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Bill Doors' Frostnova Expanded

This mod aim to recreate Frostnova in Arknight as accurately as my abilities can carry. Large parts of this mod can be toggled via mod setting. Contents includes: Apparels, hairstyle,rabbit ear and tail genes, and backstories that is written in a Rimworld-friendly way. Abilities including most skills she used in Arknight (resurrect included) and a fictional shield ability for in-Rimworld survivability. -A simple implementation of frost damage, freezing enemies and icebreaker damage, which uses temperature tolerance as armor. Yeti squad -weapon and equipments that deals forst or icebreaker damage -Drones with custom thinktree --Grenadier drones that drop a bomb then retreats --Gunner drones that have limited ammo -Custom raid with sophisticated AI logic that aims to destroy "evil" things in your colony Pre-defined Frostnova that will appear via two ways: --A simple friendly join event, when you don't wish to fight her (not recommended, most of this mod's contents revolve around the assumption you'll try to capture her by force and you will miss out a lot of contents if otherwise) -Hostile attacks which uses said raid logic above, with adjustable minimal raid points. Yeti rescue attempt that occurs when Frostnova is captured or enslaved, again with special AI. Putting her in cryosleep casket doesn't help either, their AI can handle it. Player-usable version of drones which needs a hub building in the PRF-fashion. Trival details includes: -Negative moodlets when Frostnova witnessed death of yeti member -Snow and cold snap when Frostnova has a mental break. Duration based on severity. -Bun race compatibility, which will make Frostnova spawn as bun race if installed. -Facial animation compatibility, in terms of guaranteed grey eyes. -Medics in Yeti raids, those that carries medicine, will tend downed allies if possible. If you're installing this mod mid-save you're adviced to use "generate missing faction" dev tool once. TODO: icebreaker's armor A full list of currently checked "wrongdoings", threshold is 1 if unmentioned: Vanilla: Hard drugs, threshold 50 items or 1000 silver worth. Psycoid or smokeleaf plants. Threshold 50 plants. Meat of humanlike lifeforms, skin of humanlike lifeforms, and products of them. Threshold 80 items or 1000 silver worth. Prisoners whose faction is not player faction. Threshold 10 pawns. Organs. Threshold 10 for a single kind (9 hearts + 3 kidneys don't count, 11 hearts count) Elephant tusk or thrumbo horn. Threshold 25 for elephant and 1 for thrumbo. Royalty: Imperial royalty. Mind screw pawns who's not a masochist or idealizes pain(ideology). Ideology: Slaves. Threshold 1 pawn. Gibbet cages, skull spikes, skull, autobong. Cannibal ideology pawns. Threshold 3 pawns. Biotech: Tox generator, rip scanner, high subcore. Deadrest related buildings. Sanguophage.. Toxic weapons. Threshold 10 for most. 25 for toxic shell, 25 for toxic trap, 5 for toxic LGIS from my railgun mod. Mechanoid made from subcore. Anomaly: Almost everything in it lol Bioferrite generator, shaper, harvester, and serum centrifuge. Void ritual buildings. Dark artifacts. Threshold 2 for a single kind. Dark archotech shard. Threshold 5 items. Serums. Threshold 3 for a single kind. Dead life weapons. Void touched pawns. Bliss lobotomized pawns. Inhumanized pawns. Brainwiped pawns. Ghouls. Combat extended: Tox gas ammo. Threshold 50 items. Deadlife ammo. Threshold 50 items.