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RimWorld => Releases => Mods => Outdated => Topic started by: Greep on March 28, 2017, 02:59:58 PM

Title: [A16] Without Warning
Post by: Greep on March 28, 2017, 02:59:58 PM
Very simple, suppresses the alarm and red letter that occur with incidents.  Dll Attached, just unzip into mods.

License:  It's a one liner, so knock yourselves out.

Source:

    [StaticConstructorOnStartup]
    internal class Main
    {
        static Main()
        {
HarmonyInstance.Create("com.greep.rimworld.mod.withoutwarning").PatchAll(Assembly.GetExecutingAssembly());
        }
    }

    [HarmonyPatch(typeof(LetterStack))]
    [HarmonyPatch("ReceiveLetter")]
    [HarmonyPatch(new Type[] { typeof(Letter), typeof(string) })]
    class Patch
    {
        static bool Prefix(ref Letter let)
        {
//AllowGood version only
            if (let.LetterType == LetterType.Good)
            {
                return true;
            }
            return false;
        }
    }

Edit: Quick note, this suppresses ALL letters.  You won't get "new recruit" or "orbital trade ship arrived" either.  Download WithoutWarningAllowGood if you want these

[attachment deleted by admin due to age]
Title: Re: [A16] Without Warning
Post by: Fellbourne on March 28, 2017, 03:51:33 PM
Thank You much, trying this out immediately  ;D
Title: Re: [A16] Without Warning
Post by: Spdskatr on March 28, 2017, 09:19:23 PM
Does anyone here still want one that keeps the blue messages?
Title: Re: [A16] Without Warning
Post by: SpaceDorf on March 29, 2017, 05:59:26 AM
I would prefer a version with blue letters .. yeap .. :)

Thanks for asking.
Title: Re: [A16] Without Warning
Post by: Greep on March 29, 2017, 06:42:03 AM
Uploaded WithoutWarningAllowGood.  Updated source
Title: Re: [A16] Without Warning
Post by: Fellbourne on March 31, 2017, 01:24:33 PM
Thank You again Greep for making this. I am very much enjoying this, even more so than I originally thought that I would. It is a little different than I expected. I played with this on both an existing colony and a new one. Here is what i found in my games compared to what I expected.

Red Letter Events: I expected the suppression of these notifications to add more difficulty than it actually does. It does add some, and it's possible to get surprised, but most of them don't change that much in terms of difficulty. Normal raids and even seiges still playout much the same way, you can hear the music change to tense and can usually spot them. Manhunters are slightly more dangerous but not overwhelmingly so. Infestions are probrably the most deadly not having a warning.

Yellow Letter Events: I didn't expect these to change the feel of the game anywhere near as much as it does. This is perhaps my favorite part. The weather events and psyhcic drones are almost no different. You hear the woosh of the drone and the text appears near temperature, the screen goes dark and the word eclipse shows, so those aren't very different at all even without a warning. The most interesting change here imo is to mental breaks... Wait where is my cook. Sad Wonder?!? When did that happen, that's why we are running low on food, ok who can be temporary cook lol. And Pyros... wow, if you hated pyros before, you will hate them even more without a warning. I dont mind having A pyro, maybe even possibly a 2nd if they are exceptionally statted and usefull, although pretty rare. With this mod tho, I'll be killing a lot more of them.

Blue Letter Events: I didn't expect this change to be very noticeable. You can see when a wonder joins, and can scan the map for dropped stuff. This turns out to be more of an annoyance than anything else. Particularly when it comes to the orbital traders not giving a notification.

Overall the suppresion of notifications had a far greater impact in my new colony then my existing one. While this doesn't add as much difficulty as I originally hoped that it would, it does change the feel of the game in a radical way. It greatly adds to the immersion (something I didn't even consider really) and adds much excitement to the game in very different ways than I thought it would.

