RimWorld

RimWorld

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Infusion 2 - Continued
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Mod, 1.6
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632.548 KB
27 Jul @ 3:59pm
24 Oct @ 4:41am
38 Change Notes ( view )

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Infusion 2 - Continued

Description
Original Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2063008864

The author of one of my favorite mods has decided to stop working on it. I'll be doing my best to maintain and potentially add new features to keep it going. I know this mod currently conflicts with Odyssey's unique weapon system. My goal is to make it integrate with Odyssey while still maintaining its unique flavor.

Latest Update
- Added 3 new weapon infusions:
  • Argent: Chance to drop silver on hit
  • Animus: Chance to tame wild animal on hit
  • Disarming: Chance to disarm enemy on hit
- Added new skill exp infusions
- Added tier label color selector

Suggestions/Bugs?
Let me know in the comments if there's any bugs. I also am open to any suggestions or improvements. I have also setup a Discord server[discord.gg] for direct communications. It should help in issues getting sorted out faster.

Original Mod Description

Random equipment enhancements and enchantments - the infusions.

Infusion 2 is a complete rewrite from scratch of the original Infusion[ludeon.com](and its maintained version, Infused) mod.

Infusions are like enchantments—they are applied randomly when an equipment is created, providing some stat bonuses or special effects like poison and vampiric healing. Based on the equipment's type and quality, they may get several infusions. (configurable)

Think infusions as prefixes and suffixes of procedural items, from hack and slash games, such as Diablo III or Pillars of Eternity.

Compatibility

These mods are compatible:
- Moyo 2.0 (Patch included in it)
- Quality Colors
- Quality and Durability (No guarantee for other similar mods)

These mods are incompatible:
- Not compatible with most "mode changing" or transforming weapons (Moyo 2.0's Laminar weapons are compatible). It won't break your game, but infusions will change every time the weapon transforms.
- Toggleable Shields (Aegis infusion is disabled when mod is detected to avoid issues)

These mods are partially compatible:
- Vanilla Events Expanded (Apparels and weapons in the drop pod events might not get any initial infusions)

FAQ
How do I extract infusions?
- Click an equipment with the infusion you want. Open Infusions tab. Click the infusion in the list. It should be highlighted with a yellow background. One of your crafting colonist will extract it when they can. (You need an empty infuser)

How do I get rid of unwanted infusions without an empty infuser?
- Follow the extraction step. Click the designated infusion again. It should now be highlighted with a red background instead. One of your crafting colonist will remove it when they can.

Can I craft infusers?
- No, it will never be. You need to buy them from traders or settlements. Or make a 3rd party mod.

I can't use infusers.
- You can't use them yourself. Click an equipment you'd like to infuse, then open its Infusion tab.

Is it compatible with Infused?
- I don't think so.

Combat Extended
- CE has built-in patch for Infusion 2.

Translations
- Chinese by 恰似宛然一笑生花

Thanks
- Tynan and the Rimworld team for making a spectacular game that is extremely addicting as well.
- Brrainz (Mod Author of Harmony): Without his library, lots of mods wouldn't be here.
- Alatta: Original Mod Author for the mod.

Links
Github[github.com]
Donation[ko-fi.com]
All Infusions Documented[github.com]
If you feel like infusions are too common, use this patch.
Popular Discussions View All (2)
5
17 Aug @ 10:51am
BUG:Conflict with RimHUD
黑司命
4
13 Aug @ 12:58am
Bug Report
NamasteSSC
191 Comments
Winter 24 Oct @ 9:29am 
@Sk Thank you for the update. Confirming that Aegis is working after loading a save, and the Stratos speed boost is adjusted.
Sk  [author] 24 Oct @ 4:44am 
@jaeger972 I've added an option disable items being infused naturally and added infusers to more quest rewards from different DLCs

@Winter I've fixed the Aegis issue and nerfed Startos to be in line with other move speed buffs

@wofwofwofwofwofwofwof I've tripled all the exp bonuses for exp infusions and added an option in the settings menu to disable all tiers for a single infusion.
Sk  [author] 23 Oct @ 4:57am 
@wofwofwofwofwofwofwof I'll try to add a method to disable all infusions of the same type for different tiers. I'll also buff them, maybe like double or triple the exp bonuses for all tiers.
wofwofwofwofwofwofwof 22 Oct @ 12:05pm 
Even the legendary tier infusion is like a 10% chance for 20 exp, basically not at all viable for leveling skills via combat even on rapidfire guns (even though it can appear on melee weapons). Disabling one tier of an infusion should probably disable all of them since it's tedious to toggle all the xp ones in the many tiers they appear in.
Sk  [author] 22 Oct @ 7:29am 
@wofwofwofwofwofwofwof The exp infusion has multiple tiers. IIRC, the 2.5% chance for 5 exp is the lowest tier. There's better versions of the same infusion for uncommon, rare and legendary.

@Winter The Aegis infusion is definitely a bug, I'll check it out. I'll revise all infusions that add move speed buffs to have similar bonuses. The on hit infusions not working is definitely a mod conflict as I constantly test them each time I upload a new version.
Winter 22 Oct @ 5:53am 
@Sk Thank you for keeping the mod going. This one is an old favorite.

The Aegis infusion works fine for me when a pawn first puts the infused item on. After saving and reloading, the shield disappears until the infused item is removed and worn again.

I like the concept of the new Stratos infusions, but the move speed bonus might be a bit strong. Uncommon_Stratos gives a +0.5 move bonus, compared to Quickening's +0.05 bonus, for example.

The on-hit weapon infusions are interesting, but I haven't seen one activate yet. One colonist killed their way through an entire pit gate without gaining any Intellectual skill from an Uncommon_Enlightening infusion.

I haven't done extensive testing yet, so any or all of these may be mod conflicts on my end.
wofwofwofwofwofwofwof 21 Oct @ 9:58pm 
The weapon XP enchantments could be increased 100x and still be questionably competitive with the others. A 2.5% chance for 5 exp in a skill is a wasted slot, for example.
jaeger972 13 Oct @ 4:59am 
that would be great thank you :)
Sk  [author] 13 Oct @ 4:33am 
@jaeger972 I am not very well versed on how Rimworld chooses items for quest rewards and merchants but I do know from my testing that you'll find filled infusers in ancient dangers and from combat supplier trade ships.

I could add a toggle option to disable infusing random weapons and investigate how to add them as quest rewards / loot if that helps you.
jaeger972 13 Oct @ 3:51am 
is there a way to get filled infusers through quests, loot and merchants?
I would like to only enchant existing items from rewards or buy infused items from merchants.