RimWorld

RimWorld

Infused: Tech Edition
47 Comments
CaptArcticWolf 2 May, 2022 @ 4:15am 
did you meanto say incompatible with "Infusion" by Lannon? or some other mod named "Infusions".
Mlie 19 Mar, 2020 @ 12:14pm 
For those wanting an update of this, according to the forum-page this mod has been merged into the main Infused mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731287727
Phil Mcracken 26 Feb, 2020 @ 10:59am 
Any update for 1.1?
123nick 7 Jan, 2020 @ 12:40am 
research speed infusions are bugged- instead of being multiplied by 104% , its ADDED by 104%.

https://i.imgur.com/2n7pIrA.png
Tellik 6 Dec, 2019 @ 12:52pm 
So after getting console/log spam of dozens of "Infused :: Couldn't find any SuffixInfusionDef!" and seeing only one infused prefix, I have to conclude that this mod doesn't work completely. With over a year of no activity, I don't have high hopes of this ever getting fixed.
0re0n 15 Sep, 2019 @ 1:05am 
Still a superior version Unfused mod because unlike the main one you can actually modify chances in defs however you like.
Alex 21 Jul, 2019 @ 12:04pm 
Yo, no clue if you're still working on this mod but could you maybe fix the fact that pawns get the value multiplier from infusions. It's a bit annoying to run around with 90k silver pawns
Tank Commander 20 Jul, 2019 @ 3:15am 
That was just a joke but really I don't see anything different
Tank Commander 20 Jul, 2019 @ 1:32am 
I got Randy's Question Mark..... WHAT holy hecking heck I got a Question mark branded by Randy, Amazing work m8!
vlad123.88 8 Jul, 2019 @ 8:36am 
Hi. If somebody still work with this mod?
kon. 10 May, 2019 @ 1:17pm 
is it CE compatible?
Crazed Dutchman 22 Apr, 2019 @ 11:52am 
That primer tho, never heard of it.
Starbomb 11 Apr, 2019 @ 5:25pm 
I have the same question as @duanethebathtub. I don't see any infusion prefixes when using the mod. I also have combat extended, but I don't see why it would change anything.

Are you supposed to see prefixes for every item? Or only a few.
Dosboy 11 Apr, 2019 @ 4:11pm 
I have this mod in my game and active, but I don't see anything different? Is it because I am using Combat Extended?
megabot 7 Mar, 2019 @ 1:33pm 
https ://git.io /fhpbB
starting a new world/scenario
Syrasar 26 Feb, 2019 @ 11:21am 
Damn thing destroyed my Colony in the Funniest way i had yet ^^
starting equip increased the worth of my colonist in my 2 colonist setup to around 450000
as such sky high expectations and Huge Raids at day 1
adalast 29 Jan, 2019 @ 11:17pm 
@raydarken I am really loving the mod. It has definitely been adding something to my game that I felt it was missing, but I am having one small issue that I hope you can address. I have a bill setup to salvage tainted gear and it keeps getting rid of infused stuff.

Would it be possible to add in a filter for stockpiles for infused gear? It would be really nice for gathering infused gear and protecting it from smelting/salvaging. I hate to have some really great mods on gear go to waste just because some dead guy wore it. Namely, I just had that happen. I had a helmet that had a 110% taming success rate on it, which was amazing, but it was tainted, so the pawn took it off as soon as I wasn't forcing him to wear it and it got salvaged. Sad times.
Ashnal 1 Jan, 2019 @ 6:08pm 
Since this was integrated into the main infused mod .... what's the difference n ow? Did the main Infused mod inherit the balance of this one?
Shudderfly 29 Nov, 2018 @ 11:08am 
Got a midtech item today, came to check to see if your mod got integrated. Congrats man!
tseikk1 26 Nov, 2018 @ 9:55am 
Would be cool if this mod got a patch for Apparello!
raydarken  [author] 26 Nov, 2018 @ 7:12am 
Thanks for the update Charlotte! I'm glad my infusions were able to be included int he main mod.
Charlotte 25 Nov, 2018 @ 4:45pm 
Heads up. I merged this into the new and improved Infused mod. A lot of changes underneath. Check it out!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731287727
akkeran 25 Nov, 2018 @ 8:08am 
can someone explain what is difference beetween original infusion and this mod? i think author should just wrote it in simple words in description
Mr.Lemming 24 Nov, 2018 @ 10:35pm 
Thanks for making this! Pretty well balanced and adds more excitement to loot. A request though: can we get a storage/work bill filter ('Allow infused' or something) so my colonists stop recycling the infused gear.
raydarken  [author] 23 Nov, 2018 @ 7:48pm 
Mod has been updated to correct the typos described below.
raydarken  [author] 23 Nov, 2018 @ 6:22pm 
@RadGH I did that with my own existing game and had no problems other than warning messages in the debug log saying that it can't find the old traits, and all the old traits disappearing as expected. So it's safe. :steamhappy:
RadGH 23 Nov, 2018 @ 4:33pm 
So I can add to an existing game, but can I add to an existing game that had Infused, and then disable the old infused? Will those modifiers still work or disappear?
Astasia 23 Nov, 2018 @ 2:00pm 
Very nice. I really like the more scifi feel of this one compared to the base infusion mod. One issue, the increased wealth infusion bonus doesn't just apply to the equipment, it also applies to the colonist when they equip it, and that multiplies the wealth of all their implants and such. This is I believe why the wealth bonuses were so low on the original mod. A colonist with a bunch of implants and a few pieces of your infused gear easily reaches like 50-100k+ value.

