(http://i.imgur.com/JriWNrW.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 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
An 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. Do you want to increase the chances or the quality? Go to the mod options and suit your preferences.
(http://i.imgur.com/qrdQQxp.png)
(http://i.imgur.com/nE9s6IP.png)
Is there a list of all available infusions?
Uhoh... That's a lot of work!
Can I install this on existing colonies?
Yes, you can use Infused with your ongoing game.
Can I use this with (random mod)?
Yes! Everything works with any mod. If they add new stats, they could use extra infusions. Share an addon pack for that mod!
(http://i.imgur.com/RpnPFFp.png)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=731287727)
Latest (https://github.com/notfood/RimWorld-Infused/releases/latest) Ancient Releases (https://github.com/notfood/RimWorld-Infused-Archived/releases)Source code
GitHub (https://github.com/notfood/RimWorld-Infused)
(http://i.imgur.com/0OTbohs.png)
- Latta, original mod
- Wastelander for "Prison Improvements" (Original injection codes)
- mipen helped with custom Defs
(http://i.imgur.com/Vxf3J5V.png)
nice too see this for A14 :D
This sounds great but how do you "infuse" equipment? Or is it completely random whenever something spawns? o.O
It's random. Just like the quality system. Better crafters will churn out better infused items.
I was hoping this would get resurrected, was always fun to see what random insanity spawned from it. Thanks for bringing this back notfood
After playing with this for a while I have to say I love the idea but the mod is kind-of broken. I don't know if it clashes with any of the other mods I use but all my pawns get a ridiculous "infusion" bonus to their aiming time and shooting accuracy. It's so bad a pistol fires faster than a minigun and even average pawns have 100-300%+ accuracy rating :-(...
Any idea what mods could cause this? Or is this a bug with the mod?
Oops. It's using the defs from Hardcore SK which in turn were tweaked for Combat Realism which probably cause that for ranged weapons.
I updated it with the Defs from A12. A13 had no release without Combat Realism so that's why.
QuoteOops. It's using the defs from Hardcore SK which in turn were tweaked for Combat Realism which probably cause that for ranged weapons.
I updated it with the Defs from A12. A13 had no release without Combat Realism so that's why.
So if I play without Hardcore SK and without Combat Realism I should be fine? I use a mod that introduces new weapons as well hmmm. Thanks for the update I'll try it out! :-)
Yeah, neither have been released for A14.
Sorry to annoy you again notfood... but I tried with the new version and the problem remains the same. I really want to make this work :-P.
The accuracy / speed problem:
http://imgur.com/a/kEtRD
Also see how it adds infusion bonus to the list even if there aren't any? o.O
My mod list:
http://imgur.com/a/O8YX5
Thanks you! :-)
Can you share what does he have equipped?
By the way, items created with the old version retain their properties.
I just tried to install this mod and it doesn't work. It won't load with just CCL and infused. I just get a blank debug log that won't go away and I have to ALT-F4 to get out and restart.
Quote from: sjohne on July 21, 2016, 05:54:56 AM
Sorry to annoy you again notfood... but I tried with the new version and the problem remains the same. I really want to make this work :-P.
The accuracy / speed problem:
http://imgur.com/a/kEtRD
Also see how it adds infusion bonus to the list even if there aren't any? o.O
My mod list:
http://imgur.com/a/O8YX5
Thanks you! :-)
I seem to have got it too. I think it may be a confliction with Extended Traits mod.
Edit: Cancel that, I'm getting it without extended traits mod.
Quote from: qurdind on July 21, 2016, 01:09:54 PM
I just tried to install this mod and it doesn't work. It won't load with just CCL and infused. I just get a blank debug log that won't go away and I have to ALT-F4 to get out and restart.
Redownload, maybe your download is corrupted.
Same thing happened. I get this every time with just CCL and the infusion mod from https://github.com/notfood/RimWorld-Infused as the only mods activated. I also downloaded a fresh copy of CCL when trying this. I can get the NF_Infusion to work, but it suffers the same problem with the pawns all having super high accuracy even without holding/wearing any infused items.
[attachment deleted by admin - too old]
Can I get a screenshot of the apparels/weapons that cause super accuracy?
Ok, I'm retarded. I downloaded from the direct link and it is working with just CCL, CCL vanilla tweaks and the .2 version of your infused. I have just re-downloaded and installed everything fresh, even Rimworld. I will create a new world and check on the accuracy issue and will post a follow up in like 5-10 minutes.
Quote from: notfood on July 21, 2016, 02:42:16 PM
Can I get a screenshot of the apparels/weapons that cause super accuracy?
It's not occurring with apparel or weapons. I'm getting super accuracy when creating starting survivors.
Ok, with a fresh install of everything, my colonist not wearing/holding any items this is what their stats are showing. I don't think it is being caused any apparel/weapon. The colonist in the screenshots only has a shooting skill of 4.
[attachment deleted by admin - too old]
Continued.
[attachment deleted by admin - too old]
It looks like you're getting accuracy based on level of shooting, while accuracy should be a base stat and have no reflection on shooting skill. Or it should be capped at 100%. Personally, I prefer a base stat that can go up or down due to items/traits.
Ooh... without anything equipped? I'll investigate.
Pls, look into it, I'm getting the same result as well. I must also point out, that not only colonists' accuracy is being upgraded as hell, but also enemies' as well. I really love the mod, idea and perfomance are great, but that bug is just... too nasty.
I was wondering how a level 8 shot was hitting each and every shot with a sniper lol
So, I did some testing. Using Prepare Carefully, I started a colony with 1 colonist with 0 shooting, 1 with 10 and 1 with 20. The colonist with 0 shooting had a base of %100 accuracy. At shooting lvl 10, the base was %100 and the 10 in shooting brought them up to %250 accuracy and the colonist with 20 shooting had %300 accuracy.
***WORK AROUND*** Use the scenario editor and modify the global shooting accuracy. I changed it to %35 and at 20 shooting the new final accuracy was %105. You can change this to suit your play style until our good friend NotFood is able to change the code. Hope this helps you find the problem, NotFood.
Checking curve values of ShootingAccuracy might help.
Fixed for real now.
I made the mistake of not reading all the StatDefs. I changed them manually now. All stats should work.
Quote from: notfood on July 21, 2016, 09:13:53 PM
Fixed for real now.
I made the mistake of not reading all the StatDefs. I changed them manually now. All stats should work.
Thx sir for the quick fix, you're the best.
