RimWorld
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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1.798 MB
25 juil. 2016 à 8h53
5 juil. à 7h40
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Infused

Dans 1 collection faite par Charlotte
Multiplayer-able!
236 objets
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
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Discussions populaires Tout voir (6)
24
6 mars à 8h56
Bugs
Damos
6
6 avr. 2020 à 5h33
[Request] Tinkerer table
«Wyvern»
4
8 janv. 2023 à 12h34
Infused aparels level requierment
«Wyvern»
989 commentaires
Timo4545 5 oct. à 18h24 
Can you make infusion amplifiers somehow?
Kendov 19 sept. à 16h51 
@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 sept. à 19h55 
is this mod friendli for a medival play through? Empty Infusion Amplifier seems to be a crypto tech level item
Anthropocene 3 sept. à 21h21 
GOAT
Schadock [The Angeloids] 15 juil. à 12h59 
infusions get removed whenever i reload a game
Jaypeeeee 7 juil. à 9h37 
The merchants guild thanks you ser
bodison 5 juil. à 10h20 
Thank you for the 1.5 update!
Amycolis 30 juin à 12h05 
check pr on github
Zasso 29 juin à 18h41 
Any news on an ETA for the 1.5 update?