RimWorld

RimWorld

Infused
995 Comments
Pr1mer 11 hours ago 
best mod i'd had
stefanjohne 19 hours ago 
@Charlote Infusion 2 won't be updated, so you are our only hope now. :-( Pleeeease update! ^.^
The Gunslinger 10 Jul @ 11:43am 
Plz update
Vanilla Coke 14 May @ 5:46pm 
Is anyone else noticing that infusions (such as hypercharged) are not affecting accuracy values?
藍斯洛 6 Apr @ 3:03am 
infusions get removed whenever i reload a game+1
Ender 15 Jan @ 4:11pm 
how does this impact the performance plz ?
Timo4545 5 Oct, 2024 @ 6:24pm 
Can you make infusion amplifiers somehow?
Kendov 19 Sep, 2024 @ 4:51pm 
@liz it is if you go with a magical-medieval, less so if you try to keep it realistic. you don't really need empty amplifiers unless you intend to move the infusions around, most infusions will come from crafting high-quality equipment.
lizidonggua2020 18 Sep, 2024 @ 7:55pm 
is this mod friendli for a medival play through? Empty Infusion Amplifier seems to be a crypto tech level item
Anthropocene 3 Sep, 2024 @ 9:21pm 
GOAT
Schadock [The Angeloids] 15 Jul, 2024 @ 12:59pm 
infusions get removed whenever i reload a game
Jaypeeeee 7 Jul, 2024 @ 9:37am 
The merchants guild thanks you ser
bodison 5 Jul, 2024 @ 10:20am 
Thank you for the 1.5 update!
Amycolis 30 Jun, 2024 @ 12:05pm 
check pr on github
Zasso 29 Jun, 2024 @ 6:41pm 
Any news on an ETA for the 1.5 update?
Я з Донбасу 18 Jun, 2024 @ 5:24am 
1.5 ? plz
Amycolis 16 Jun, 2024 @ 10:43am 
some 1.5?
mefungpoo 24 May, 2024 @ 8:08am 
"Differences with Infusion2?"
- Infusion2 is actually updated to work with 1.5
Zasso 19 May, 2024 @ 7:43am 
@ᗩᒪᔕᗩYᖇ ᕼIᑎTᗩᖇ are you playing on 1.5 or a different version?
As far as I know the mod hasn't been updated to 1.5 yet so that could cause any number of issues.
𝔍𝔞𝔤𝔢𝔯 18 May, 2024 @ 3:13pm 
When this mod is enabled, my pawns multi-hit at about 200-400 hits per second, regardless of whether they are holding a weapon or not.
ModMaster9000 4 May, 2024 @ 7:00am 
Buy them a coffee

BUY THEM COFFEE NOW...

MANY COFFEES, MANY MANY

IT IS THE ULTIMATE WORK DRUG
frost.9 25 Apr, 2024 @ 8:00am 
That mod is amazing, the game feels bland without it, i'm glad it will be updated, take your time and thank you.
The1Grenade 24 Apr, 2024 @ 5:50pm 
Has anyone else noticed that infusions are rarely applied to Masterwork or higher?
It's so rare that I craft that high quality of item, but when I do I would expect to see an amazing infusion... is this intended behaviour - or am I just unlucky?
I know there are mod settings, but I haven't deviated from the defaults for this.
Ruggedgolem 20 Apr, 2024 @ 5:12pm 
Apparently quite a few people don't know how to read, the mod author literally said they are working on an update. Have patience!
Citrix 19 Apr, 2024 @ 7:17am 
thanks for update!
crashday 17 Apr, 2024 @ 11:09am 
Please make a mod for 1.5
Bondrewd 14 Apr, 2024 @ 4:35pm 
I shall be waiting for this mod to be updated. one of my favorite mods
Deniska 14 Apr, 2024 @ 7:58am 
Update!
The Gunslinger 12 Apr, 2024 @ 10:02am 
Plz update ! Ty
Charlotte  [author] 10 Apr, 2024 @ 9:11am 
Yeah
Turambar 10 Apr, 2024 @ 3:26am 
Any update planned for 1.5?
Kendov 17 Mar, 2024 @ 6:01am 
@MusicManiac Aiming and cooldown are two different values, you have to be more specific what you're talking about. Aiming is the time between picking a target and firing, cooldown between firing and picking a target.
MusicManiac 9 Mar, 2024 @ 4:57pm 
Is aiming time working for you guys? Ranged cooldown correctly displays the math applied by bonuses of weapon, for example, but aiming time remains unchanged. I don't know if it's just a visual bug or aiming time bonuses don't work
Kendov 28 Aug, 2023 @ 11:00am 
@PotatoLad I have like five different ones on one weapon but stopped there because it had 800dps and 1200% armor penetration lol. don't know if there's any upper limit other than diversity but doesn't appear to be any so far.
PotatoLad 28 Aug, 2023 @ 5:52am 
Anyone know how many infusions I can put on a single weapon? I just have standard settings and want to know if I can put 3 different infusions from 3 different infuser things on one weapon or if it will be capped.
moonskk 27 Jul, 2023 @ 10:18am 
Well, there are the storyteller`s infustions which increase mental break threshold by 5 to 14%, then theres mechtech and xenotech which increase it by 1 to 25%. So thats an item ive got to either destroy or waste an advanced component on. Because to me the mental break is just not worth it.

