RimWorld

RimWorld

Infusion 2 Expansion
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!
Noel Namrog 20 Jul @ 2:27am 
It seems the infusions 2 mod may not be working on it anymore full stop by the way, so if you do plan to continue; I look forward to see what you cook up in the new mod. Maybe instead of infusions we can refer to them as 'Ody'tites in relation to the Odyssey expansion. (Removed last comment and made this one as I thought of a better way to use the expansions name in it :steamhappy:)
cs751108 4 Jul @ 6:25am 
似乎因為Infusion 2壞了,目前Infusion 2 Expansion也無法提取
Tigerust 5 Apr @ 4:40pm 
No worry! and i wish you good luck to deverloped a epic mods as infused! that pretty make me REALLY liked to a LITTLE to magic ;D

But there roadmap about it? nice to know that you plan for future about it.
JEMLPro  [author] 5 Apr @ 4:53am 
ohh thank you for letting me know about that tiger... the main mod does not seem to be getting updates, I will try and keep a lookout cuz if the main mod is not getting updates it will be more difficult for me to keep updated over here as well
Tigerust 5 Apr @ 4:01am 
aahhh! nice to worth tried ask heh. its pretty really cool if it add tho. i did ask to main infused as there seem nothing answer about it.
JEMLPro  [author] 4 Apr @ 9:04am 
That might be more of a main mod infused suggestion, thats out of the scope for this mod
Tigerust 4 Apr @ 9:01am 
Curiously as there going Limited to infused into one item such wapens? since i do wanna some ridiclous strongest pistol to versus whole army to agains with all kind infuse into it.

Even there chance to Merged as possibly? like 2 weak into 1 stronger?
ミ>.<ミ?♪~ 29 Mar @ 9:45pm 
the comment from ASF author(maybe helpful):
Storage categories are a vanilla feature that isn't in any way modified through the framework or mods with buildings. Infusion 2 not supporting them should be reported there. It's almost definitely an issue with the mod generating its infusers incorrectly, at a loading stage that runs after storage settings resolve.
ミ>.<ミ?♪~ 29 Mar @ 9:39pm 
Thank you very much. I have also reported the issue to the author of ASF.
If possible, could the quantity and probability of empty infuser appearing in ancients be reduced?
JEMLPro  [author] 29 Mar @ 10:26am 
hello.... that name? xD thank you for letting me know about the incompatibilities, at the moment i have not gotten around to being able to learn to make my mods compatible with others, which is my far future plan, right now i just want to fix the issue where people cannot craft the empty infusers. once that is done ill go back to learning how to code and hopefully understand how things work to apply them back here! ill take note of the incompatibility tho!
ミ>.<ミ?♪~ 29 Mar @ 8:57am 
I have already identified the incompatible mods: Any mods using the Adaptive Storage Framework (ASF) cause issues.

ASF itself (just the framework, without additional storage mods) works fine with Infusion 2. However, when enabling storage mods like [SBZ] Neat Storage, Adaptive Primitive Storage, or others, the category only displays the empty infuser.
ミ>.<ミ?♪~ 29 Mar @ 8:13am 
I've encountered a strange issue. When I only enable this mod and its dependent mods, and enter the developer's test scenario, the corresponding labels for infusers—including common infuser, legendary infuser, etc.—are visible in the storage zone, and pawns can carry them normally.

However, when I return to my full mod list, only the empty infuser remains. I'm not sure if this is a mod conflict, as there are no error messages (red text).

If you have time, I'd appreciate it if you could test this. After all, many people assume infusers can't be stored, but in fact, they can.
321123 27 Mar @ 9:33am 
Thanks, take your time of course.
JEMLPro  [author] 26 Mar @ 7:02pm 
321123 yup just confirmed it, apparently its not working and it did not show up on my end as an error! ill try and fix it on a week that i have free! hopefully its not game breaking for you and can wait in the meantime!
321123 26 Mar @ 5:15pm 
Can't craft empty infusers, anyone have the same issue?
JEMLPro  [author] 4 Feb @ 7:32am 
no it doesnt make them stockpile-able sorry
Vash 4 Feb @ 5:14am 
does this make the infusions stockpile-able? infused infuser cant seem to stockpiled
JEMLPro  [author] 12 Nov, 2024 @ 8:50am 
thats a new one... yea i will have to learn a few things then, the sort thing is very odd...
TacoLite 12 Nov, 2024 @ 3:30am 
Just double checked Donoya's claim and found my About.XML file to have the same issue. Also noticed RimSort did not catch that either.
Olyndra 19 Aug, 2024 @ 5:23pm 
This mod's about file is missing a load after tag. Auto sort doesn't always place it correctly.
JEMLPro  [author] 28 Jun, 2024 @ 7:41am 
it should be fine if you add it to a save
Neagling1 28 Jun, 2024 @ 12:44am 
Can i add this on an existing save or will it cause problems?
ショーン(sean) 25 Apr, 2024 @ 2:48am 
Yeah, same with Stria, mine works well.
JEMLPro  [author] 24 Apr, 2024 @ 5:48pm 
yup! stira and sean, this works on both versions.
Serene 24 Apr, 2024 @ 8:16am 
It was running fine for me before I switched over.
ショーン(sean) 21 Apr, 2024 @ 12:16pm 
Firstly, godspeed with your exam lad.
Secondly, can anyone confirm if this mod can still run normally without severe bug in 1.4?
Serene 21 Apr, 2024 @ 9:37am 
I would be happy enough if you just left 1.4 'stale' with no changes, I think that's all anyone expects as far as updates to 1.4 versions. I would hope so anyway. But it's easy enough to mirror it locally in rimpy and switch the version back so that it doesn't show up as incompatible.

