What events have you disabled?

Started by pfhorrest, October 30, 2016, 11:38:09 PM

Previous topic - Next topic

pfhorrest

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.

mumblemumble

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
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Alenerel

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.

Ashery

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.

Doc Savage NDMF

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...   

Serenity

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.

CheeseGromit

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.

O Negative

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 :)

Bozobub

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.
Thanks, belgord!

Sirportalez

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.

MisterVertigo

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.
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

Serenity

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.

Jaridan

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.

Rock5

Infestations; because I'm a builder and like to build into mountains and don't like being deterred from doing so.
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Trylobyte

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.