As for the item value, I thought that was for balance reasons, for the increased threat. But it gets ridiculous when an infused masterwork bandana (with only 2 infusions) has a market value of 3k.

In unrelated news, you can edit infusion xml definitions and have the changes apply mid game, which is very cool.
pgames-food 27 Jul, 2023 @ 6:56am 
(hi i havent seen too many with negative effects in my v1.2 game - i'll have to double check in case i have one) :) but for the item value gain, i think the main benefit is the actual higher value that the actual infused item can sell for :)
moonskk 26 Jul, 2023 @ 3:18pm 
Its a very cool mod, but there are far too many infusions which increase mental break threshold and infusions which absolutely baloon item value without adding anything valuable.
Charlotte  [author] 24 Jul, 2023 @ 10:27am 
You need to activate it with a pawn selected
johnleblanc1 24 Jul, 2023 @ 7:05am 
So it's for ranged weapons. But nothing happens when I right click any ranged weapon or the infusion devise.
Charlotte  [author] 23 Jul, 2023 @ 11:17am 
If it's empty you need to absorb from an item. If it has an infusion, it'll say if it can be used for melee/range, then you right click and activate it.
johnleblanc1 23 Jul, 2023 @ 10:50am 
I bought a one time use infusion amplifier from a merchant but I can't figure out how to infuse any item I have. I've tried all my weapons from short bows and steel knives to Heavy SMG and Assault Rifles as well as shirts and pants. Any help how to actually use this to infuse an item?
pgames-food 10 Jul, 2023 @ 9:03pm 
hi i think they do technically for things that affect more than just itself, for example each item is its own item, so if a helmet has a value boosting stat, and a gun has a value boosting stat, the helmet and gun will be worth more (but only by their own actual value), and if they both boost walking speed by 5% then you would get 10%

(thats how i understood things so far) :lunar2019piginablanket:
Rham 10 Jul, 2023 @ 8:24pm 
If I have multiple infusions across several pieces of gear, do they stack?
Vectrix 6 Jul, 2023 @ 7:08pm 
Is there a dev Mode option to make my own infused weapon or do I need to use another mod
Botasky 30 Jun, 2023 @ 7:32pm 
How can I make the amplifier extract only one infusion?
fire 20 May, 2023 @ 11:02am 
Mods with Ranged Cooldown multipliers like Swift (Ranged Cooldown 80%, Melee Cooldown 80%) don't work since biotech.

I believe biotech added Ranged Cooldown Multiplier as a stat and that's probably the new thing to use. NBD just figured I'd let you know - I didn't do any extensive modder type testing but I used my longest CD weapons and a metronome. :D
Charlotte  [author] 5 May, 2023 @ 11:47pm 
It's in mainteinance mode, I fix bugs, no plan to add new things, but you are free to submit code or changes for me to look at and upload.
ProfileName 5 May, 2023 @ 9:56am 
This mod IS still getting work, right?