However, I must make a suggestion. Make the mod not to infuse equipment which is currently possesed by other characters or already being anywhere in the map, so the only infused equipment you find is the one you get later on. You see, me, personally, love storaging all the stuff I find, and clothes with weapons are no exception no matter how crumped they are. So I have a lot of stuff. When I activate the mod, it randomly infuses quite a large part of my equipment, nearly 60% or so. And now... I have lot of legendary items with +33% resist to any melee damage. And that's only the one part of equipment. I have also a hat, a trousers, a shield etc. almost everything posesses bonuses to armor. And if I turn off the mod and turn on again, it will infuse my equipment in a random way too, so a person can exploit it in not a very balanced way. It just feels... wrong. It's just only my own opinion, I understand, tho I'm pretty sure that my case isn't one-of-a-kind, but, consider that upper suggestion, and pls, look into balancing all that legendary stuff and make it appear much less often.
Thanks for fixing this notfood! Though I wonder... is it intended that all colonists still have a very high accuracy? All my pawns have at least 90%+ accuracy even the ones with 0-3 shooting skill. Nobody has more than 100 though and the shooting speed seems alright too! :-)
Hey, any plans to make ranged damage infusions? *shrug* just a thought. Could be % or +.
Infused is currently not working for me at all.
Loaded by itself I get a ton of errors, along the lines of corruption and other bad things.
With CCL it just dies.
With others mods I have loaded it cause a big black screen of emptiness and fear.
Not sure how useful this info is, but there is no easy way to copy/paste the error, is there?
Quote from: Sarelth on July 22, 2016, 04:55:59 AM
Infused is currently not working for me at all.
Loaded by itself I get a ton of errors, along the lines of corruption and other bad things.
With CCL it just dies.
With others mods I have loaded it cause a big black screen of emptiness and fear.
Not sure how useful this info is, but there is no easy way to copy/paste the error, is there?
Nope, no way to copy/paste the error, but there is some output log somewhere that has it, or you can screenshot it.
Quote from: sjohne on July 22, 2016, 02:04:30 AM
Thanks for fixing this notfood! Though I wonder... is it intended that all colonists still have a very high accuracy? All my pawns have at least 90%+ accuracy even the ones with 0-3 shooting skill. Nobody has more than 100 though and the shooting speed seems alright too! :-)
Yes, with no mods you'll find most Colonists will have 90% accuracy or more. (Unless they have trigger happy trait)
Quote
[Yes, with no mods you'll find most Colonists will have 90% accuracy or more. (Unless they have trigger happy trait)
Ah thanks for clarifying 8-) I've played with mods for so long I don't even know how vanilla works anymore lol!
Yes, with no mods you'll find most Colonists will have 90% accuracy or more. (Unless they have trigger happy trait)
[/quote]
Quote from: Sarelth on July 22, 2016, 04:55:59 AM
Infused is currently not working for me at all.
Loaded by itself I get a ton of errors, along the lines of corruption and other bad things.
With CCL it just dies.
With others mods I have loaded it cause a big black screen of emptiness and fear.
Not sure how useful this info is, but there is no easy way to copy/paste the error, is there?
I think you downloaded the github folder. Just click the release file where it says Direct.
Omg! I can't wait to use this!! Thank u!
Quote from: TOWC on July 22, 2016, 01:54:04 AM
Quote from: notfood on July 21, 2016, 09:13:53 PM
Fixed for real now.
I made the mistake of not reading all the StatDefs. I changed them manually now. All stats should work.
Thx sir for the quick fix, you're the best.
However, I must make a suggestion. Make the mod not to infuse equipment which is currently possesed by other characters or already being anywhere in the map, so the only infused equipment you find is the one you get later on. You see, me, personally, love storaging all the stuff I find, and clothes with weapons are no exception no matter how crumped they are. So I have a lot of stuff. When I activate the mod, it randomly infuses quite a large part of my equipment, nearly 60% or so. And now... I have lot of legendary items with +33% resist to any melee damage. And that's only the one part of equipment. I have also a hat, a trousers, a shield etc. almost everything posesses bonuses to armor. And if I turn off the mod and turn on again, it will infuse my equipment in a random way too, so a person can exploit it in not a very balanced way. It just feels... wrong. It's just only my own opinion, I understand, tho I'm pretty sure that my case isn't one-of-a-kind, but, consider that upper suggestion, and pls, look into balancing all that legendary stuff and make it appear much less often.
It has annoyed me as well. I'm doing something about it.
slight bug:
(http://i.imgur.com/bY3cTZh.png)
the infusion of an item still shows up, even if the item is undiscovered , like in a ruin.
i had a similiar bug, see here:
(http://i.imgur.com/DXguvcH.jpg)
his shooting acuracy keeps getting better and better till it reaches 2,147,483,647 or so (and then it goes negative :o )
when adjacent, it seems normal. also, for people incapable of violence, this doesent appear too happen? people with 0 shooting skill seem sorta unaffected. i also have a TON of mods so it may not be infused.
omg, i cant believe it, updating infused mod fixed it :D :D :D
a THOUSAND thanks notfood without the update i would have stopped playing rimworld.
Beta Infused 0.14.1.0 (https://github.com/notfood/RimWorld-Infused/releases/download/0.14.1.0/Infused_0.14.1.0.zip)
This needs some hardcore testing.
I rewrote the way Infused injects itself. No more scaning the map for things to infuse. Infusion happens when the item is given quality on its creation. Infusion's footprint is smaller now and that should solve the issue when the mod is added into an already running colony where every item on the ground were rolled for infusion. Also fixed a minor minor bug with the chance to infuse items (the chance to get an infusion was backwards) so maybe it needs rebalance. It also makes removing Infused a posibility, it no longer alters the save dramatically.
It needs updated Community Core Library (https://ludeon.com/forums/index.php?topic=16599.0), do so if you haven't downloaded latest.
Seems stable. Uploaded to workshop. Enjoy.
I'm having a problem with the mod. The items get infused but when I equip then into someone the infused stats don't show up. I don't know if the other mods that I use have something todowiththat+keyboardjustbroke :(
It's a bug with vanilla. Try it with not infused things, the same happens. The stats apply.
Thread (https://ludeon.com/forums/index.php?topic=21800.msg236619#msg236619) Thread (https://ludeon.com/forums/index.php?topic=22189.0) Thread (https://ludeon.com/forums/index.php?topic=22198.0)
I fixed it on my side but the mod is part of CombatRealism... may take a while.
In the meantime, until Tynan fixes that bug, I recommend you to use this mod: AutoEquip (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262), it overhauls the tab UI and helps you manage your infusions.
