RimWorld

RimWorld

Infusion 2 Expansion
114 Comments
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.
Blazerik 11 Jun, 2023 @ 6:17pm 
It was actually very common for a while to play with both 1 and 2 since they worked slightly different and didn't problematically overlap. Although I noticed more recently that infused 2 now says its incompat with infused 1, and I feel like its changed hands too?

I'm probably going to switch to just using infused2 though since infused1's author seems to of stated they are not doing much with it.
JEMLPro  [author] 12 Feb, 2023 @ 8:08pm 
i wasn't aware people play with 1 and 2 together.. if you have the time tell me the benefits to see if its better to make a mod compatible with both. and secondly i do mention in the description that the different coding language used on Infusion 2 makes what i can do very limiting, and to add on top of that i do not have the time or the experience for coding to make something super detailed and CE compatible, it is something i wish to do don't get me wrong but i cannot, if infusion 1 is back and being updated regularly than i might just switch to that one since 1 has normal code for rimworld and doesn't use another language. i apologize in advance but i just recommend removing 1 and staying 2 and this expansion or removing the expansion.
孕妇·米娅·SAMA 12 Feb, 2023 @ 7:22pm 
In general, many people will install 1+2. I don’t know about the incompatibility of 1 and 2, but every time I complete the enchantment, after reloading, my weapon enchantment affix will be forcibly changed, so I Very disturbing, why doesn't your mod add more enchanting affixes? For example, CE-compatible combat enchantment affixes
JEMLPro  [author] 12 Feb, 2023 @ 5:54pm 
@SAMA this mod isn't compatible with infusion 1, they aren't meant to be compatible only infusion 2. but why are you back at infusion 1? did they get an update?
孕妇·米娅·SAMA 12 Feb, 2023 @ 5:16pm 
The homing enchantment affix conflicts with Infusion1, which will force the weapon's durability to 81%. Any weapon with a homing affix will trigger this BUG
JEMLPro  [author] 6 Feb, 2023 @ 8:34am 
artifact are supposed to be very difficult to extract yes! but rare nope, ill check that! thank you for letting me know!
CADUCTO 6 Feb, 2023 @ 6:06am 
Thanks for your mod.:pandastunned: I ran into the problem of not being able to extract the "artifact" and "rare" level properties. A level 20 supermaster with implants and making masterpieces every other time, failed the task 10-15 times by breaking the capsule or the property itself. Not a single success. I was able to extract the properties from the main mod. Or are the Rare and Artifact properties not being retrieved in your mod addon? Very tasty properties and I wanted to transfer them to other equipment:lunar2020playfuldog:
JEMLPro  [author] 5 Feb, 2023 @ 10:21am 
than yea sadly idk what the issue is, if you are running 350+ mods than i guess you might have to remove this one, this happens with huge modpacks tbh even when i try to play i find it hard to reach 100+ and not get a single error. if i could id love to make this compatible with every mod but its just not.
Captain 5 Feb, 2023 @ 7:02am 
Yeah the right click menu just won't appear at all, as soon as I removed this mod I was able to make the pack work
JEMLPro  [author] 5 Feb, 2023 @ 6:39am 
alright @Capitan, just to confirm, the right click menu when you want to make a pawn forcefully do something?
Captain 5 Feb, 2023 @ 6:18am 
we're experiencing the same issue as mason, I've just spent the better part of a day checking every mod in my 350+ pack before figuring out it was this one