RimWorld

RimWorld

Zordah Jun 6, 2017 @ 10:11pm
Remove events from a game in progress - toxic fallout specifically - Alpha 17
Is there any way to remove events from happening in a game that is in progress? I see references to using the scenario editor but that only works before you launch the gameplay right?

Right now I want to remove the Toxic Fallout event. This is my first game of RimWorld and I am enjoying it immensely but I just got the Toxic Fallout event in my village and it has ***** me over royally.

Maybe eventually when I am much more comfortable with all of the game mechanics (and I know to prepare for it) I will keep it in but for now it is the only event I want to totally remove from the gameplay.

I've looked in the game save file and I cannot see anything in there to switch off :(
Last edited by Zordah; Jun 6, 2017 @ 10:12pm
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Showing 1-15 of 17 comments
Slye_Fox Jun 6, 2017 @ 10:14pm 
Use the developer mode to end the current event.
kasnavada Jun 6, 2017 @ 10:28pm 
When starting a new game, on the "choose scenario screen":
- select a scenario
- click on scenario editor (bottom)
- click on "edit mode" (just below the 3 top left buttons)
- click on add part (first of the new buttons)
- add "disable incident"

Then find the new event in the list on the right, it should be at bottom. Click on the button, you'll have the list of all incidents which are in the game. You can disable one this way.

Remove other incidents by clicking on "add part" if you want to remove other stupid incidents like the blight or zzzT.
ambrosia Jun 6, 2017 @ 11:04pm 
You can modify the game to make it so the event can't be chosen by the storyteller
Zordah Jun 6, 2017 @ 11:06pm 
Originally posted by ikrarkjr:
You can modify the game to make it so the event can't be chosen by the storyteller

Yeah I was trying to work out how.

I only just found it in D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller\Incidents_Map_Misc.xml

I guess removing that section from the xml file should do the trick?
Cultist Jun 7, 2017 @ 7:08am 
Originally posted by zordah:
Originally posted by ikrarkjr:
You can modify the game to make it so the event can't be chosen by the storyteller

Yeah I was trying to work out how.

I only just found it in D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller\Incidents_Map_Misc.xml

I guess removing that section from the xml file should do the trick?

I mean you could, but I have no idea what editing core files does so don't unless you know what you're doing. You can disable events using the scenario editor (in game), but you can't do this for a game in progress. You can modify your save file though, that's much safer than messing with core files.
Astasia Jun 7, 2017 @ 9:41am 
Originally posted by zordah:
Originally posted by ikrarkjr:
You can modify the game to make it so the event can't be chosen by the storyteller

Yeah I was trying to work out how.

I only just found it in D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller\Incidents_Map_Misc.xml

I guess removing that section from the xml file should do the trick?

No, don't remove it.

Change:

<baseChance>0.15</baseChance>

to:

<baseChance>0</baseChance>

That will stop new Toxic Fallouts from being created in your game. If you want to remove an existing one you will have to use dev mode. Go into options and in the middle section on the bottom will be an enable dev mode checkmark. Turn that on, then one of the buttons at the top will be for dev tools, click that and find the one that's something like "clear current map condition" then click that and click on the toxic fallout.
Zordah Jun 7, 2017 @ 2:32pm 
Originally posted by Astasia:
Originally posted by zordah:

Yeah I was trying to work out how.

I only just found it in D:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller\Incidents_Map_Misc.xml

I guess removing that section from the xml file should do the trick?

No, don't remove it.

Change:

<baseChance>0.15</baseChance>

to:

<baseChance>0</baseChance>

That will stop new Toxic Fallouts from being created in your game. If you want to remove an existing one you will have to use dev mode. Go into options and in the middle section on the bottom will be an enable dev mode checkmark. Turn that on, then one of the buttons at the top will be for dev tools, click that and find the one that's something like "clear current map condition" then click that and click on the toxic fallout.

Thanks. I looked through the dev tools last night but didn't see anything but I was more looking for an event toggle. I'll check for that option next time it happens :)
Elpopeyo Jun 7, 2017 @ 2:39pm 
Or by now you know what to expect and can handle perfectly the next one coming your way :)
Watch animals dying and collect their dead bodies, cut trees and collect fair amount of wood to sustain couple of months
Stay inside and make progress on your research, mine if you want a mountain base, tailor to get read of all the leather, work on your base beauty, especially bedrooms, dining room and rec room
Toxic fall out can come pretty handy to focus on tasks you would not have time to do otherwise!
Astasia Jun 7, 2017 @ 3:03pm 
Originally posted by zordah:
Thanks. I looked through the dev tools last night but didn't see anything but I was more looking for an event toggle. I'll check for that option next time it happens :)

Now that I'm in game to double check, the debug option is called "end game condition." Click that and you get a list of current map conditions and click the one you want to remove.
Zordah Jun 7, 2017 @ 3:48pm 
Sweet! :)
Zordah Jun 7, 2017 @ 3:52pm 
Originally posted by Elpopeyo:
Or by now you know what to expect and can handle perfectly the next one coming your way :)
Watch animals dying and collect their dead bodies, cut trees and collect fair amount of wood to sustain couple of months
Stay inside and make progress on your research, mine if you want a mountain base, tailor to get read of all the leather, work on your base beauty, especially bedrooms, dining room and rec room
Toxic fall out can come pretty handy to focus on tasks you would not have time to do otherwise!

Yeah I'll have to roof over my animal pen and make some roofed walkways to there for my pawns. I'm very attached to my animals and didn't like them dying off due to starvation and fallout sickness :(

I'm already redesigning my village (currently a few wooden buildings as a start) to more permanent stone buildings and mostly one larger complex rather than spaced out a bit.
elonashooter Jun 7, 2017 @ 7:05pm 
I've been in a similar situation, what you need to do is find out how many days the event has been going on, then change the max number of days (which is randomly between a max and min value) to one day beyond what has happened, then the game will be forced to stop the event the next day. The code is pretty robust so you can comment out stuff if you want, however that does raise some red text in the development console (again robust so game runs but might cause slowdown if it gets confused). Generally I agree with what was said earlier, change event chance to 0 to disable, you can also change "min refire days" to adjust the frequency of an event. This setting is the minimum amount of time that must pass between an event firing and the system rolling dice for it to proc again.

FYI if you want to comment something out the syntax in xml and it's derivatives is
<!-- start comment
--> end comment
Silverbird Jun 7, 2017 @ 8:43pm 
All you do with a toxic fallout is increase growing area by 3-4x as much to offset the plants that slowly die >>;
I've played with both volcanic ash and toxic fallout before, in one of my earlier games, its quite doable, not hard at all.
GuessMDK Jun 14, 2017 @ 8:47pm 
Use the dev tools, its the simplest option and it can be used to just disable the current event, not remove it completely. Its called. "End world event" or something ominous like that. All it does is end the event, but it can still trigger later. Its a great thing to know about, getting a volcanic winter and toxic fallout in your first season no longer causes a game over.
VoshkaVonBadMeow Jun 15, 2017 @ 3:40am 
Toxic event was a real pain when I started too, but after a few goes you get used to dealing with it.. Especially with mods.

I forget which mod but theres one that adds gasmasks that make any pawn wearing one 50% less sensitive to toxic fallout.

Other than that, I'm pretty sure you don't need to be "Indoors" but just under a roof to escape, but I could be wrong.
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Date Posted: Jun 6, 2017 @ 10:11pm
Posts: 17