Please Yuzoz1, test the attached mod. Load anywhere after CCL.
I cobbled it together from Combat Realism. Fixes the Gear tab.
[attachment deleted by admin - too old]
Thanks Notfood everything is working fine now :D.
Updated. Fixed a couple of unnoticeable bugs that affected performance slightly.
Is the Workshop version the same as this one?
Quote from: Sarelth on July 31, 2016, 02:23:20 AM
Is the Workshop version the same as this one?
Yeah. It is.
Quote from: Killface on July 31, 2016, 07:27:52 AM
hi notfood, I'ved re-added support for Infused to my version of AutoEquip. See "Supports"
https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262
Thank you!
Hi Notfood
Love this mod, been using it since v12.
Is there any way to reduce the frequency by which infusions happen?
at the moment every item a raider or visitor wares or carries seems to be infused even shoddy, poor and aweful items :(
is there a file i can open in notepad++ where i can correct this?
Nope... it's hardcoded in the GetInfusionChance function. It's in my TODO list to make a configurable window for CCL.
This mod is great but the infusions are far, far too common for my liking. I can see where the chance values are handled in the source but unfortunately I have no idea how to compile it. It probably wouldn't be so bad if there were stockpile filters for the stats, but without them and the amount of infusions that occur I find it adds too much micromanagement. A stockpile filter may be asking too much. I would be more than happy if the chance was handled in defs but you are a busy man and I'm sure you will add some kind of support when you have time to.
Only normal or better should be infused. Taking as example the old D&D requirement for creating a magical object.
Quote from: Etherdreamer on August 12, 2016, 12:29:53 AM
Only normal or better should be infused. Taking as example the old D&D requirement for creating a magical object.
That is a great call. Would love to see that change.
got problem:
a month ago i could just RIGHT CLICK ITEM and choose INFORMATION and i could see its BASIC STATS + INFUSED STATS.
now i reloaded all mods and i cannot do that anymore. What i can do is to CLICK "I" and i do get only BASIC STATS.
to see INFUSED STATS i need to DROP ITEM to floor and click on it either DETAIL or "I" and i can see INFUSED STATS or BASIC + INFUSED STATS.
So basically:
When item is on floor - i can see all
when item is worn on pawn - i can see only basic stats
in picture below i got invulnerable T-Shirt :( but sadly no display
and second picture is list of mods:
[attachment deleted by admin - too old]
Quote from: neobikes on August 20, 2016, 03:14:28 AM
now i reloaded all mods and i cannot do that anymore. What i can do is to CLICK "I" and i do get only BASIC STATS.
https://ludeon.com/forums/index.php?topic=21800.msg236619#msg236619
Update 0.14.2.1 (https://github.com/notfood/RimWorld-Infused/releases/download/0.14.2.1/Infused_0.14.2.1.zip)
Release 0.15.2.1 (https://github.com/notfood/RimWorld-Infused/releases/download/0.15.2.1/Infused_0.15.2.1.zip)
Many changes! I was trying to update to A15 and I accidentally the whole thing. And updating only required me to change 1 word...
Huge refractor, more performance.
Auto overriding StatDefs, more compatibility. Thanks to research from Mod Friendly Overrides.
Added ChancesDef, offers more control to the user. You can alter the chances in a very granular way, per object/category/techlevel. Order of ChancesDef matters, last has priority.
Renamed Infused.InfusedDef to Infused.Def
Balanced Fel and Unholy.
Labels under fog no longer show.
Format for ChancesDef:<Infused.ChanceDef>
<defName>AnyUniqueNameIsFine</defName>
<match>
<categories>
<li>Apparel</li>
<li>WeaponsMelee</li>
<li>WeaponsRanged</li>
</categories>
</match>
<techLevel>
<min>Undefined</min>
<max>Industrial</max>
</techLevel>
<chances>
<awful>0.02</awful>
<shoddy>0.02</shoddy>
<poor>0.02</poor>
<normal>0.03</normal>
<good>0.07</good>
<superior>0.11</superior>
<excellent>0.15</excellent>
<masterwork>0.23</masterwork>
<legendary>0.3</legendary>
</chances>
</Infused.ChanceDef>
match is a ThingFilter, the same you use for Ingredients. So you can filter anything. And I mean anything.
techLevel is optional, it allows you to set the range inclusive to filter.
chances is the chance to get an infusion depending of the quality, goes from 0 to 1. 0 means never, 1 means always.
CCL is no longer required for both versions.
The update looks great, thanks.
Been playing with this for dozens of hours now. Absolutely love it. I chose to configure it so all top-quality items are enchanted, but none of the lower-quality ones are. That way I can have my pawns put all my enchanted equipment in a single stockpile for me to choose from.
Not much else to say really. Great work! Wouldn't mind seeing even more enchantment types either, if you're feeling creative.
Great! no more Shoddy legendary infused items!
Hi, I updated to your latest A14 release, and 2 issues: 1 it says its made for a15 "and therefor might not work" while it doesnt cause any issues, my colonist is now stuck on "standing". The error I get is:
Elida threw exception while determining job (main): System.TypeLoadException: Could not load type 'Infused.InfusionDef' from assembly 'Infused, Version=34.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Outfitter.ApparelStatCache.FillInfusionHashset_PawnStatsHandlers (Verse.Pawn pawn, RimWorld.Apparel apparel, RimWorld.StatDef statDef) [0x00000] in <filename unknown>:0
at Outfitter.ApparelStatCache.ApparelScoreRaw (RimWorld.Apparel apparel, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Outfitter.ApparelStatsHelper.ApparelScoreGain (Verse.Pawn pawn, RimWorld.Apparel ap) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_OptimizeApparel.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0 lastJobGiver=
Any idea? It somewhat ruins the entire colony that I have to manually order every job to be done, aswell as them nor sleeping and just standing till they collapse
I fixed the about.xml for A14. I also tested it again and it works fine. Seems like there is an issue with the Outfitter version you are using.
Can't live a single day in Rimworld without tis...
I am in love with the random buffs so much
I want every apparel, weapon from all other mods are INFUSED!!!
Hello, I think I've run into a problem, but I can't point out where, why or how. No logs or anything.
I swapped from the forum version to the Steamworkshop version and for some reason nothing is being infused by a level 18 crafter. No bows, no jackets and no guns. Before I swapped to the Steamworkshop version I was getting infused items dropping left and right from a pretty low level crafter. I'll swap back to the forum version and see if that helps. I can, if requested, slap up the mod list I'm using currently.
I've run through all the mods and tried to make sure non effect the core statdef thing but I can't make heads or tails of it.
