[A12d] Infusion - Equipment enchantment (03-10-15 v31b) Apparel fix

Started by Latta, May 01, 2015, 06:59:19 AM

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Ninefinger

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?

Latta

I hoped downloaders find it themselves!
Well if you want a spoiler I'll add them with next update. ;D

Ninefinger

#17
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 ?

Ramsis

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? :)
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

jerome736

This sounds pretty cool! Can't wait to see how the version for guns shakes out!

Latta

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+

Latta

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.

Kubouch

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.

Ninefinger


Latta

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.

Ninefinger

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

Leif


Latta

Updated to 11. Infused guns!

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.

Kaballah

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

Ninefinger

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