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Nope, please be careful if you're going to delete it.
I had to check the files to make sure it wasn't a bug with the mod itself. I don't know of any mod conflicts currently. What I do know is that the chance is per bullet so if you have a gun that fires a large amount of rounds, you have a much higher chance to proc it than with a revolver for a example.
I love this mod btw. Thank you for your hard work.
https://gist.github.com/HugsLibRecordKeeper/2ee7ffcc167c7d029c74938d7269b071
plz solve this!
Can't press 'B' key.
When this mod is disabled, the stats UI comes back.
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E0B2735]
at Infusion.Harmonize.VerbPatches+BurstShotCount.Postfix (Verse.Verb __instance, System.Int32& __result) [0x0001d] in <0b7d275d62c34b298ee2b31b9da21894>:0
at Verse.Verb.get_BurstShotCount () [0x000ac] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX rimworld.sk.infusion: Void Infusion.Harmonize.VerbPatches+BurstShotCount:Postfix(Verb __instance, Int32& __result)
Toxigen weapon infusion (Chance to spawn tox gas on hit) - Biotech
Foulblight weapon infusion (Chance to spawn stink rot)
Stratos apparel infusion (vacuum resistance + move speed) - Odyssey
Aqueous apparel infusion (fishing speed + yield) - Odyssey
Savant weapon infusion (Chance to gain research points for current project on hit)
Umbra weapon infusion (chance to gain anomaly research points) - Anomaly
Barrage weapon infusion (chance to fire additional bullets) - Odyssey
Surge weapon infusion (additional damage against mechanoids)
Venomspite weapon infusion (additional damage against insects)
Crownslayer wepaon infusion (additional damage against the Empire) - Royalty
Warpbreaker weapon infusion (additional damage against entities) - Anomaly
@zazizi74 Steam is sometimes unreliable with updating, you may have to unsubscribe, wait a minute or so for it to delete the folder and then resubscribe or manually find the folder (steamapps\workshop\content\294100\3536247747) and delete it so Steam redownloads it.
Did you update to the latest version? What's your current version?
me too
It should be fixed, update your mod and let me know if you face anymore issues.
I've tested with only this mod and vanilla and I can tell you that it's definitely coming from my mod. I'll fix it and let you know so you can try again.
So say a devilstrand tribalwear should be 130, default for tribalwear is 100, the crafted ones came out at 100/130 HP, meaning with some modded materials they came out tattered. Infused ones came out at 99% durability.
Removing this mod fixes it.I haven't been able to figure out what else could be interacting. Has anyone else seen this behaviour?
It means disabling infusing unique weapons with the mod's infusions. They still have their traits unaffected. Having a weapon with both infusions and traits is probably OP. This is why this setting is there.
Also, could you please send the full error log? This error that you've just sent doesn't indicate that my mod is causing any issues. It only indicates that my mod could be a potential reason for this issue.
Does this happen when you load into a game or is it just random? This will help me track the issue faster.
Could not do PostLoadInit on RimWorld.Pawn_IdeoTracker: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 938A7480]
at RimWorld.StatWorker.StatOffsetFromGear (Verse.Thing gear, RimWorld.StatDef stat) [0x0003c] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX rimworld.sk.infusion: Single Infusion.Harmonize.StatWorker+StatOffsetFromGear:Postfix(Single __result, Thing gear, StatDef stat)
Any idea if this might be caused due to one of the updates to this mod since yesterday?
If you can get in contact with mod author and they give you the green light. I am more than happy to do it. I'll even add it as an optional expansion that be enabled/disabled using a checkbox.
I thought about porting their mod, but I'd rather not take their work without permission. Especially when they've said that they will try to recreate the same mod using the weapon traits system.
Again, I get that would be a bit to work on either way and it was someone else's mod apart from the original infusion 2 modder, but I figured it would be an interesting venture, since it seems like the modder of the expansion hasn't been active, at least in regards to the expansion itself.
Fixed everything except diffusion. There's no infusion called "Diffusion". I think you meant transfusion but it already has a market value
@hashbrownselfie
I'm also not into balanced modpacks, and adding mods like Infusion really throws balance out the window. But who cares? The fun factor makes it worth it :)
Fixed the issue
I just tested it and it's definitely an issue with the mod. I'll fix it as soon as I can.
Hitpoints is not guaranteed but market value should always be there. I'll review all infusions for any missing market value.
@hashbrownselfie
It wouldn't cause any game issues. It would just create one very strong weapon that's all.
Totally fine if you're not sure, I imagine the setting being off by default would mean any such cases are not completely tested, and even less common to have anyway. Was just curious as, for example, a high quality unique charge rifle with an emp launcher unique trait and something like quickfire or smart infusion would be a very nice late game weapon. Obviously rare as all hell but still.
I've fixed this issue. Update the mod and try it again.
Sure they are. Why do you think there's an issue with them?
@jawadegames
I'll check it out