I know the steam version says "requires Community Core Library." but iirc it's not updated for version 15.1284
Release 0.16.1.0 (https://github.com/notfood/RimWorld-Infused/releases/download/0.16.1.0/Infused_0.16.1.0.zip)
A16 Release, enjoy! No external dependencies.
Quote from: notfood on December 13, 2016, 03:49:12 AM
Release 0.16.1.0 (https://github.com/notfood/RimWorld-Infused/releases/download/0.16.1.0/Infused_0.16.1.0.zip)
A16 Release, enjoy! No external dependencies.
Thanks for the quick update :3
Is there any chance of adding a stockpile filter options under weapons and apparel to only allow infused items, like the non-smeltable option?
What will happen with a mod like Combat realism?
notfood, I was wondering if [with your permission of course] I could add this into my mod, given proper credits. I am working on a complete overhaul of rimworld, and something like this would fit perfectly into some of the eras I have thought out.
A link to the production thread is as follows; Rimworld Revamped - The Transcendence (https://ludeon.com/forums/index.php?topic=14613.0)
Go ahead, include it in the modpack and modify it as you need, I really want to see a balanced modpack for A16 that really exploits the ChancesDef.
Just have the attribution somewhere visible, add Latta too.
Quote from: notfood on December 22, 2016, 12:37:40 AM
Go ahead, include it in the modpack and modify it as you need, I really want to see a balanced modpack for A16 that really exploits the ChancesDef.
Just have the attribution somewhere visible, add Latta too.
Definitely, it will be entwined within my mod, not a modpack, if you looked at the "Unreleased Page" I am working on a complete overhaul, that adds in multiple different research tiers and eras. I think something like your mod will work well with pre-modern eras whom believe in magic and higher powers of sorts.
I will be sure to credit the both of you, Latta and yourself, within the thread, as well as the contributors in the "about.xml"
Go ahead. Put the dll in your mod, modify it. Do as you need.
Would really appreciate it if you publish your fork in github.
I am still trying to get the hang of github, as I have never used it before, but once I figure it out, I will definitely do so. Currently I only know how to add files to my own github repository.
Just click on fork.
Follow this: https://help.github.com/articles/fork-a-repo/
Don't reupload it or the history gets lost.
Can someone explain what the source code is? and if i download the file from github is it basically a way to manually install this mod
It's on steam too if you need it.
http://steamcommunity.com/sharedfiles/filedetails/?id=731287727
To manually install it, just unpack it in your mods directory alongside Core.
From About.xml "Requires Community Core Library" is it still valid?
If so, where can be found CCL for Alpha 16?
Ah- I should remove that.
Fun Fact - Infused apparel removes the "Worn by dead man" status.
Or it is, because I cremate corpse of dead man with his apparel on him?
No... Only the short name. If you go into the info panel, it's still there.
If i edit the infusion chance past one, does that enable multiple infusions?
Only one prefix and one suffix allowed, anything above 1 is moot.
Hey Notfood, in some point you will add the feature to control what prefix / suffix could be infused in an object?. Maybe with and balancing limitation checking the material or quality? or perhaps adding an extra suffix to an existing already infused object?
is there a table / item where I can change a "infuse" or are items only "infused" when crafted the first time.
would it be possible to add a table for enchanting/infusing items a few times ( RNG ) maybe cost silver / gold ?
Hey, I keep getting this error everytime I load up Rimworld
*Found no usable data when trying to get defs from chances.xml*
Just wondering if this something to do with the mod
New Release 0.16.2.0(http://i.imgur.com/JriWNrW.png)
A unique way to make unique items for your special colonists: Randomly enchants equipment.
- Increased Infused Chances
- Clicking on Infused Message now allows focus to the item
- Russian Translation Fix
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=731287727)
A16 for Vanilla (https://github.com/notfood/RimWorld-Infused/releases/download/0.16.2.0/Infused-0.16.2.0.zip)- Combat Realism support! Thanks to Skyarkhangel
A16 for CombatRealism (https://github.com/notfood/RimWorld-Infused/releases/download/0.16.2.0-cr/Infused-CR_0.16.2.0.zip)
This mod always makes me happy.
Quote from: notfood on January 05, 2017, 08:16:18 PM
- Combat Realism support! Thanks to Skyarkhangel
was there an issue with CR previously?
Some infusions don't apply because CR has a slightly different set of attributes. Aim, aim time, penetration, etc...
Can't seem to get it to work - none of my equipment is "infused"
attached is my mod list could one of these conflict ?
[attachment deleted by admin due to age]
Seems good. Can you go to options and enable dev mode, then spawn a few guns.
Seems like i just haven't made enough guns for it to trigger . Thanks ;D
You can increase the chances if you feel they are too low in the Chances.xml file.
Is it possible to make it so pawns don't automatically equip infused equipment since i am running the mending mod and before they can mend it someone picks it up -.-
Hmmmmm that sounds very hard to do. I don't know how.
Never mind just put the manage outfits to 100% - 100% works 8)
Problem: When guests visit and drop their flag down while Hospitality is installed, some of their tuques become infused and give the notification that your x tuque has been infused, and it drops from their worn apparel into their inventory. When you buy them off the trader pawn, the tuques start out as forbidden, which is easily cleared with the unforbid command, but the entire thing is very strange.
https://gist.github.com/d8907c76e26f0b2f2f2c6acf81b87fe7
FOLLOWING!
Hi, thanks for the mod.
Is it possible to add the option in stockpile infused items only?
(https://s-media-cache-ak0.pinimg.com/564x/74/1f/03/741f03dd6529a070a1ab287ae06423e0.jpg) | Quote from: Festen on April 19, 2017, 12:52:14 PM Is it possible to add the option in stockpile infused items only?
This sorting option would bring into existence opportunities for those of lawful alignment (aka OCD) to express more detailed organization.
It could even be a folder/sub-options type of arrangement, where the whole group of infused has sub-items representing the level of infusion {common, uncommon, rare, epic, legendary, artifact } |
(https://s6.postimg.org/a4c0wjd1t/bug.jpg) | minor graphical glitches
- There's some overlapping of text in the info panel
- The item displayed has both a prefix and a suffix, and the colors identifying the type of magic differ between the info and the main screen.
|
I don't know if this happens to anyone else, but the labels for the items are "see through" (or see beyond?) you can see them in other maps o.O
(https://www.mediafire.com/convkey/bb4c/k2qegqzu2hb7cf74g.jpg) (http://www.mediafire.com/view/k2qegqzu2hb7cf7/2_en_1.png)
(https://www.mediafire.com/convkey/f315/p67naxapts04vbp4g.jpg) (http://www.mediafire.com/view/p67naxapts04vbp/1_en_2.png)
(https://www.mediafire.com/convkey/c86b/0xz51m1m6yx9qz14g.jpg) (http://www.mediafire.com/view/0xz51m1m6yx9qz1/2_en_1_omfg.png)
1st image on main base with the items, 2nd image of a map of a raid, 3rd image i tried blending the images so you could see the labels overlap.
