RimWorld

RimWorld

180 ratings
Infusion 2 Expansion
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Mod, 1.5
File Size
Posted
Updated
960.603 KB
28 Jul, 2021 @ 6:23pm
10 Jan @ 8:28pm
13 Change Notes ( view )

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Infusion 2 Expansion

Description


(Desc. Updated on 8/15/25)

Ended up speaking with some people from the modding community and they recommended me to learn C# so that is now the short and long term goal! i cannot guarantee an update to this mod at the moment, but I will try to at least get it working with the "Continued" version that was mentioned! but im really eagerer to learn actual rimworld coding and not just data addition! so thank you for your patience and understanding!

(if you find any sources to learn C# basics please let me know! i want to make a little folder in hopes to learn as much and hopefully understand coding!)

P.S. I removed the donation banner since i myself am inconsistent in the modding scene so it did not seem fair. and for your peace of mind, I'm very lucky to not need financial support at the moment!



This Mod adds a total of 37 bringing up the total of infusions to a whopping 132 when owning all DLC, if not than it goes down by 7 infusions. (from an original 94 with the base mod only) and that's not all, i have added 2 new tiers of infusions! And even more news! you can now craft empty infusers! BUT they are on the expensive side so its better to get them from quests

Artifact - this tier is above legendary having some pretty strong buffs but the rarity is very much small, so if you are a gambler go ahead and try to get one! but the payout can be worth it!

Cursed - these items are double edged, they can be very beneficial more than artifacts for some cases but will decrease other stats by a huge amount as well, they are an interesting twist so its worth a shot seeing what these do!

Here is the google docs document! like i mentioned it wont be the prettiest but it will let me focus more on the programming aspect and also my trip!

https://docs.google.com/document/d/1zBo97oDacIUhywKEx_RvVX3Hl293lAQ7H_2yuGpXW4g/edit?usp=sharing

Future Updates

Because of code language issues and assembly limitations this mod is basically finished. I might come back to this mod series since its very fun addition and there is much potential here, but with my limited programing knowledge i cant advance much.. sorry in advance ill keep on learning more about coding in the meantime!

Finished Updates

Making this compatible with 1.2.(Scrapped) - (Dev Notes)i believe that the modding community has been given enough time to update their mods to 1.3 so this will still be planned just in the lowest priority possible tho... if you want a 1.2 version let me know, i don't think it will be hard to move to that version anyways but i prefer to allocate my time in other places

making detailed list of new infusions.

making this compatible with vanilla (meaning that soon ill separate the infusions that need the DLC and the ones that don't need DLC so people can play using this mod with both Vanilla rimworld and DLC rimworld!

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I will always appreciate strong feedback, and any opinion! it will all influence on the decisions i will make moving forward when making a mod for Rimworld! and if you feel that this deserves a thumbs up or a down give that feedback and also let me know in the comments why you like or dislike the mod!


Nexus Mod Link : https://www.nexusmods.com/rimworld/mods/383
Popular Discussions View All (2)
2
29 Jul, 2021 @ 3:22pm
Feedback and Bugs
Regularity
2
29 Jul, 2021 @ 5:50am
Ideas for new Infusions!
JEMLPro
125 Comments
Tigerust 6 Sep @ 9:10am 
o7 :steamsunny:
Arver 5 Sep @ 9:08pm 
o7
JEMLPro  [author] 22 Aug @ 12:59pm 
o7
ショーン(sean) 22 Aug @ 12:49pm 
In that case.
It's been a fun ride playing with this mod. o7
JEMLPro  [author] 22 Aug @ 8:15am 
Like i mentioned in one of the previous comments sean it would be possible thanks to someone continuing the Base mod but I would have to start from scratch thanks to the original creator using F# and now the continued being in C# so i prefer to port all the stuff to the new Vanilla system and make a similar system from scratch! so sadly I do not plant to update it to 1.6 but i do have plans for other stuff for 1.6.
ショーン(sean) 21 Aug @ 9:13pm 
Wonder if this mod can still work in 1.6?
JEMLPro  [author] 28 Jul @ 12:29pm 
ill check it out thunder! the main issue would be that the new modder made it in C# and not F# so i would have to re-write everything as well, so i might stick to the new plan of passing the infusions onto another mod! its easier and would also be easier to update since its with vanilla as well!
Thunderbird 28 Jul @ 2:50am 
Seems like someone updated the main mod, don't know if it's working fine for now because I didn't tested yet. :steamhappy:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536247747&searchtext=infusion
Noel Namrog 20 Jul @ 12:23pm 
I've seen some mods are out already to make Unique weapons available for trades and such, makes me wonder if theres a flag you can toggle or add to the code to make them pop up after a finished craft. Could be worth messaging around and see what they did to make them available elsewhere maybe, then just got to play to allow it to apply to melee weapons and apparal in general. Then the fun part will be coming up with the new 'ody'ties and how it decides to roll if they become odyties or not (Maybe it checks for chance by skill, then how the gear rolls, then what odyties it chooses depending on skill level and rarity; although I look forward to see how you do it if you do decide to go ahead with it). Wish you luck if you decide to continue carrying the torch!
JEMLPro  [author] 20 Jul @ 10:42am 
clever! if i end up going on and making it ill credit you for making the name Noel! and yea definitely interested in somewhat continuing maybe as a new mod since vanilla code is much easier to understand as a newbie coder, the hard part would be the getting the items, at the moment i have only noticed you can get them through quests but i do enjoy the crafting side of it as well so something I'm looking into for sure!