Would it be possible to make them static wealth values? Like +2500 value for the really good ones instead of 250%?
raydarken  [author] 23 Nov, 2018 @ 10:31am 
@Рогатая Птичка That is also a typo, those definitely should only generate on ranged weapon as you said. I will fix that also, thank you again for pointing these out!
Vozhban 23 Nov, 2018 @ 8:08am 
Also, just found out.
Mod Description says that storyteller-related infusions are for ranged weapons, but in the defs they all have
<melee>true</melee>
<ranged>false</ranged>
raydarken  [author] 23 Nov, 2018 @ 7:17am 
@Рогатая Птичка
Thank you for letting me know! This typo just makes the infusion more common, but I will create an update that fixes that this weekend.
raydarken  [author] 23 Nov, 2018 @ 7:17am 
@iAmTaz
Currently this does not work with the original infusions mod, however the current maintainer has talked about combining the two mods. I thought about combining the two mods myself however I had a different vision for balance with my version of the mod than the original mod. The original mod is not balanced very well, and it felt more 'magical' with enchantments rather than fitting a sci-fi theme. For example, in the original, you can have guns that enable a pawn to walk faster or withstand more extreme temperatures, or melee weapons that increase your carrying capacity which is a little too out there for my tastes. So while it's possible to combine the two mods, I still believe this mod works best when not combined with the original infusions mod. I think of it as flavors- original infusion mod is vanilla flavored, my mod is chocolate flavored. Some people like one or the other, some people like both mixed together.
Vozhban 23 Nov, 2018 @ 4:40am 
While merging this mod with original infusion, I found that
<!-- Epic Tier3 YingYang --> infusion has PrefixRare as parent def, which supposedly should be PrefixEpic, considering its name.
Cody 22 Nov, 2018 @ 3:50pm 
Does this now work with the original Infused mod or no? Also, what reasons would we have to use this over Infused if they don't play well together?
Woolf 21 Nov, 2018 @ 3:18pm 
hahahaha, this is like Diablo on Rimworld. Good work! Truely ingenious
raydarken  [author] 21 Nov, 2018 @ 1:54pm 
Thank you for the kind words Atreidi I'm glad you're enjoying it!
Atreidi 21 Nov, 2018 @ 7:30am 
This is so good! Thank you sir.
Kestrel 20 Nov, 2018 @ 4:11pm 
Thank you!
raydarken  [author] 20 Nov, 2018 @ 5:17am 
@evanbramer37 It should work for B19, I can test that and upload a B19 version if that helps. Might take me a bit but I can do it.
Kestrel 19 Nov, 2018 @ 3:26pm 
Will this work for B19?
Gavril 18 Nov, 2018 @ 5:57pm 
wait, does that mean we will be able to use both at the same time? That would be epic! I really like the idea of cursed items too.
Charlotte 18 Nov, 2018 @ 8:43am 
No worries, I can make it so they live together just fine.
raydarken  [author] 18 Nov, 2018 @ 7:20am 
@Charlotte that would be awesome and I would not mind that! I just didn't want people to lose the infusions they have in their saves already if this one changed all the infusions, that's why I released it separately.
Charlotte 18 Nov, 2018 @ 7:10am 
I like it a lot, can I just put it on the normal infused?
Thetaprime 18 Nov, 2018 @ 6:15am 
Immersive! Smells wonderful!
raydarken  [author] 18 Nov, 2018 @ 5:34am 
Hi 123nick, this mod replaces the original infusions mod, so you should activate this mod and deactivate the original infusions mod. I'm glad you're excited to try it!
123nick 18 Nov, 2018 @ 5:33am 
does this mod need infusions to be loaded with it or just as its own? i love the idea of this mod SOO much!