Yep, even a 1 flag option "infused" like deathman clothes would be very helpful.
But i got another dream about infusion:
Creatable Infusion-addons.
You know these rare Neurotraine which add skill to the pawn who activate that item.
What about to create activateable items that add infusion to the equiped weapon/appearal ?
Or alternative a runic altar, a table with 3 1x1 container. For the prefix/suffix item and the middle for the weapon/appareal.
The craftable prefix/suffix item material cost scale with the rarity.
And the combine process could have a failure chance.
QuoteI don't know if this happens to anyone else, but the labels for the items are "see through" (or see beyond?) you can see them in other maps o.O
Yep i got this too.
I was wondering at first when i notice this "invisible" item on an empty 2. colony.
(https://s-media-cache-ak0.pinimg.com/736x/a5/f1/1c/a5f11c5e702bde78982847a82bbcfff7.jpg) | Quote from: Canute on April 21, 2017, 02:36:27 AM But i got another dream about infusion: Creatable Infusion-addons.
Something like a witch's cauldron, perhaps? Eye of Muffalo, two drops of penoxacyine, a dash of fairy dust... |
I'll most likely implement the filter for A17. Right now I'm not doing any coding.
The source code is open, just submit a pull request for the filter and I'll add it.
A17 Release 0.17.1.0 (https://github.com/notfood/RimWorld-Infused/releases/download/0.17.1.0/Infused_0.17.1.0.zip)
Quick update. Just trying to get all my mods to A17. This one has a text fix too.
Ah, such a much-needed feature. Love ya!
Also, from the description it's not clear:
If I have a mod that adds weapons / armor, will they have a chance to get infused?
Yes. As long as it's a melee/ranged weapon or an apparel it'll work.
A17 Release 0.17.1.1 (https://github.com/notfood/RimWorld-Infused/releases/download/0.17.1.1/Infused_0.17.1.1.zip)
Minor update, changed detouring method to Harmony to be more mod friendly.
I found a quirk in A16 when zooming into an area with a lot of equipment that had infusions. There is a noticeable frame drop, but i was never sure if it was because of the camera+ mod or if it had to do with your mod of it was simply the normal behavior of the game.
I haven't tested the A17 version yet, but i though you might want to know that happened anyway xD
Thanks for the mod, it is very fun to play with!
notfood, will Infused play nicely with Combat Extended?
Quote from: RetPaladinlol on August 10, 2017, 01:48:00 PM
notfood, will Infused play nicely with Combat Extended?
If I'm not mistaken HardcoreSK uses both, so they should work together fine.
Thanks! Can't wait to give this a try. Makes rimworld feel more like an RPG.
Quick question, do medical surgery success chance and quality apply to (see attached):
A) the pawn wearing the item?
or
B) the pawn being treated by the pawn wearing the item?
Also shameless bump of this issue which totally breaks balance when shopping around:
https://github.com/notfood/RimWorld-Infused/issues/3
[attachment deleted by admin: too old]
Quote from: sirgzu on August 28, 2017, 03:10:16 PM
Quick question, do medical surgery success chance and quality apply to (see attached):
A) the pawn wearing the item?
or
B) the pawn being treated by the pawn wearing the item?
Also shameless bump of this issue which totally breaks balance when shopping around:
https://github.com/notfood/RimWorld-Infused/issues/3
in my opinion the git hub post where u talk/show trade pic, each trader is different including sell multiplyer as well as difficulty,
if this a bug or intended.
-infused items are never dead mans apperal.
It is the pawn practicing the surgery.
As for the "issue", OP shows two different items. Infused items apply a percentage depending on the type of infusion.
You can see the values here : https://github.com/notfood/RimWorld-Infused/wiki/Infusion-List
There are a number of problems with the balance of this mod:
1) infused items are not noticeably more expensive than similar, non-infused items.
2) infusion on items provide major OP bonus without game balancing drawback
3) more expensive infused items would make item production more attractive economically
4) conversely it would make buying OP infused items from the merchant less game breaking <== this
5) % price increase is negligible for some cheap items, giving cheap access to powerful infusion buffs
6) flat price increase would (or combination of both) would make for better balanced infused items
Currently the spawn rate of all infusions is way too high, resulting in merchants being loaded with infused items that are not particularly, if at all, more expensive than the others. This in turn allows to relatively easily build stacks of OPness on your pawns (+200% research speed anyone?) which feels imbalanced. I actually quite like the value on the infused in terms of balance but I'm not the spawn rate was adjusted with taking merchants into consideration...
Quote from: sirgzu on August 28, 2017, 05:48:20 PM
1) infused items are not noticeably more expensive...
2) infusion on items provide major OP bonus...
By 'major OP bonus' you mean "noticeably more effective?"
Not for instance some confusion about what the number 110% means?
(https://cloud.githubusercontent.com/assets/2182524/22484015/858efdd0-e7f7-11e6-9074-ced4911fd3aa.png) | Speaking of percentages, another example of my favorite soap box issue: Percentages are evil and should be eliminated at every opportunity.
Depicted at left is a pair of cheap sunglasses with an artifact enchantment.
The author of that issue seems to be claiming that enchantments should have a specific price rather than a multiplier to the base item's price. That argument falls apart when it is discovered that the infusion's percentage speed bonus also means something different between a slow and a fast character.
For the claim of a specific price, a specific effect would be appropriate; for example setting speed to a rate in tiles/second. |
It helps to make sure that any numerical measure used has an associated unit of measure; that avoids many problems.
How does my argument "fall apart" when on the example given (screenshot) I just bagged myself a free (I mean for an extra 30 silver...) pair of glasses with:
+18% research
+18% move
+10% learning
+10% work
And it's not hard to stack 10 such items on a pawn, just spam merchants caravan and they'll keep coming. Just look at how much you'd have to pay for that kind of added %move/work if you bought bionics? You're looking north of 10k silver, how is that balanced?
Quote from: sirgzu on August 29, 2017, 01:55:05 AM
And it's not hard to stack 10 such [top tier, rarest class artifact] items on a pawn, just spam merchants caravan and they'll keep coming.
