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RimWorld => General Discussion => Topic started by: pfhorrest on October 30, 2016, 11:38:09 PM

Title: What events have you disabled?
Post by: pfhorrest on October 30, 2016, 11:38:09 PM
Would like to hear what events you guys disable. I always have Alphabeavers and Mad Animal disabled simply because they can waste anywhere from between several hours and several days of productivity and they seem to happen twice to three times a season each.
Title: Re: What events have you disabled?
Post by: mumblemumble on October 30, 2016, 11:49:48 PM
I disable nothing, but I DID kill a backstory character I hated when it arrived married to one of my colonists.... he was upset but it was worth it.

As for animal attacks, a mortar over the wall works wonders for them. i just fire a dozen shells to thin em out, and kill the rest.

tbh both events to me are free meat
Title: Re: What events have you disabled?
Post by: Alenerel on October 31, 2016, 12:09:12 AM
Are you playing Randy? I played him and he seemed to send a lot of mad animals and alphabeavers, but playing Cassandra only have had a couple of each.

In my case I mark all alphaweavers to hunt the moment they spawn. They provide nice food and I dont have to be designing and searching for other animals to hunt.
Title: Re: What events have you disabled?
Post by: Ashery on October 31, 2016, 12:22:47 AM
Self-tame, wanderer joins, and construction failure.

The former I find annoying simply because it fires so often; it'd be one thing if it was an actual rare event that only happened once every couple years, but it's just far too frequent for my liking.

Don't like wanderers because they take away my control over who joins. I know I can arrest'em and just let them "escape" uncontested, but I'd rather just not have them join at all.

Construction failure because it's simply a poorly designed game mechanic as it's currently implemented.
Title: Re: What events have you disabled?
Post by: Doc Savage NDMF on October 31, 2016, 01:08:06 AM
I don't disable any, but I do lessen the frequency. The cyclic nature of events, especially with the lady story tellers just becomes a big troll drain, monotonous and uninspiring. Playing Rough or more with Randy jumbles the order, makes me have to dance and gives me more raids, which I do like. Interaction with the factions is more fun to me than another flash storm, another eclipse, another cold snap and oh yay, 1/2 my colony just caught the disease of the week from watching too much tube TV or other innocuous but just as relevant reason.

I would never disable the alpha beavers, they're a ready made fresh meat delivery. A couple armed personnel under my manual control make short work of them compared to hunters going past the pack, backing themselves into corners like idiots and wasting a ton of time walking. Really nice if it's winter...   
Title: Re: What events have you disabled?
Post by: Serenity on October 31, 2016, 09:45:51 AM
I sometimes turn off self-taming and farm animals wandering in.

For arctic games I disable supply drops and usually man hunter packs. They make the game too easy.
Title: Re: What events have you disabled?
Post by: CheeseGromit on October 31, 2016, 01:39:15 PM
I've disabled the shortcircuit event because in the end I stopped using batteries to make sure it never happened. I used to keep my batteries in a temperature controlled area per the tip, until I came to the conclusion that it didn't matter and was just rng.

Raid frequency has been reduced to try and have a game that's more focused on survival vs the environment.
Title: Re: What events have you disabled?
Post by: O Negative on October 31, 2016, 01:44:30 PM
I disable "freebie" events. Anything that throws resources at you, or offers a free colonist/prisoner, is disabled because it makes the game feel so much less intense...

I like making guns more lethal by reducing aim and cooldown time, also :)
Title: Re: What events have you disabled?
Post by: Bozobub on October 31, 2016, 05:18:18 PM
I use a "distributed turret" system (4 turrets separated by a "plus sign" of granite to prevent losing all to one failing, all over the map with overlapping coverage) so nearly all hostile events are..."diluted in risk", let's say; literally no part of the open map area escapes coverage ^^' .  And you gotta have some challenge, right?
The only event I can't do all that much about ahead of time is sickness, and I just learn to deal.
Title: Re: What events have you disabled?
Post by: Sirportalez on November 14, 2016, 05:34:09 PM
Why do you disable self-tame? Just put them to an animal area so they dont walk around and sell them to the next trader. Thats how I do it.
Title: Re: What events have you disabled?
Post by: MisterVertigo on November 14, 2016, 05:43:17 PM
Maybe I'm a wuss, but I turn off both types of crashed ship parts and the infestations. They always seemed to happen to me super early in my colony before I had the means to deal with it.

I didn't realize I could turn off the short circuit event too. I may have to do that one as it seems to irritate me greatly.

