth another roll that may or may not turn out for better or for worse.
I like the idea, but it needs to -expensive- as fudge. Maybe a sacrificial altar that lets the colonist apply different levels of infusion depending on what they sacrifice: silver, gold, dead squirrel, human heart, live prisoner... whatever :) Rituals produce negative moods of varying strength depending on how immoral the sacrifice is so the cost is both emotional and material. Re-rolling could require an additional component each time, IE two hearts needed to attempt a re-reroll.
Quote from: whoishigh on September 04, 2015, 03:57:41 PM
it needs to -expensive- as fudge. Rituals produce negative moods of varying strength depending on how immoral the sacrifice is so the cost is both emotional and material.
Expensive does not equal balanced, and I feel that the negative mood is highly unnecessary . Quite frankly I find it annoying the amount of expensive useless weapon mods there are (with super expensive weapons that really aren't worth their weight in silver). Especially considering the fact that many infusion/weapon combos could be useless (I once got a marble club infused to help with relations).
Quote from: Dragoon on September 05, 2015, 04:01:36 AM
Expensive does not equal balanced, and I feel that the negative mood is highly unnecessary . Quite frankly I find it annoying the amount of expensive useless weapon mods there are (with super expensive weapons that really aren't worth their weight in silver). Especially considering the fact that many infusion/weapon combos could be useless (I once got a marble club infused to help with relations).
Well, there needs to be -some- cost to enchanting a weapon, otherwise we might as well be playing with dev mode on. Obviously putting a lot of time and material into infusing a rifle only to get an infusion of bonus melee damage wouldn't be fun, so maybe the rituals could produce (relatively) specific infusions.
You know, regardless of expensive/cheap, they will remain random in my scope. I won't stop if someone make a modmod, just call CompInfusion's SetInfusion().
Also, I got another report that apparel infusion does not affect wearer again. Please note.
very nice mod
relly like the idea of the mod and going to download it.
I need opinions from who uses this mod.
Currently, this mod is heavily based on percent based stat modifier. Let's say A is a pawn with aiming delay of 100%, while B is also a pawn but with aiming delay of 200%.
An infusion with aiming delay multiplier of 95% will decrease A's delay by 5%, but for B, it would be 10% instead.
I might change this into fixed value, e.g. aiming delay offset of -5% so both A and B get same amount bonus, when I change infusion's stat modifying mechanics. I may also trash this idea, and surely won't change to this when said mechanics are not possible to apply.
Quote from: Latta on September 12, 2015, 11:20:52 AM
I need opinions from who uses this mod.
Currently, this mod is heavily based on percent based stat modifier. Let's say A is a pawn with aiming delay of 100%, while B is also a pawn but with aiming delay of 200%.
An infusion with aiming delay multiplier of 95% will decrease A's delay by 5%, but for B, it would be 10% instead.
I might change this into fixed value, e.g. aiming delay offset of -5% so both A and B get same amount bonus, when I change infusion's stat modifying mechanics. I may also trash this idea, and surely won't change to this when said mechanics are not possible to apply.
I think I would prefer a mix of offsets and multipliers.
I'm torn. I would prefer if they both got the same amount of reduction. At the same time I am not sure if it's balanced.
Let me write some more:
Offsets provide info about its effect clearer. But multipliers, you don't know exactly. However multipliers would be easier to... become more balanced.
Quote from: Latta on September 12, 2015, 11:20:52 AM
I need opinions from who uses this mod.
Currently, this mod is heavily based on percent based stat modifier. Let's say A is a pawn with aiming delay of 100%, while B is also a pawn but with aiming delay of 200%.
An infusion with aiming delay multiplier of 95% will decrease A's delay by 5%, but for B, it would be 10% instead.
I might change this into fixed value, e.g. aiming delay offset of -5% so both A and B get same amount bonus, when I change infusion's stat modifying mechanics. I may also trash this idea, and surely won't change to this when said mechanics are not possible to apply.
I like to multiplier approach. I tend to give the item to the person who would benefit the most. For example: movement modifiers to peeps with the jogging trait, mining modifiers to my mining peeps. With fixed stats I'd change the peeps who would get the items. Not necessarily a bad thing, but I just like that you need to take a peeps current level into account.
