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I'm literally looking for the same thing. A way to end these forced quests/events. I had this one pop up on me and it also ended the play through I had before my last one. These quests are just absolutely heinous and instantly game destroying. The author went ♥♥♥♥♥♥♥♥ crazy adding these types of things to the game.
And trust me, the EMI Dynamo is one of the easier ones to deal with.
Delete map tile
This command removes everything frm that world map tile, but leaves the terrain untouched.
I'd rather be able to disable this kind of event from happening in the first place, rather than cheat using the dev console to delete the thing, but this is good information to keep in mind for the future, thanks.
*Edit* Either via Scenario Amender or via the scenario option when creating a new colony
You can't disable specific events in the scenario editor, since this is from a quest, you would have to disable ALL quests (which I don't want to do at all).
It is a forced quest. You do not get a choice on taking these quests. The quests pops up as an event and instantly activates. The author of this game lost his bananas with this.
If it really gets to be an issue you could abandon that colony for one outside of its radius.
But for taking it down? Well Send some pawns over via caravan and destroy it/guards. Otherwise there is always debug mode.
It spawned with an assembler and five autoturrets, I had shotguns and rifles. Game over.
Removing it after it happened, and preventing it from happen, sounds to me the same.
Its not coming from mod, its now a vanilla forced "quest". Its just happening. More like an event, not an acceptable / rejectable quest.
Im got this event (not EMI dynamo, but a weather controller) on a tribal playthrough, my best veapon was a looted AR, all my other figters were equiped with greatbows and hatchets (mod weapons). The quest info told me there will be 9 pirates. After 5 tries (i didnt savescummed since 1.0 times, but this nuevo event was unknown for me) im decided to pack up my camp and move away. Believe me, these evenets are really hard. After 2,5k hrs, after beating the "No killbox" challange and some other minor challanges, i wasnt able to figure out how to solve this one.
I dont know if these events spreading their proximity area or not, but if they do, im hope ill be ready to fgiht thse pirates when its reach me again.
its range is 10 tiles and only 10 tiles.as with all world tile events barring modded ones.
But with 1.2 you can adjust what threats the storyteller has via the Custom option. I am not sure what it'd be under of the options.
Maybe next start I'm take a better look on custom settings, but as I'm noticed, there are only sliders to set up threat levels / bonuses / penalties.
This type of events are usually disableable (this is a word?) in scen editor, but for some reason Tynan put these into the quests. The only way (AFAIK) to disable them, if you disable the "Quest" events in scen editor.