What events have you disabled?

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

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Rock5

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.
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Thyme

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.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Zhentar

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.

JimmyAgnt007

I disable solar flares, overloads, animal madness, and psionic pulses.

id love to disable breakdowns but i dont know how.

Thyme

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 ;)
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

keylocke

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

JimmyAgnt007

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.

Thyme

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.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

pfhorrest

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.

cmitc1

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

makkenhoff

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.

bclewis