RimWorld

RimWorld

1,409 ratings
Infused
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
1.752 MB
Jul 25, 2016 @ 8:53am
Oct 24, 2022 @ 10:45pm
37 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
Mar 6 @ 8:56am
Bugs
Damos
6
Apr 6, 2020 @ 5:33am
[Request] Tinkerer table
«Wyvern»
4
Jan 8, 2023 @ 12:34pm
Infused aparels level requierment
«Wyvern»
980 Comments
1.5 ? plz
Loremaster Jun 16 @ 10:43am 
some 1.5?
mefungpoo May 24 @ 8:08am 
"Differences with Infusion2?"
- Infusion2 is actually updated to work with 1.5
Zasso May 19 @ 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.
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 May 4 @ 7:00am 
Buy them a coffee

BUY THEM COFFEE NOW...

MANY COFFEES, MANY MANY

IT IS THE ULTIMATE WORK DRUG
frost.9 Apr 25 @ 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 Apr 24 @ 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 Apr 20 @ 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!