Good luck with your finals!
JEMLPro  [author] 21 Apr, 2024 @ 8:32am 
yup thunder clarified it very much. since there was no bugs when i transferred it from 1.4 to 1.5 it should work both versions. but the reason i drop the previous one is just in case i need to update the 1.5 files again breaking the 1.4 stuff. i would keep both version going but i do not have the knowledge to know how to have multiple versions working. this is something i plan to work on this summer since i am busy with college finals at the moment.
Thundercraft 21 Apr, 2024 @ 7:58am 
@Firefly It's hard to say without actually testing, but... The way this mod was updated is very unusual. In the About.xml file, the <supportedVersions> tag had the "1.4" replaced with "1.5". (I repeat, it was replaced by 1.5.) However, aside from the "About" folder, the only other folder inside the mod's code is one named "1.4". There is no folder labeled "1.5", nor are there any code files in the mod's root folder.

Regardless of whether or not this still works in 1.4, I'm certain you'd get a "Version mismatch" type error if you tried. So, effectively, support for 1.4 was dropped in favor of 1.5.
Firefly 21 Apr, 2024 @ 4:08am 
Does this mod still work with 1.4? or ONLY 1.5?? Thanks for clarifying
VantomPayne 19 Apr, 2024 @ 9:06am 
Main mod is updated!
JEMLPro  [author] 15 Apr, 2024 @ 3:00pm 
Hello ASMR! as stated in the description i cannot update this mod if the core mod isnt updated either, so this mod is on hold until it gets updated.
ASMR gaming 15 Apr, 2024 @ 2:05am 
any plans for 1.5 update
JEMLPro  [author] 19 Mar, 2024 @ 5:07pm 
hey Thundercraft! no sadly, i know there is ways to keep multiple versions available but that was outside of my scope of knowledge when i started this. I am still focused 100% on my college classes so i dont want to promise anything either, i do want to get back into modding rimworld but my priorities are elsewhere at the moment. so apologies! hopefully the Infused 2 does have 1.3 support!
Thundercraft 19 Mar, 2024 @ 12:33pm 
Please help... I only see a "Mod 1.4" tag in the upper-right corner of the page. But I know for a fact that here used to be an older version. Does this mod still have limited support for RimWorld 1.3 in the code, despite that "Mod 1.4" tag? (RimWorld has had Multi-Version support [docs.google.com] since version 1.0.) If not, is there some place we can still download the old 1.3 version? I looked at the Nexus Mod Link. But the only download I found there was the latest version for 1.4. :(
JEMLPro  [author] 14 Dec, 2023 @ 6:28am 
i see, i never got into patching or understood it, so ill try and at least fix that when i get time
Arkar1234 14 Dec, 2023 @ 12:10am 
Actually, I'm seeing the same with other factors as well, instead of using XML patches, this is basically just Infusion 2 with more things written on top. Not using XML patching for new defs (like your new Infusion Tiers) is fine enough but if it starts touching things that are already in the base Infusion 2 mod, then things get fucky wucky. Because then you end up either overwriting or duplicating defs and that breaks things.
Arkar1234 13 Dec, 2023 @ 11:55pm 
@JEMLPro I'm guessing the problem with the worktabs comes from the fact that you are basially adding duplicate Job-Defs in your mod. The base Infusion mod already does that.
JEMLPro  [author] 9 Jul, 2023 @ 11:23pm 
yea it will have issues, i am currently trying to learn more about assemblies, libraries, and rimworld code in general, hopefully at some point i can start making compatibility patches but at the moment I'm sorry to say you might have to depend on someone else to patch things zzzl13
zzzl13zzzl 8 Jul, 2023 @ 11:17pm 
It seems that this mod is not compatible with [Work Tab] or [Complex Jobs]. There are warnings like "Infusion Extractor jobs xxxxx ". It's strange that I use only [Infusion 2] will not meet this warnings. idk if you can check this problems, thx.