Fixed that for ya.
Looks like a shopping trip gone wrong. Pay 10k silver if you like, seems to me there's a cheaper way in town.
Do you suppose the price of bionics will adapt to survive competitive forces? Or will bionics fall by the wayside in favor of a less expensive alternative, until they're just a memory of something that once was?
you know if you like it so easy you can spawn stacks of cash directly from the developer mode...
(https://s6.postimg.org/3np3wxmj5/Mermaid_Martini.jpg) | Quote from: sirgzu on August 29, 2017, 02:42:36 PM you know if you like it so easy you can spawn stacks of cash directly from the developer mode...
You know if you like it so expensive you can just ship that extra cash on over to my paypal account. |
Quote from: AngleWyrm on August 30, 2017, 11:34:22 AM
Quote from: sirgzu on August 29, 2017, 02:42:36 PM
you know if you like it so easy you can spawn stacks of cash directly from the developer mode...
You know if you like it so expensive you can just ship that extra cash on over into my paypal account.
Chill...
Quote from: sirgzu on August 29, 2017, 01:55:05 AM
How does my argument "fall apart" when on the example given (screenshot) I just bagged myself a free (I mean for an extra 30 silver...) pair of glasses with:
+18% research
+18% move
+10% learning
+10% work
And it's not hard to stack 10 such items on a pawn, just spam merchants caravan and they'll keep coming. Just look at how much you'd have to pay for that kind of added %move/work if you bought bionics? You're looking north of 10k silver, how is that balanced?
there is a way to turn down the chances of infused item ( in one of th files.
I wish there was an ingame mod option like some of the other mods .
Found unpleasant bug. When you craft an item (weapon, armor, cloth etc.) and got prefix/suffix that add HP, especially something like "invulnerable", that prefix/suffix add HP to item MAX HP, but not for item CURRENT HP, so newly crafted item will have not maximum HP. When it concerns to bonuses, that adds 10-20 HP, it doesn't really bother, but when I got item with "Invulnerable" bonus that add 150 HP to existing 100, I got a coat with 250 MAX HP and only 100 CURRENT HP. And of course when colonist wear it on, it got mood penalty "for wearing torn clothes". Fix that bug, because now when I craft clothing, near every 2nd or 3rd cloth appeared with not full current HP, when got one of the suffixes/prefixes that adds HP.
I believe I fixed that bug long ago...
Updated to B18
so........ i was wondering if you could add mod options to up the scale of stats ?
It's a lot of stats. I'm not sure how I'd do it as a mod settings without making a really complicated text editor.
Thanks for the update. Another one of my favorite mods updated! :)
Hi there I think the "enchantment" for trade price improvement is bugged, just started using the GlitterWorld Prime mod (allows you to access a huge market of stuff) and I decided to have one of my colonists handle all trade things via infused gear but it is actually worsening the deal...
Without the gear is cheaper than WITH the gear on. Enchantment is the communicating one which improves 8% price.
Cheers! let me know if I'm doing something wrong.
EDIT: I'm now carrying 3 infused items with the communicating enchantment, the gun, the suit and exoframe. The character description states it's getting the 3 bonuses but still the price setting seems to be random af. o.O
Hello. I want to thank you so much for the mod. It's really fun with all the possible infusions one can get and trying to outfit all the pawns with the best infused gear can be a great late game objective which adds quite a bit of gameplay. 10/10 will use in every playthrough.
I have a possible bug to report though, in the mod's description it says all apparel and weapons, except personal shields, can be infused whereas I noticed that some raiders come equipped with infused personal shields, is this intended?
Also, I crafted like 7 plasteel longswords but none of them were infused, are they uninfusible (I made this word) or was I just unlucky with rng? (I use don't tempt me mod so I can't dev spawn stuff to check)
Hello. Does the mod require a patch to work with Outfitter for B18? There is one for A17 (hasn't been updated though).
PS: prices for infused items should REALLY become much higher (both selling and buying).
Quote from: sirgzu on August 29, 2017, 01:55:05 AM
How does my argument "fall apart" when on the example given (screenshot) I just bagged myself a free (I mean for an extra 30 silver...) pair of glasses with:
+18% research
+18% move
+10% learning
+10% work
And it's not hard to stack 10 such items on a pawn, just spam merchants caravan and they'll keep coming. Just look at how much you'd have to pay for that kind of added %move/work if you bought bionics? You're looking north of 10k silver, how is that balanced?
Awww, I love this mod but bionics may be the thing I have been looking forward to most. I have been playing this game for around 8 months now and haven't gotten there yet because I'm a masochist.
I would have been so disappointed if I finally got there just to realise that the infused items I've been dropping off raiders for free are just as good.
@OP: 'Tis very sad because this is one of my favourite mods without a shadow of a doubt, but for the moment I'll have to un-check it from my list.
I would love to have it as part of my game though so if you ever consider adding mod options where I can nerf the stat buffs (that's new?) and buff the rarity so that it feels more rewarding when you craft one or get one from a raider, that would be awesome.
I actually came here to ask if there's any way you could make infused apparel filterable in the outfits section?
The issue is that I want to e.g. have my cook wear the cooking buff gear and not my warrior etc. Right now, as you know, we can only filter by apparel type. If my warrior is allowed to wear a t-shirt, he doesn't give a shit if it is buffed with something that benefits fighting or farting.
It both defeats the QoL purpose of creating outfit sets and it is a real pita to have to manually make pawns force wear gear and then try and remember what's what or having to check and recheck pawn->gear->item->info for <double digits> pawns.
You can change any stats, nothing is hardcoded. It loads the stats dynamically so you can pick any that exist in RimWorld or other mods. Grab a text editor and go wild.
Is there a way to make the infused gear more expensive based on the quality of the infusion? Or do you think you might ever include that as an option at one point in the future? Thanks!
Quote from: notfood on January 01, 2018, 03:20:27 PM
You can change any stats, nothing is hardcoded. It loads the stats dynamically so you can pick any that exist in RimWorld or other mods. Grab a text editor and go wild.
Thank you, I'm no coder but I'll try.
Any thoughts on the other points raised?
I was thinking, it might be nice to have some way to restrict what kind of clothing items can get infusions. That way we could, for example, restrict infusions to only shirts and hats and such. I say this because I like to play with Medieval Times, which adds boots and gloves, which can sometimes get infusions. Adding infusions on these new equipment types onto those from the other clothing slots can essentially allow for crazy stacking due to the amount of clothing items that can be worn at once.
