RimWorld

RimWorld

Infusion 2 - Continued
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.
Zero Tachikoma 9 Oct @ 12:29pm 
Mmmff, that's so much nicer to use, thankyou.
Sk  [author] 7 Oct @ 3:15pm 
@Zero Tachikoma I've updated the mod with your suggestions.
Zero Tachikoma 7 Oct @ 6:32am 
Thankyou very much.
Sk  [author] 6 Oct @ 11:17pm 
@Zero Tachikoma Sure, I'll start working on it and let you know once it's done.
Zero Tachikoma 6 Oct @ 9:23am 
Hello, I have two requests.
1) Alphabetical sort when selecting infusions.
2) Some sort of name differentiation between different tiers of infusion, for example Savant I, Savant II, Savant III, and so on.
Please.
Sk  [author] 24 Sep @ 8:00am 
@Plz I've updated the mod and added a color selector for the tier label in the settings menu.
Plz 16 Sep @ 11:59am 
This situation is occurring without any separate debug messages or errors, so it’s difficult for us to check on our side. I’ll let you know if any conflicts are identified.
Sk  [author] 16 Sep @ 12:29am 
@Plz I tried as best as I can to look through the logs but without any errors and a large mod list, it's very hard to find anything useful that could help solve this issue. It's probably a mod conflict with another mod since it's working in my game.
Plz 15 Sep @ 8:51pm 
Items with the Weightless.label enchantment cannot be placed in the inventory or carried.
No separate messages appear in the debug log, and interactions other than equipping are not possible.
Log : https://gist.github.com/HugsLibRecordKeeper/5aacd4baff01a2ecf89d696546801f3d
Sk  [author] 15 Sep @ 10:14am 
@Plz Sure, I'll work on it and let you know. I enjoy modding so it's not a bother for me at all.
Plz 14 Sep @ 11:55pm 
I really admire how fast you work. Thank you so much for taking my request—everything is working perfectly. I don’t want to bother you any further, but if it were possible to let users customize the colors by grade, I’d greatly appreciate it.
Sk  [author] 14 Sep @ 8:49am 
@Plz It's done, I've added label coloring based on the infusion's tier. Common (white), Uncommon (green), Rare (yellow) and Legendary (orange). It's compatible with Quality Colors as well. Update your mod to 1.7.0 and try it out.
Sk  [author] 13 Sep @ 6:00am 
@Plz I'll check and let you know. Since Quality Colors already does this, I don't see any reason that I can't do the same.
Plz 11 Sep @ 1:40pm 
Would it be possible to color the enchantment names like the Quality Colors mod does? For example, on an item like Foulblight Rifle (Masterworks), it would be great for visibility—and overall QoL—if the “Foulblight” part were colored according to its enchantment. It would be even better if it were compatible with Quality Colors.
Sk  [author] 9 Sep @ 7:10am 
@싱싱 I've updated the mod to 1.6.4 and added the compatibility patch.
싱싱 9 Sep @ 6:15am 
Oh.. a compatibility patch.. I really appreciate it!
Sk  [author] 9 Sep @ 3:54am 
@싱싱 I can't fix it for all mods that have this feature unfortunately but I checked the code for Maru and I can create a compatibility patch for it if you'd like.
싱싱 9 Sep @ 12:45am 
Weapons that can change form (such as Maru mod ) have a bug where their infusions are reset..

Can this be fixed?
Sk  [author] 6 Sep @ 11:32pm 
@pretenspiration I've fixed the issue and updated the mod.
pretenspiration 6 Sep @ 7:42pm 
I've noticed that when I change the infusions on an apparel, it stops counting towards the total number of that apparel owned on bills. In other words, I have my tailoring bench set to make Doctor Scrubs until I have 3 of them. If I have 3/3 in storage and then remove an infusion from one of them, the bench will only register 2/3 of them existing and prompt making another one. Any idea if that's fixable?
@Sk thx
乔瑟 30 Aug @ 6:13pm 
Sorry, I thought it was displayed on the weapon information.
Sk  [author] 30 Aug @ 8:02am 
@乔瑟
Seems to be working for me .

@СломаннаяПсихика
Fixed the invisibility infusion.
乔瑟 30 Aug @ 6:38am 
The entry to reduce aiming time doesn't seem to work. I don't see any reduction in aiming time
Sk  [author] 29 Aug @ 6:54am 
@СломаннаяПсихика Got it, I will check it and update the mod if it needs a fix. Thank you
@Sk invisibility (long-range combat)
Attack: 25% chance of psi invisibility. Higher damage
and more effects increase the duration of the effect.
Sk  [author] 29 Aug @ 4:15am 
@СломаннаяПсихика
Could you tell me the name of the infusion?
Invisibility doesn't work
Zalera 28 Aug @ 7:09pm 
Awesome! Thanks!
Sk  [author] 27 Aug @ 10:56pm 
@Zalero
Nope, it no longer requires that library. I've rewrote the mod in C#.
Zalera 27 Aug @ 7:25pm 
does this still require the Fsharp.core mod like the 1.5 version?
Sk  [author] 21 Aug @ 7:19am 
@СломаннаяПсихика
Nope, please be careful if you're going to delete it.
is it safe to delete from the current save?
Amitaliry 20 Aug @ 12:32am 
Странный глюк случился после добавления очередного мода, никак не связанного с данным. Поставила мод превью карты, и теперь мои поселенцы не могут стрелять. После копаний в вещах обнаружила что енчант Aegis блокирует атаки, без него стреляют без проблем. Благо в настройках мода можно заблокировать появление мешающего енчанта, так что проблемой не стало, но все равно решила сообщить, вдруг у кого такая же проблема выскочит.
Sk  [author] 19 Aug @ 9:38am 
@A_Null_Fissure
I had to check the files to make sure it wasn't a bug with the mod itself. I don't know of any mod conflicts currently. What I do know is that the chance is per bullet so if you have a gun that fires a large amount of rounds, you have a much higher chance to proc it than with a revolver for a example.
A_Null_Fissure 19 Aug @ 9:15am 
I crafted a gun with 2.5% chance to strike the target with a lightning bolt...the chance seems way closer to like 70% in practice. Are there any known conflicts or other things that influence the proc chance?

I love this mod btw. Thank you for your hard work.
Everyone makes mistakes, let alone in such complex work... I really like this mod, I found it from some recommended videos that play a lot! Thank you for your work!
KeiChan0215 17 Aug @ 1:32am 
Thank you for your work!
吱吱宸 17 Aug @ 12:32am 
It works,no need to apologize, thank you for your work
Sk  [author] 16 Aug @ 11:31pm 
I apologize for the issue everyone, please update your mod. It should be fixed by now. I was having some issues with steam not letting me update my mod.