The Alphabeaver one is annoying too. I seem to get that one from Randy A LOT. I don't think I'd disable it though, because like others said above, it's a good food source.
Title: Re: What events have you disabled?
Post by: Serenity on November 14, 2016, 07:20:29 PM
Quote from: Sirportalez on November 14, 2016, 05:34:09 PM
Why do you disable self-tame?
If it's a "A rat/squirrel self-tamed" it's just annoying. For useful animals I want to have to put in some effort to get a pet.
Title: Re: What events have you disabled?
Post by: Jaridan on November 14, 2016, 08:02:31 PM
Quote from: MisterVertigo on November 14, 2016, 05:43:17 PM
Maybe I'm a wuss, but I turn off both types of crashed ship parts and the infestations. They always seemed to happen to me super early in my colony before I had the means to deal with it.

I didn't realize I could turn off the short circuit event too. I may have to do that one as it seems to irritate me greatly.

The Alphabeaver one is annoying too. I seem to get that one from Randy A LOT. I don't think I'd disable it though, because like others said above, it's a good food source.

When you are still early, so it's like 2 scythers it's actually feasible to deal with. You just need to make sure to use everything at your disposoal aka build a minibunker (wall roof, maybe a chunk infront) and shoot from there to attack the ship.

It IS doable.

I don't disable any events since i think they are necessary and part of the game.

Hospitality mod lets you refuse wanderers which  is a nice bonus.
Title: Re: What events have you disabled?
Post by: Rock5 on November 14, 2016, 08:39:15 PM
Infestations; because I'm a builder and like to build into mountains and don't like being deterred from doing so.
Title: Re: What events have you disabled?
Post by: Trylobyte on November 15, 2016, 03:20:42 PM
I tend to run with everything, but if I were to disable events short-circuit would be at the top of the list shortly followed by incurable diseases (Sleeping sickness, gut worms, muscle parasites).  They're not especially challenging to deal with, being much more of a 'random bad thing' than an event I can plan around and overcome through careful planning, quick thinking, or luck.  There's no way around shorts - If you have batteries you will have this problem, and without mods (Thank you, fuses!) there's nothing you can do about it.  Incurable diseases are a long-term short-circuit event, randomly limiting the usefulness of an arbitrary number of colonists for an arbitrary length of time and there's no way I know of to speed up their recovery or prevent the diseases from happening.  There's nothing I can do to influence the event's progression in any way and that's just frustrating.
Title: Re: What events have you disabled?
Post by: Rock5 on November 16, 2016, 03:00:03 AM
Like you said, a solution for shorts is to have no batteries. It's easier to do on some biomes than others. But if you can have lots of continuous reliable power then you can do away with batteries. I also heard that the size of the explosions are related to the number of batteries so  stop gap measure is to make sure you use the minimal number of batteries needed.
Title: Re: What events have you disabled?
Post by: Thyme on November 16, 2016, 06:50:04 AM
Quote from: Thyme on November 15, 2016, 12:32:51 PM
Did you ever bother about short circuits that unload all your stored energy in an electrical explosion? Was manually hauling batteries to have backup power too tedious? Time-of-Day Switches is your way to go!

During my first colony I had several electrical explosions in a short amount of time. So I started to haul batteries away to keep them charged as power backup and to keep my stored power small. Ugh, I hate micromanagment. Now I make 3 power banks, each of them connected with the main grid via one of those nice little switches. The switches are active 2/3 of the time (2h active - 1h inactive - repeat) to cut the exposed power by 1/3.  [...]
Maybe you guys want to have a look at this vanilla friendly mod (Time-of-Day Switches)?

I disable only Infestation, because I hate it when bugs ruin my spacious 2x3 bedrooms. Especially since I found out that pawns don't like to eat insect meat.
Title: Re: What events have you disabled?
Post by: Zhentar on November 16, 2016, 12:28:29 PM
Quote from: Rock5 on November 16, 2016, 03:00:03 AM
Like you said, a solution for shorts is to have no batteries. It's easier to do on some biomes than others. But if you can have lots of continuous reliable power then you can do away with batteries. I also heard that the size of the explosions are related to the number of batteries so  stop gap measure is to make sure you use the minimal number of batteries needed.

It's directly proportional to the charge stored in your batteries; the number of batteries doesn't matter by itself. A single fully charged battery will create no more than 9 tiles of flame (the conduit and the cells immediately around it), with no explosion damage; not a big deal at all if your pawns respond to it immediately.