Unfortunately, balancing effects via the config files doesn't solve this problem. You can make the effects really weak such that stacking 7-8 of the same effect is balanced, but then finding individual equipment pieces with tiny bonuses is no longer fun. I'd much rather prevent infused socks from happening at all, that way there's one less stackable slot to balance for. If you could restrict infusions to just one category of torso clothing, you could make strong infusions that are fun without worrying about unbalanced stacking.
Just my thoughts on balance as someone who uses Medieval Times and Apparello 2, which add lots of clothing items, and tend to make infused grossly overpowered :)
In my opinion, I think this mod has a lot of potential, but it needs some revamps first. I didn't like how gear's value didn't reflect potentially very powerful infusions. And no way of controlling what gets infused. Maybe if we had a bench that could infuse random properties onto a piece of apparel/weapon, but each reroll have the costs increase or something. I'm sure you could think of a lot of cool options and things to do if it were implemented through it's own infusion workbench!
Quote from: Harry_Dicks on January 27, 2018, 04:32:20 PMno way of controlling what gets infused
This. Rather than have them added for free randomly, can we have a cost associated with the infusions and get to chose the infusion??
Because right now, crafting tons of daggers to get the infusion you actually want is silly.
Also, is there an additional dependency I don't have? I get a ton of the following errors:
Could not resolve cross-reference to RimWorld.StatDef named SwayFactor
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForDictionary`2:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
My current LO is
Core: (no assemblies)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools-1.0.9.8: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
Infused: 0Harmony(1.0.9.1), Infused(34.0.0.0)
Outfitter 0.18.0: 0Harmony(1.0.9.1), 0KillfaceTools(1.0.0.0), Outfitter(1.0.0.0)
Outfitter A18 - Infused: Outfitter_Infused(1.0.0.0)
And I get this error log: https://git.io/vp45Y
I'm out of ideas, I've redownloaded RW and each of these mods already.
Did you notice
"Exception filling window for RimWorld.Page_SelectScenario: " ?
Do you got maybe any extra scenarios ?
I like that there's a chance of finding something nice compared to the current NPC apparel list which is mostly garbage. Communicating / influential is busted though. +12% trade price improvement lol.
Hi,
I want to thank you first for your brilliant work on this mod. I enjoyed this as it gives items more uniqueness.
However, I notice some properties do not work as intended on melee weapons. The ones I found are below:
+ X Melee damage per second
X% Melee damage per second
While it shows the melee weapon has more dps with these properties, it doesn't actually improve the pawn's melee dps. For example, a Destructive Longsword shows more dps than a Longsword of Moonlight, but the pawn has the same dps while equipping those two weapons. I guess those properties don't really change the actual dps, they merely bump up the numbers, Only the following properties do affect actual dps on the pawn:
X% Melee cooldown
X% Melee hit chance
I also opened an issue on github.
Could also try
MeleeWeapon_DamageMultiplier
SharpDamageMultiplier
BluntDamageMultiplier
Yes. I tested those properties and they do actually affect melee dps. I think meleeweapon_averageDPS should be replaced then.
Apologies if this is mentioned elsewhere but I haven't been able to find an answer. What do the colours of infused items mean. At quick glance of a pile of infused items how do purple, blue green etc stack up against each other?
Would you be willing to make a workbench that allows someone to make specific infusions maybe for a later tech? I would love to be able to specialize gear.
Such as making it where you choose what type of infusion then the strength of the infusion is based on crafting level.
Thanks for the mod, it's made armor and weapons even more interesting!
I did a similar suggestion long ago.
Crafting infusion item pre/surfix item, crafting cost base on their rarity.
Then you right click or equip (similar to Rim of magic enchantments) and then on the item on ground to infuse.
Quote from: boxing123 on May 25, 2018, 03:14:30 PM
Apologies if this is mentioned elsewhere but I haven't been able to find an answer. What do the colours of infused items mean. At quick glance of a pile of infused items how do purple, blue green etc stack up against each other?
Pretty sure it indicates rarity. Common/Rare/Legendary/Artifact etc.
notfood, is there a chance for you to update this most enjoyable mod to b19?
Updated
woohoooooo yaaay \o/
notfood, thank you, you may now feed
I'm running in to a bit of power creep in my game from all the various mods I'm using, and while I strive to play as close to vanilla balance as possible sometimes adding more negatives can help balance things out. I was thinking about adding more negative effects to the infusion list, however before I got started editing the XML files I realized that skilled crafters would end up with a higher chance to create 'bad infusions' because the mod does not distinguish between 'good' and 'bad' infusions. Would it be possible to add a list of 'negative' infusions that are more likely to appear when a weapon/apparel is made by a low skill crafter? I understand the existing quality system kind of covers this already, however with the recent change of HP having no effect on ranged weapons effectiveness, I thought this would be a good way to have more 'low quality' weapons appear in the game. Think of it like 'cursed' items in a lot of RPG's. :)
I understand a lot of folks would balk at the idea of introducing the possibility of finding even crappier weapons, however everyone enjoys the game differently and I thought I'd bring this up to see how feasible it could be. Ideally it would be an option setting that could be enabled.
Thanks!
EDIT: Here's a different approach to the idea I just thought of that could achieve what I'm imagining- Have the effect of the infusion scale with the weapon quality, including going negative. To keep things simple it might be best to set a flat chance for an item to be infused (rather than the chance increasing based on the quality of the item), since the quality of the item already impacts its strength in vanilla by quite a bit. Also, if the effect became negative due to the weapon quality, the infusion name could be changed to match. Light<>Heavy, Long<>Short, Careful<>Imprecise, Clean<>Dirty etc.
Weapon infusion quality based on weapon quality table:
Awful: -100% infusion effect
Poor: -50% infusion effect
Normal: 50% infusion effect
Good: 100% infusion effect
Excellent: 150% infusion effect
Masterwork: 200% infusion effect
Legendary: 300% infusion effect
Example of Bolt-action rifle with the 'CarefulRange' (uncommon ranged) infusion (normally +3% accuracy):
Awful: -3% accuracy penalty
Poor: -1.5% accuracy penalty
Normal: 1.5% accuracy bonus
Good: 3% accuracy bonus
Excellent: 4.5% accuracy bonus
Masterwork: 6% accuracy bonus
Legendary: 12% accuracy bonus
Yo notfood, sorry for bothering you.