The multiplier works both ways: if C is a pawn with aiming delay of 50%, an infusion with aiming delay multiplier of 95% will decrease A's delay by 2,5%
Quote from: Latta on September 12, 2015, 11:20:52 AM
I need opinions from who uses this mod.
Currently, this mod is heavily based on percent based stat modifier. Let's say A is a pawn with aiming delay of 100%, while B is also a pawn but with aiming delay of 200%.
An infusion with aiming delay multiplier of 95% will decrease A's delay by 5%, but for B, it would be 10% instead.
I might change this into fixed value, e.g. aiming delay offset of -5% so both A and B get same amount bonus, when I change infusion's stat modifying mechanics. I may also trash this idea, and surely won't change to this when said mechanics are not possible to apply.
Well, for what I see in code, you currently have both ways implemented (Percent and Fixed), right? In my opinion has both is the best, because the designer can choose how to work... Since in some scenarios the Percent applies best... and in another ones the Fixed are better... Well, in my opinion, you are overthinking about this! :)
If you are concerned about the future of this mod, a nice addition is a building that manually infuses any equipment... Each Prefix / Suffix having a specific recipe (defined in "InfusionDef" files!)
Updated to 31. Update from 30c might be possible(not sure), but I'd recommend a new game.
Edit: Hotfixed to 31a. I forgot a null check, which caused unintended re-infusing.
Wait, can I stick this in my game, or do I have to wait until the next one?
Well... it's possible if you have CCL installed.
I've been having trouble with certain infusions, namely the ones that cause a trade price improvement, (Influencing and Communicating items) not actually granting the bonus, at least according to my pawns stats. This is with version v31a, but the unusual part is that the communicating item I found in early game worked fine for a while.
Small bug with the infused tag line being visible within undiscovered areas...infused weapons inside hidden rooms.
Thank you both. I'll lookinto them when I become available
I have a bug where my infused items keep changing their infusions haha
Quote from: Dragoon on September 24, 2015, 03:52:20 PM
I have a bug where my infused items keep changing their infusions haha
Would you explain the situation? Equip and drop? Every tick? Every load?
Quote from: Latta on September 24, 2015, 03:56:46 PM
Would you explain the situation? Equip and drop? Every tick? Every load?
I believe it's ticks reloading did no do anything and neither did dropping it. the first picture is in February the second is in march.
[attachment deleted due to age]
Okay, thanks. Did log say anything like 'no infusion for blah blah'?
Just wanted to quickly say I love your mod and thank you for all the hard work, myself and many others in sure really appreciate it, good job on making a great game better :)
Quote from: Latta on September 24, 2015, 04:35:53 PM
Okay, thanks. Did log say anything like 'no infusion for blah blah'?
I did not see anything, though it could be the mending mod conflicting.
Can anyone try dressing a Pawn in 'social infused' gear. I'm not getting bonuses from all social enchantments: trade, speech, tame. Trade is tested with a comm console - no benefit from +price improvement.
Please try it and tell me if this also (doesn't) happens in vanilla RW + Infusion only, 'cause my RW is pretty modded.
You can check detailed statuses in Cell info panel by placing cursor on Pawn and clicking big 'i'
Quote from: Dragoon on September 25, 2015, 04:44:19 PM
Quote from: Latta on September 24, 2015, 04:35:53 PM
Okay, thanks. Did log say anything like 'no infusion for blah blah'?
I did not see anything, though it could be the mending mod conflicting.
That 'might' be, if you repair infused item.
Quote from: Iridescens on September 25, 2015, 08:03:01 PM
Can anyone try dressing a Pawn in 'social infused' gear. I'm not getting bonuses from all social enchantments: trade, speech, tame. Trade is tested with a comm console - no benefit from +price improvement.
Please try it and tell me if this also (doesn't) happens in vanilla RW + Infusion only, 'cause my RW is pretty modded.
You can check detailed statuses in Cell info panel by placing cursor on Pawn and clicking big 'i'
I'll look into that next week.
will this still work with combat realism and rimfire mod added?
Quote
I'll look into that next week.