I urge others to try this (probably the version that allows blue notifications as the no orbital trade warnings and constantly checking the comms is just annoying) as its not as difficult as you might think it would be, and adds much immersion and excitement. Making for very fun and interesting gameplay. I think a number of people would like this if they gave it a shot.

Once again, Thank You Greep. I am very pleased with this and very excited to get into another game using this.
Title: Re: [A16] Without Warning
Post by: Colonist51 on March 31, 2017, 01:58:45 PM
Holy shit, this is something I have been waiting for since I started playing this game. Thanks, gonna try it out. Is it save compatible?
Title: Re: [A16] Without Warning
Post by: Fellbourne on March 31, 2017, 02:06:55 PM
Pretty sure. I added it to an existing game without issue. I'd still back up the save to be safe though.
Title: Re: [A16] Without Warning
Post by: Colonist51 on March 31, 2017, 02:11:40 PM
Good idea, thanks! :)
Title: Re: [A16] Without Warning
Post by: Greep on March 31, 2017, 03:48:59 PM
Thanks guys :D  Yeah I'm going to add the AllowBlue to steam workshop I think, that should really be the "default" since missing some notes are just really annoying.  I'm busy playtesting my bigger mod, but I think I'm going to give my own mod here a shot next game.  I did do a minitest before release, and I could already see how it changed the feel of the game just from that.
Title: Re: [A16] Without Warning
Post by: Minnigin on March 31, 2017, 08:46:35 PM
this mod couples beautifully with https://ludeon.com/forums/index.php?topic=14711.msg153941#msg153941
Title: Re: [A16] Without Warning
Post by: Pokk720 on April 02, 2017, 04:10:20 PM
Lol I'm about to play with this mod and the fog of war mod. No warning, No preparation... just mortar shells.
Title: Re: [A16] Without Warning
Post by: Pokk720 on April 03, 2017, 01:01:33 AM
If you want to really have a challenge. Play this with the fog of war mod on randy random. They work so well together and create an experience that feels almost vanilla but incredibly fun and unpredictible. Raiders will show up at your door in the middle of the night with no forewarning at all and break in to try and kill your sleeping colonists. Traveling in the woods alone is dangerous. You never know when an animal might jump out and attack. Just make sure you turn the difficulty down. Playing on rough and higher like this is pure suicide.

Edit: Oh and for the mod author, can your next version mute the messages that pop up in the left hand corner that ruin the surprise. I already did it in my game but I just thought that might have been something you overlooked.
Title: Re: [A16] Without Warning
Post by: Fellbourne on April 07, 2017, 10:04:57 PM
Yeah I like the AllowBlue version better. Played several games with it now, still really enjoying it. I use it in combination with the Fog of War mod, and also quite like it with Realistic Darkness (http://steamcommunity.com/sharedfiles/filedetails/?id=740930354&searchtext=darkness). I haven't tried the Alert speaker mod before, but I have used the Alert lamps and Threat sensors from [T] MiscStuff (https://ludeon.com/forums/index.php?topic=4373.msg42715#msg42715) the first time I used Fog of War (before using this mod with it too) and it was kind of cool. Was considering trying MiscStuff again with Fog of War, Realistic Darkness, and this mod active, but haven't done it yet. I might try the Alert Speaker too. Been hesitant to try the alert stuff, because it seems a little weird to use a mod removing warnings, then use another to add them back in a different way. I probably will try them out together, see how it works / feels. Might be cool. I've just been enjoying playing in the dark with no warnings, makes for some pretty interesting games lol.
Title: Re: [A16] Without Warning
Post by: openyourmind on December 05, 2017, 05:39:28 AM
Please update the mod, it sounds great and exactly what is needed for challenge.
Title: Re: [A16] Without Warning
Post by: Colonist51 on December 10, 2017, 12:36:29 PM
I see that OP hasn't logged on in a while.. could someone please take over and update this mod? It's a very simple yet an essential feature for those of us who seek immersion and realism.