I wanted to know if there is a way to make diferent rarities of infusions have a higher chance on appearing in different rarities of weapons/apparels (e.g. higher chance of having common infusions in normal weapons and uncommon infusions on excellent weapons). I also wanted to ask if there is a way of adding random numbers to the infusion (such as a random 1-5% melee damage on a sword) and if there's a way to add new tiers of infusions (like "crude" on awful items that actually debuff the item).
I know next to nothing in coding, so I was wondering if anyone could make a guide on editing the InfusionDefs?
Thx, guys
Individual infusions have the same chance to appear in their own category. I've been wanting to separate that chance. Eventually...
Hope you're doing well notfood. Always look forward to your work.
I've been working on my own set of infusions by editing the XML values provided with the mod, and I noticed some of the infusions listed on the github (https://github.com/notfood/RimWorld-Infused/wiki/Infusion-List) are missing. I understand that list is probably old however do you know if it is possible to re-add those for 1.0? I've been doing some research but it's been slow going figuring out how all the keys, multipliers and offsets work exactly. I'm particularly interested in carrying capacity. What would help a lot is a list of all the possible things which infusions can change. For instance, can infusions change food hunger rate, joy gain rate, etc?
I've asked for some assistance in the discord and no luck so far. Hope to get some helpful info here!
I kind of made a pair of filters to separate infused and not-infused items. I'm not sure they are well made, but they seem to work, and I've seen some people asking for such thing.
[attachment deleted due to age]
I added better filters (https://github.com/notfood/RimWorld-Infused/blob/master/Source/SpecialThingFilterWorker_Infused.cs) ;)
I reworked the mod from 0. It's basically a new mod now. Except it's save compatible, it'll import your old save infusions into the new one seamlessly. It'll error about a MapComponent you can ignore it, save and load and it'll never appear again.
It no longer has a 2 infusion limitation, it can get crazy if you allow it. By default Medieval tech or below gets 2 while industrial and above get 1.
Performance wise, it should be even better. No more crusty old ancient code doing outdated things.
Flexibility is through the roof, it allows very fine grained control of what gets infused and the chance, simplified to use only tech levels. Check the chance and bias options!
Thanks to the steambetatesters it's been ironed of the big bugs. Thanks to Raydarken, new 160 tech infusions for you to play with.
Updated the first post. Enjoy!
Thanks for keeping up the mod. One of the must-haves for an RPG-like experience.
notfood,
the latest link from the first page don't work anymore since github changed something
use now
https://github.com/notfood/RimWorld-Infused-Archived/releases/latest
Or just link to the releases.
Fixed, sorry. That's the old one.
Just as a note, this mod used with GlitterTech will throw a lot of seemingly harmless red-errors on launch
Also, is it normal for starter gear from Prep Carefully to have like...20 infusions at once?
It basically makes your pawns gods.
https://pastebin.com/5rHePnGU The errors in question
You're loading very old infusions, my guess is GlitterTech is including outdated stuff. And 20 infusions is what would happen.
Quote from: notfood on January 20, 2019, 05:59:10 AM
You're loading very old infusions, my guess is GlitterTech is including outdated stuff. And 20 infusions is what would happen.
I thought I had the latest versions! I grabbed them from the github linked a few posts up?
EDIT:
As it turns out, I missed part of Infused: Tech Edition's description where it says to not load this and it at the same time.
So I think I've found the source of the errors ^^;
Infused was previously used in the Harcore SK pack together with CE, but since it isn't in the current dev branch anymore, I was curious if there still is any kind of compartibilty patch around for CE ?
Where can I find a download link to 1.0?
At the first posting when you click at the green "Latest" !
Quote from: Canute on March 04, 2019, 06:10:08 PM
At the first posting when you click at the green "Latest" !
Ok, thank you! The steam symbol just threw me off!
Bug or possibly unintended effect:
Infusions grant an increase in market value to items, which is fine, but the increase in market value also seems to apply additionally to the pawns themselves who wear infused items.
Example: a tuque has a market value of 56, and a base pawn has a market value of 1750. If the tuque has an infusion that grants it +200% market value, the tuque will have a market value of 168 (ok) but the pawn wearing it will also have a market value of +200% (5250)!
And as infusion effects are multiplicative, if pawns wear multiple cheap items with legendary infusions, just the pawns themselves can easily have a market values well over 10000 each, which can massively inflate colony wealth, which in turn inflates raid strength.
I did a test of setting all the infusion market price multipliers to 1.00 (see the image). There was a small decrease in item wealth as you'd expect, but a massive drop in creature wealth, as the value of my colonists returned to more normal levels of around 1750 each.
(https://i.postimg.cc/0N1F7FPr/infused-bug.png)
Suggestion: ideally make the infusion effect that adjusts the market price only apply to the items, and not the pawns wearing them.
Use master, it's a bug I already fixed and hasn't seen forum release.
Hi Notfood, I remember quite some time ago you posted a mod that made colonists choose equipment based on more than just the base sharp, blunt heat defensive parameters which worked alongside infused quite well and I havent been able to find it.
They would pick a hypercharged poncho over a normal flac jacket for example. Ive been missing that mod for a while and am just wondering if Im missing it or if its discontinued
Thanks again for all of your (legendary) work
Quote from: Giraffe on June 04, 2019, 10:57:18 PM
Hi Notfood, I remember quite some time ago you posted a mod that made colonists choose equipment based on more than just the base sharp, blunt heat defensive parameters which worked alongside infused quite well and I havent been able to find it.
They would pick a hypercharged poncho over a normal flac jacket for example. Ive been missing that mod for a while and am just wondering if Im missing it or if its discontinued
Thanks again for all of your (legendary) work
https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861
I think that's the one.
Quote from: Nightliss on June 05, 2019, 02:47:16 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861
I think that's the one.
Yup! Thats it. Thank you. I would suggest even linking to it in the original post since its such a great companion to infused.
Hi. Any updates for this? :)
The current version doesn't seem to add all the needed stats when combined with Outfitted and Rimworld of Magic (i.e. there is nothing related to the energy/mana stat, nor the ability costs).
If you didn't notice it yet.
Many modder abandon the forum or even the modding.
When the forum thread isn't updated but the mod is, he prolly won't answer anyway.
There is an updated 1.3 version from another mod author at the workshop.
Quote from: Canute on July 19, 2021, 06:23:53 AM
If you didn't notice it yet.
Many modder abandon the forum or even the modding.
When the forum thread isn't updated but the mod is, he prolly won't answer anyway.
There is an updated 1.3 version from another mod author at the workshop.
Sure. That doesn't mean it hurts to ask. Maybe someone else is willing to pick it up too. So please, stop being so aggressive.