Update here. It seems that affixes on the item must be saved lying on the floor with save game in order to attain their 'grip' and effect. I got my items to 'turn on' their affixes with this method. But...
...stuff on the floor can reroll it's affixes with each subsequent 'load game' on the same save. This, however is not observed by me to be happening arbitrarily with time, opposing to the report of @Dragoon.
Breaking news: a Pawn looses all apparel's affixes' bonuses when equipped with a weapon (doesn't matter affixed or not) of any kind! If a weapon is infused then only weapon's affixes do work. All base +stats (like cowboy's hat +15% to chat or Glittertech speed skin's +400% global work speed) still aplies somehow .
Hey Latta, just writing to say thanks a lot for this mod :) It's a truly wonderful mod that I've been using for a while now!
*Edit, Heck, tnku for a LOT of your mods. Really great collection that I'm, along with many others, most appreciative of ;D
@iri
wow, thx for this last post, i was wondering why i never get the bonus, as i always quarry a weapon.
Updated to 31b. This fixes the issue with apparel infusions. Should still be compatible with AutoEquip.
Quote from: Iridescens on September 28, 2015, 02:30:48 PM
Breaking news
No more!
Quote from: Latta on October 03, 2015, 01:42:29 AM
Updated to 31b. This fixes the issue with apparel infusions. Should still be compatible with AutoEquip.
Quote from: Iridescens on September 28, 2015, 02:30:48 PM
Breaking news
No more!
That is greatly appreciated. thx :)
...Soon.. Sooooon.
dunno how it happened. but had a terrible error. just suddenly all my saves turned up black with error spam, i managed to salvage one by deleting everything with the word infusion from my save and deleting infusion from my mod folder, somehow just turning it off didn't work.
Quote from: starburst98 on November 13, 2015, 08:53:29 AM
dunno how it happened. but had a terrible error. just suddenly all my saves turned up black with error spam, i managed to salvage one by deleting everything with the word infusion from my save and deleting infusion from my mod folder, somehow just turning it off didn't work.
Are you sure it's because of Infusion mod? I'm using a lot of mods all the time and don't have any problems. Maybe other mod broke?
fairly sure. i tried changing a lot of things, getting rid of infusions was the only thing that worked. but it looks like it was just something really weird and i have no idea how to replicate it so can't help bugfix it.
Quote from: starburst98 on November 14, 2015, 02:20:34 AM
fairly sure. i tried changing a lot of things, getting rid of infusions was the only thing that worked. but it looks like it was just something really weird and i have no idea how to replicate it so can't help bugfix it.
actually, there is a relatively simple way you can help.
1) extract rimworld to a different directory
2) install only the infusions mod
3) test if it crashes your game on a fresh colony. I've done this using dev mod liberally, we're not necessarily testing game play but saving.
if you can reproduce the situation or not that actually is useful information.
I've had that situation happen (black screen when loading any save) with no mods installed at all, so i suspect the problem is within the actual game but i lacked (and still do, it has not repeated) enough info to bug post it.
I recently installed ItchyFlea's Extended Woodworking and items of all qualities started to get infused. Any ideas what could cause that and how to fix it, other than disabling the woodworking?
This is awesome, love this mod, makes crafting so much more interesting, reminds me of Diablo 2 (even colors add, hehe)
Have to point out something:
The infusion are pretty major, heavy and not even close to minor :)
+ stuff like Rare, Epic, Artefact is more than common to get.
(http://i.imgur.com/ZsQYsFN.png?1)
(http://i.imgur.com/LNfFWrK.png?1)
(http://i.imgur.com/fbvluEx.png?1)
Only has one bionic leg :)
Tried out, he can run around 20 tribals in circles and no arrow will ever hit him hehe. Can you tune the stuff down :)
After playing with this for a while yeah I agree the bonuses are excessive. You should probably limit the gear slots that can be infused to just weapon, head and middle body typically (the armor slot). Epic/Legendary results seem to come up way more often than they probably should, and their bonuses are way too good. Also I know English is not your native language, some of the names sound a little odd - if you would like a little help with language clean-up I'll give you a hand with that. A REALLY neat mod though!
I like the bonuses as is, especially given that raiders can spawn with infused gear themselves it seems fair.
