RimWorld

RimWorld

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Infused
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.798 MB
25 Jul, 2016 @ 8:53am
5 Jul @ 7:40am
38 Change Notes ( view )

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Infused

In 1 collection by Charlotte
Multiplayer-able!
236 items
Description
A unique way to make unique items for your special colonists: Randomly enchants equipment.

Features

Varying infusions for everyone

All weapons and apparels have a chance to get infused. They will have its own label, various stat buffs and color coded overlay. Note that enemies might carry infused equipment too.

Stat bonuses

An infusion grants an item many minor bonuses, including melee damage, ranged accuracy, attack speed, movement speed, global work speed, specific job speed bonus and more.

Fully customizable

If you don't like something or want to add your own infusion, go to InfusionDefs folder and edit it. All infusions can be deleted and modified via XML. No C# knowledge required. Do you want to increase the chances or the quality? Go to the mod options and suit your preferences.


F.A.Q.

Can I install this on existing colonies?

Yes, you can use Infused with your ongoing game.

Can I use this with (random mod)?

Yes! Everything works with any mod.

Differences with Infusion2?

- Multiplayer support.
- CombatExtended support.
- Inspection tab is lacking colored information here :(
- The way to remove infusions is with an Empty Infusion Amplifier, which will store your infusion to apply somewhere else. Essentially Infusion relocation. Yay!
- Infused infusions need some balance :( ... but they're overwhelmingly big in numbers :D
- OnHit effects infusions apply to anything (melee, ranged, apparel), they're exceedingly rare to find though! (super OP). Their chance isn't flat, it's controlled by the stat Infuse Damage Chance with a minimun of 10%.
- Explosive bullets only shred and hit multiple parts, there is no AOE, I feel that's way too unbalanced, Infused allows infusion relocations so if you put it to a shoddy minigun or smg and stack Infused Damage Chance on your apparel to 100%, it'll eat through raids so easily it'll make Cassandra cry.

Bugs

Report in Thread in forums[ludeon.com] or Github[github.com]

Special Thanks
- Latta, original mod
- Skyarkangel, magic infusions
- Raydarken, tech infusions
- Trunken, german translation

Encourage me to keep modding
[ko-fi.com]
Popular Discussions View All (6)
24
6 Mar @ 8:56am
Bugs
Damos
6
6 Apr, 2020 @ 5:33am
[Request] Tinkerer table
«Wyvern»
4
8 Jan, 2023 @ 12:34pm
Infused aparels level requierment
«Wyvern»
984 Comments
Jaypeeeee 7 Jul @ 9:37am 
The merchants guild thanks you ser
bodison 5 Jul @ 10:20am 
Thank you for the 1.5 update!
Loremaster 30 Jun @ 12:05pm 
check pr on github
Zasso 29 Jun @ 6:41pm 
Any news on an ETA for the 1.5 update?
1.5 ? plz
Loremaster 16 Jun @ 10:43am 
some 1.5?
mefungpoo 24 May @ 8:08am 
"Differences with Infusion2?"
- Infusion2 is actually updated to work with 1.5
Zasso 19 May @ 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 @ 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.