[Mod Request] Without Warning

Started by Fellbourne, March 24, 2017, 01:14:21 PM

Previous topic - Next topic

Fellbourne

Hello, I am seeking a way to add additional difficulty and challenge to my game. I would like a mod (or insight in how to do this myself) to disable ALL warnings and notifications from Red, Yellow, and Blue events. I don't want to hear the buzzer. I don't want to be notified or warned that a raid, seige, manhunter pack, infestation, or poison/psychic ship has arrived or is preparing or is begging the assault. Same for Zrrrt, fallout, solar flares, even traders and dropods and crashed refugees, pretty much everything. The white letters that appear near temperature that says fallout or volcanic winter is fine, but I would like all the other notifications and warnings disabled.

I want to have to keep a diligent watch over everything and be prepared for anything at anytime without warning. Also if this could be compatible with with AC smartspeed https://ludeon.com/forums/index.php?topic=27551.msg279563#msg279563 that would be amazing.

Granitecosmos

Quote from: Fellbourne on March 24, 2017, 01:14:21 PM
I would like a mod (or insight in how to do this myself) to disable ALL warnings and notifications from Red, Yellow, and Blue events.

I honestly think that's the worst possible way to introduce new dificulty to the game. I bet you'd get so annoyed after you lose your 5th base to manhunters before reaching the end of the first year that you'd simply delete the mod and never touch it again.

You want difficulty? How about not using killboxes? Not using turrets? Actually using melee? There are so many other options out there but you go for the least fair one. Go play Randy/Cassandra Extreme on sea ice, then complain about difficulty and challenge.

This idea comes up from time to time and it's proven again and again why it wouldn't be enjoyable.

Fellbourne

AH, ok, yes, well Thank You Mr.
QuoteRandy Random Rough is what I prefer. Classic Randy douchebaggery without bullcrap lategame raids

You see, I do play Extreme, have since day 1 and I play A LOT. Over 1600 hrs. You are not the only person who plays like this
QuoteI don't use killboxes.
I don't build mountain bases.
I actually prefer flatlands instead of hills/mountains.
I've built my most recent turret, like, I don't know, half a year ago? I don't even bother with Turret Research anymore.
I play as tribe at least 90% of the time.
I actually made a custom scenario for myself that I've been using for months now. It starts me off with just one guy, tribal colony, with just a Tribalwear and one Steel Spear. No additional items. No additional resources or food. Git gud or git ded.
I prefer Boreal Forests with -25°C or less average winter temperature. I start in Fall and can't grow crops until the next summer.
Savescumming is for the weak. In my colonies, glory and death walk hand in hand.
No humanoid butchering unless starvation hits. Human leather is too profitable. I'll be drowning in silver anyway but I prefer harder methods.
No organ harvesting for profit, for the same reason mentioned one line above.
No reroll on colonists. Even if it's a one-man start with a pacifist demented sheriff. Surviving with a guy like that is what makes one a better player.

However, I do so without mods like
QuoteRT Mods
I never liked how the game punishes you for building and using batteries. RT Fuse is more elegant than just manually editing the Short-circuit event.

RT Solar Flare Shield enables you to ignore Flares late-game. It eats tons of power during a Flare, limiting it's use for undeveloped bases to simply giving you more time to harvest that devilstrand in your hydroponics or to set up that emergency campfire in your Ice Sheet growing zone.

Zorba's Mods
I could honestly recommend all of Zorba's mods, although I only use Crafting Hysteresis, Silly Builder, Surgery is for Doctors and The Mad Rabbits of Caerbannog. Zorba's mods either fix stuff, add stuff that should be in the game already or just enhance the game in minor ways.

Skullywag's Mods
Reclaim Fabric is nice to have, turn that deadman's crap into raw material and craft clothes from it to avoid the debuff. I personally find the deadman's debuff annoying but I'd rather work around it like this rather than downloading a mod that outright disables it.

Roof Bomb is probably my all-time favorite, too bad it's not updated and will probably remain that way until A17 rolls out.

Dermal Regenerator is a nice lategame tool to get rid of that annoying chronic pain debuff.

Mending
Allows you to fix damaged items. Use the normal version for balance. This one also has a function for reclaiming fabric but Skullywag's one uses a better calculation (as far as I can remember).

Old Style Research Menu
You'll need this or something similar if you want to use mods that add research. The current Tech Tree is NOT mod-friendly and will cause quite the headache if you don't fix it with mods like this.

Wildlife Tab
Why this isn't part of the base game already is beyond my comprehension. Adds a tab to observe all wild animals.

ItchyFlea's Mods
Once you reach lategame you'll be happy you got the option to build those RTG's. You might also be interested in Modular Tables, I used to use that mod too but nowadays I just stick to vanilla tables.

Static Quality Plus
Ever had a lvl 19 crafter roll a shoddy Charge Rifle? That's what I tend to call "Quality Trolling". This fixes it, and to top it off its' settings are customizable IN-GAME! I also use the built-in passion tweak to make bad pawns suck less Dee's. I tend to get pacifist Sheriffs anyway, at least they don't get extra-boned by lack of passion. Oh, did I mention that this also allows you to turn passive skill degradation off?

Zhentar's Mods
Honestly these should be in the base game too. Contains fixes and tweaks to the base game.

Ubie's Mods
Trading Spot designates an area for trading caravans to hang out. Warranty void if used to "attack" sieges.  ;)

I also enjoy using Recolor Stockpiles.

Set-up Camp
If you want to use caravans this is a must-have. Allows you to temporarily settle areas without leaving behind an Abandoned Colony (which also lags your game). Saves you time and FPS, this is the real deal!

Less Arbitrary Surgery
Surgery outcomes suddenly rely less on praying relentlessly to RNGeesus. No more "installing peg leg, amputates head instead". It simply makes it better and a lot more logical.

