RimWorld

RimWorld

Infusion 2 - Continued
150 Comments
Sk  [author] Aug 21 @ 7:19am 
@СломаннаяПсихика
Nope, please be careful if you're going to delete it.
is it safe to delete from the current save?
Amitaliry Aug 20 @ 12:32am 
Странный глюк случился после добавления очередного мода, никак не связанного с данным. Поставила мод превью карты, и теперь мои поселенцы не могут стрелять. После копаний в вещах обнаружила что енчант Aegis блокирует атаки, без него стреляют без проблем. Благо в настройках мода можно заблокировать появление мешающего енчанта, так что проблемой не стало, но все равно решила сообщить, вдруг у кого такая же проблема выскочит.
Sk  [author] Aug 19 @ 9:38am 
@A_Null_Fissure
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.
A_Null_Fissure Aug 19 @ 9:15am 
I crafted a gun with 2.5% chance to strike the target with a lightning bolt...the chance seems way closer to like 70% in practice. Are there any known conflicts or other things that influence the proc chance?

I love this mod btw. Thank you for your hard work.
枪手超模需要削弱 Aug 17 @ 7:20am 
Everyone makes mistakes, let alone in such complex work... I really like this mod, I found it from some recommended videos that play a lot! Thank you for your work!
KeiChan0215 Aug 17 @ 1:32am 
Thank you for your work!
吱吱宸 Aug 17 @ 12:32am 
It works,no need to apologize, thank you for your work
Sk  [author] Aug 16 @ 11:31pm 
I apologize for the issue everyone, please update your mod. It should be fixed by now. I was having some issues with steam not letting me update my mod.
UNCLELOZZY Aug 16 @ 11:27pm 
I love this mod. Excellent work .Can confirm this is currently game breaking. Deactivates RimHud as well as disables drafting
风聆书 Aug 16 @ 9:35pm 
update some bug, helllllllllllllllllllllllllllp me >_<
Lux Silva Aug 16 @ 8:22pm 
enlistment is breaking the game and the work of the pawn
KeiChan0215 Aug 16 @ 7:47pm 
Samee, my drafted pawns cannot be undrafted anymore
吱吱宸 Aug 16 @ 7:39pm 
All my characters have a continuous error, not just the characters with weapons or infusion, but all the icons below them, including weapons, abilities, and infusion (R), disappear. It may be some kind of conflict. After removing the infusion, it returns to normal.
https://gist.github.com/HugsLibRecordKeeper/2ee7ffcc167c7d029c74938d7269b071
닝겔 Aug 16 @ 7:33pm 
Ranged pawns can't be undrafted after the update too
plz solve this!
요나 Aug 16 @ 7:22pm 
Ranged pawns can't be undrafted after the update
Latica Aug 16 @ 6:39pm 
same as a comment below and also does not allow your pawns to be controllable when drafted with range weapon. you can move but can't control abilities or where to shoot.
Gmaid Aug 16 @ 6:35pm 
Now this mod is broken.
Can't press 'B' key.
notcreativewithnames Aug 16 @ 5:36pm 
I'm not sure if this is specifically the mod that causes this or just an issue with a decently sized mod list, but when this mod is enabled with the recent update, it appears to break the stats UI on a pawn by making it empty and throwing several errors in the dev mode console.

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)
Sk  [author] Aug 16 @ 2:32pm 
Hi everyone! I've updated the mod and added a bunch of new infusions. Here's a list:

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
cucumpear Aug 16 @ 2:15pm 
Looks like it's working now! Thank you!
@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.
Sk  [author] Aug 16 @ 1:32pm 
@zazizi74
Did you update to the latest version? What's your current version?
zazizi74 Aug 16 @ 1:29pm 
@cucumpear
me too
Sk  [author] Aug 16 @ 12:16pm 
@cucumpear
It should be fixed, update your mod and let me know if you face anymore issues.
Sk  [author] Aug 16 @ 11:32am 
@cucumpear
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.
cucumpear Aug 16 @ 10:23am 
I'm seeing a very odd bug in my highly modded game (so I have no idea if it's a conflict, there weren't any errors). All uninfused garments I crafted had the default hitpoints without the material multiplier.
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?
Alcarn Aug 16 @ 2:11am 
oh ok wasnt sure what effects stayed
Tobi Aug 15 @ 1:43pm 
I found out that the issue was in fact the Unique Apparel mod, sorry for the confusion.
Sk  [author] Aug 15 @ 12:06pm 
@Alcarn
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.
Alcarn Aug 15 @ 10:51am 
"- Disabled infusions on unique weapons with a setting to re enable it" this means unique weapons wont have infusions or they have the mod infusions instead of odisey ones?
Sk  [author] Aug 15 @ 10:39am 
@Tobi
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.
Sk  [author] Aug 15 @ 10:26am 
@Tobi
Does this happen when you load into a game or is it just random? This will help me track the issue faster.
Tobi Aug 15 @ 10:17am 
I'm constantly getting exceptions similar to this (always at StatOffsetFromGear):
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?
Sk  [author] Aug 15 @ 9:42am 
@hashbrownselfie
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.
Sk  [author] Aug 15 @ 9:39am 
@hashbrownselfie
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.
hashbrownselfie Aug 15 @ 9:32am 
Then again it did seem like a recent post in that mod's comments shows that the coding scheme between this and their expansion is different, probably leading to the lack of update. Still, sounds interesting I think.
hashbrownselfie Aug 15 @ 9:28am 
@Sk agreed. Also I was curious, though I understand you are still adding things and figuring things out, do you think you might end up integrating content from the expansion mod https://steamcommunity.com/sharedfiles/filedetails/?id=2560013658&searchtext=infusion+expansion into this version of infused 2? It adds interesting new infusion types like curses and artifact tier infusions and a bunch of other infusions you might be interested in as well.

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.
乔瑟 Aug 15 @ 8:47am 
Sorry, I used a translation software to get it, actually it should be called Dispersing
Sk  [author] Aug 15 @ 7:43am 
@乔瑟
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 :)
乔瑟 Aug 15 @ 4:58am 
The marketvalue still hasn't been seen in terms of aegis and protective, and perhaps there are also deflection and diffusion. Anyway, thank you for your work
hashbrownselfie Aug 15 @ 4:01am 
@Sk ah. Well yeah that does make sense. I imagine I'll turn restriction off personally because if I get lucky enough to get something like that that just feels like the game saying "Here buddy, go nuts." But that is my personal opinion and I'm not exactly playing a "balanced" modpack anyway, so it works out. Thanks for the clarification!
Sk  [author] Aug 15 @ 1:35am 
@果苗
Fixed the issue
Sk  [author] Aug 14 @ 10:20pm 
@果苗
I just tested it and it's definitely an issue with the mod. I'll fix it as soon as I can.
果苗 Aug 14 @ 4:52pm 
After transporting my clothes with infusion, their durability increases and exceeds the maximum. Could this be an issue caused by this mod?
Sk  [author] Aug 14 @ 2:57am 
@乔瑟
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.
hashbrownselfie Aug 14 @ 2:49am 
@Sk understood, and that does make sense. Though I am interested, in the case you described, where an infusion does a similar or conceptually conflicting thing that the unique weapon trait does, will using such a unique weapon break the game or cause some issue? Such as in the case you mentioned with the incendiary and thermal upgrades, would a weapon with both cause some kind of error or just maybe do some weird mix of the two?

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.
乔瑟 Aug 14 @ 2:45am 
I originally thought that Infusions MaxHitPoints and MarketValue was an effect of every infusion.
Sk  [author] Aug 13 @ 11:04pm 
@jawadegames
I've fixed this issue. Update the mod and try it again.
Sk  [author] Aug 13 @ 10:09pm 
@乔瑟
Sure they are. Why do you think there's an issue with them?

@jawadegames
I'll check it out
EricC Aug 13 @ 6:42pm 
Thank you for doing this <3!