I wouldn't recommend going battery-free in most cases, but I would strongly recommend that you don't go over 3 batteries on a single grid, and try to keep it to just 1 or 2 if at all possible.
Title: Re: What events have you disabled?
Post by: JimmyAgnt007 on November 16, 2016, 01:21:28 PM
I disable solar flares, overloads, animal madness, and psionic pulses.

id love to disable breakdowns but i dont know how.
Title: Re: What events have you disabled?
Post by: Thyme on November 16, 2016, 01:54:34 PM
Quote from: JimmyAgnt007 on November 16, 2016, 01:21:28 PM
[..]
id love to disable breakdowns but i dont know how.
add stat multiplier -> mental break threshold -> set value to 0 or 1
I didn't test it, just found it by accident ;)
Title: Re: What events have you disabled?
Post by: keylocke on November 16, 2016, 03:08:05 PM
i wanna disable tons of stuff that are too random but has a significant effect, and there's nothing a player can do to prevent it.

i wanna disable stuff like diseases until devs add some game mechanics to prevent or avoid it : (ie : avoid going near water tiles like marsh so you don't get malaria. avoid getting bit by an animal to prevent getting diseases like plague. avoid getting hit by mechanoids to prevent mechanite diseases or whatever) stuff like that. it's like how you get food poisoning from eating rotten food or you get infection of wounds if left untreated and stay in dirty area. i hope other diseases would also have cause and effect like that.

---

in the previous alpha, stuff randomly breaks down. i like that things break down but i don't like the random part. i mean, the game can check once a day to adjust the probability of an item breaking when used, based on date of when it was made or date of latest maintenance. gist is : items you build have an upkeep/maintenance cost of both resource and labor. so players don't expand too much too fast. they need to think about logistics of their upkeep.

i think this maintenance/upkeep should also apply to short-circuits. so i wanna disable short-circuits until devs implement maintenance/upkeep
Title: Re: What events have you disabled?
Post by: JimmyAgnt007 on November 17, 2016, 08:46:11 AM
Quote from: Thyme on November 16, 2016, 01:54:34 PM
Quote from: JimmyAgnt007 on November 16, 2016, 01:21:28 PM
[..]
id love to disable breakdowns but i dont know how.
add stat multiplier -> mental break threshold -> set value to 0 or 1
I didn't test it, just found it by accident ;)

Oops, I meant item breakdowns that require components to fix.  It would be fair to just not need a component to fix.
Title: Re: What events have you disabled?
Post by: Thyme on November 17, 2016, 09:09:31 AM
You can't disable them? sucks (not at home to check)
I hated about it, that before A15 heaters didn't need components to build but could break down. But, you need some cost of resources, constructors are so fast.
Title: Re: What events have you disabled?
Post by: pfhorrest on November 17, 2016, 10:41:58 AM
Quote from: Zhentar on November 16, 2016, 12:28:29 PM
Quote from: Rock5 on November 16, 2016, 03:00:03 AM
Like you said, a solution for shorts is to have no batteries. It's easier to do on some biomes than others. But if you can have lots of continuous reliable power then you can do away with batteries. I also heard that the size of the explosions are related to the number of batteries so  stop gap measure is to make sure you use the minimal number of batteries needed.

It's directly proportional to the charge stored in your batteries; the number of batteries doesn't matter by itself. A single fully charged battery will create no more than 9 tiles of flame (the conduit and the cells immediately around it), with no explosion damage; not a big deal at all if your pawns respond to it immediately.

I wouldn't recommend going battery-free in most cases, but I would strongly recommend that you don't go over 3 batteries on a single grid, and try to keep it to just 1 or 2 if at all possible.

I feel that batteries are generally not worth it. A 12x20 patch of poplar trees is usually enough to keep a small to medium colony running on generators with a +500 or so surplus of backup wood each season in the case of map condition events like nuclear winters.
Title: Re: What events have you disabled?
Post by: cmitc1 on November 17, 2016, 07:30:04 PM
Quote from: Serenity on November 14, 2016, 07:20:29 PM
Quote from: Sirportalez on November 14, 2016, 05:34:09 PM
Why do you disable self-tame?
If it's a "A rat/squirrel self-tamed" it's just annoying. For useful animals I want to have to put in some effort to get a pet.

>implies animals are useful =p


I think I will disable the alpha beverage one, that is honestly more 9f a blessing that anything
Title: Re: What events have you disabled?
Post by: makkenhoff on November 18, 2016, 11:32:34 AM
I don't always, but when I do, I disable wanderer, and I only do it because I don't have a choice to accept them, and I usually get given pawns that are more interested in art and non-violence, than actually contributing to my tribe's survival. But, that's because every faction hates me, because my tribe gets hungry.
Title: Re: What events have you disabled?
Post by: bclewis on November 18, 2016, 01:01:12 PM
Quote from: cmitc1 on November 17, 2016, 07:30:04 PMI think I will disable the alpha beverage one

Lol... autocorrect?