Hospitality
Visiting guests now have a purpose. Make yourself a favor and visit the mod's forum page, you won't regret it.

Expanded Prosthetic and Organ Engineering
More bionics, more surgeries, more late-game stuff. You won't regret this one either, trust me.

My Mods
Modular Power Armor gives you the option to reach that late-lategame dream armor you always wanted. You'll probably win/lose/get bored before you get there but the option will be there.

Better Equipment Racks is basically a quality-of-life fix to Equipment Racks.

I highly advise checking out QualityFix too.

If you're like me and don't use killboxes/wall-in small corridor bottlenecks/exploits to cheese combat then I suggest you grab Mechanoid Nerfhammer.

I have done the things that you have so kindly suggested that I do and more, multiple times over now. In doing so I have reached a point where I can do most of them with relative ease now. A few exceptions of course because some of those things are quite a challenge, like Sea Ice. But I have indeed done that as well even if only a small number of times. I am now looking to do those same things but with even greater challenge than Vanilla Extreme can offer. I now gravitate to mods that make the game harder in anyway while shying away from or discontinue use of mods that make things easier in anyway.

I have also started to try playing without ever pausing the game at anytime for any reason while also not slowing it down at anytime. Witch is why I asked for compatibility with AC Smart Speed in this request, so I can lock the event speed and not let it slow down. Some people who play RimWorld and games of a similar nature are straight Masochists when it comes to their gameplay. I happen to be one of those people. While I seriously doubt that this request would give me as much trouble as you think it would, I would greatly relish my destruction and near instantaneously start a new game and try all over again.

With all of that being said, if you do not have anything constructive or helpful pertaining to my request, please just move along and return to your
QuoteClassic Randy douchebaggery
Farewell

Granitecosmos

Quote from: Fellbourne on March 25, 2017, 04:23:24 AM
<snip>

In that case feel free to mod it in. All I was trying to do is raise awareness that you'd be in for unfair situations if you chose to go down this path.

I do find it weird that you stalk through my posts like that, though. Mentioning you play on extreme difficulty without using exploits would've been more than enough to prove your point.

Don't expect your mod to be popular, though.  ;)

Jaxxa

It might be simple to do.
Off the top of my head I would look through the code finding the method that is called to show the Letter and play the sound. I suspect that it is ia single method with the Colour and Good/Bad sound being parameters, if not you would have to repeat for each method.
Then you will want to apply a Harmony Prefix Patch that will stop that method from executing.

Greep

#5
Yeah it's probably easy to do.  But I agree it'd be a weird way to do difficulty.  It'd just make the game even more turtly and just increase garbage like locking down your home area and only sending out animals outside of a small area.

Personally what I'm going to try next in my balance mod is catastrophic incidents.  In the short term, I'll just make a ramp up factor that randomly turns raids into epic proportion starting past year 2, with degree and weighting that is exponentially based on difficulty (unnoticed on basebuilder, truly damning on extreme). 

In the long term, what I'm going to try to pull off is similar to that, which is instead of point increases, have the catastropic event throw multiple raid and non raid incidents in a short time period.  But that's less of a "done in half an hour thing" and more of a "can I even do it" thing.

As for doing it yourself, I think you'd need to learn dll modding which is hard to jump into.  The only thing I see in xml is dealing with custome text, not the side bar and sounds.  You'd probably just have to hack Verse.LetterStack::ReceiveLetter(Letter let, string debugText = null) to do nothing or ask someone to make a dll doing it.

Edit: Oh fine, I'll try it tomorrow if that actually works and the patch actually goes without a hitch, but I think you'll find it lame :P  No promises, sometimes patching mysteriously fails, and you'll have to wait for someone else to figure it out then haha.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Greep

#6
One liner, yay!

https://ludeon.com/forums/index.php?topic=31388.0

As explained in the mod note, suppressing all letters has some annoying unintentional consequences.  You said you wanted NOTHING, though, so you get nothing :P
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Fellbourne

First @Granitecosmos I do want to apologize, as  i'm not going to lie, my replay was meant to be rather snarky in response to how the suggestions were made. However it did come out quite a bit harsher than intended. It was not mean to knock your gameplay, mod use, or anything of the like. Having read those specific posts recently, it provided a quick easy way to describe how I play without having to type it all out (also provided some of the snarkiness) . Witch was the ultimate goal of the post. I  most certainly could and should have done so in a better way, and for that I apologize. I respect the way you play. Additionally I have used/ still use some of those mods from time to time and and quite like them. Wildlife Tab being my favorite and hardest to turn off among that list. So again, I apologize, but do note some snarkiness was intended  ;)

Secondly Thank You @Jaxxa and @Greep for the info and help. I have no experience with C# outside of having recently installed visual studio and Il spy and just glancing at some mods. I tried tinkering with the incident and sound xmls, but the best I was able to do was get a blank red letter when a raid arrived. I beleive it as you both have said and will require C#.

Well While writing and checking the preview of this post Greep has posted the Mod! Thank you very much Greep, DL'ing now, can't wait to try it  ;D

Greep

As a side note this mod is actually kind of fun xD  Not so much the surprises, as the whole no immersion breaking garbage, you know :)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Granitecosmos

Quote from: Fellbourne on March 28, 2017, 03:37:51 PM
First @Granitecosmos I do want to apologize...
...but do note some snarkiness was intended  ;)
No hard feelings. I'm not one of those guys who can't handle the internet.  ;)

Quote from: Fellbourne on March 28, 2017, 03:37:51 PM
Wildlife Tab being my favorite and hardest to turn off among that list.
I really hope it will make it into the core game, sooner than later.

Have fun with Greep's mod!