That said, some manner of infusion table that lets you infuse (or reroll the infusions on) existing gear would be nice, a lot of fairly useless ones drop. It could be absurdly expensive, but some means of doing this would be nice.
Sure raiders can obtain randomly generated neat bonuses, but as a player you can intelligently combine the best mods and reach some very silly levels of damage resistance, move speed, work speed etc.
e: I haven't been playing with guns lately but it occurs to me that autofire weapons like the assault rifle + any of these mods that adds flat damage to weapons would be breathtakingly broken :)
Hmm, just had a bug. I bought an extremely shiny helmet off a merchant. When it was delivered by drop pod, the infusion got re-rolled to something not nearly as good. :'( It might be a good idea if items that are already infused when you buy them don't get re-rolled on delivery.
would be very nice with a way to sort the items and get a overview of them easier.
like maybe a stockpile option to bring only infused items (like the rotten on/off tick)
also hard to keep pawns wearing items that you force on them and then later click the unforce item and they decide there is a better set of pants (though not really)
the game totally needs a special force this perticular item but leave the rest up for what ever the pawn think is best.
Any update for A13?
the delay is likely from the CCL requirement and less on the actual mod
The A12 version seems to work fine in A13. I'm using it along side many other mods without any errors and as far as I can tell, it's working properly.
Update for A13
Quote from: daedelus on April 29, 2016, 02:06:46 AM
The A12 version seems to work fine in A13. I'm using it along side many other mods without any errors and as far as I can tell, it's working properly.
i get all kinds of interesting errors and no infused items :(
Hopefully, this doesn't become dust like TechTreeMinami.
But i'm starting to think it might.
QQ I miss this
Latta wont be modding for a while so someones gonna have to pick this up if you want it.
I have tried port mod to version a13.
It seems to be working, but I think lot of bugs here. Needs lot of testing
Just replace dll from previous version in Assemblies folder.
P.S. Sorry for my bad english :D
[attachment deleted by admin - too old]
Quote from: TheThing on May 02, 2016, 06:16:42 PM
I have tried port mod to version a13.
It seems to be working, but I think lot of bugs here. Needs lot of testing
Just replace dll from previous version in Assemblies folder.
P.S. Sorry for my bad english :D
for security reasons you should always wrap a dll/mod in a zip or rar. some platforms freak out about dll attachments, for example :)
So is it working with A13 or is it not working with it? I am hearing people say it works on one end and it does not on another....
Quote from: Turner on May 02, 2016, 08:26:06 PM
So is it working with A13 or is it not working with it?
Try dll from my message.
Infusion SK A13 w.CR v.1.6.5 support
Only with working Combat Realism v.1.6.5
https://mega.nz/#!dFMy3R4T!tBXYyv9RNNgMJPeHTigO6TppnN9-lXEqXNzTGbI5FQQ
Quote from: TheThing on May 07, 2016, 04:42:19 PM
Quote from: Turner on May 02, 2016, 08:26:06 PM
So is it working with A13 or is it not working with it?
Try dll from my message.
There is a debug message about a job (re infuse?) but it works fine.
Why isn't there a infusion to boost ranged damage?
Infusion A14 (http://www.mediafire.com/download/m1na5aucq7ks0k2/NF_Infusion.zip) Source (https://github.com/notfood/RimWorld-Infusion)
There is currently a visual bug (https://ludeon.com/forums/index.php?topic=21800.0), it's a bug that happens in vanilla.
I was hoping for Latta to update it but he said he won't. This is one of my favorite mods, I'd hate to see it gone.
Please test. I compiled it under Linux, I have no idea if it works fine under Windows.
Alright here to say it does not work AT ALL for windows 7 lol talking to notfood btw :P
Do you get anything in console? Or just blackscreen?
If I have it by itself it says its corrupted and turns it off if I have it with ccl the error log appears blank and when I restart mod is disabled when theres that and alot of mods it goes black screen
Edit nvm then I guess maybe its my pc? lol
Edit Edit So I re downloaded it and works fine now weird nvm then lol
Latta requested a name change, you will have to make some changes. I'll publish it soon in its own thread. I just wanted to test it.