RimWorld

RimWorld

Lambda Aug 31, 2020 @ 10:59am
Can EMI Field Dynamo drop on world map be disabled?
Is there a mod or an option that allows me to disable the event where the EMI Dynamo drops on the world map and shuts down all electronics within 10 tiles until it is destroyed?

This one just ended my first run at the game immediately and I would like to be able to turn this off, at least for now.
< >
Showing 1-15 of 15 comments
identity001 Aug 31, 2020 @ 11:25am 
Originally posted by Lady Lambdadelta:
Is there a mod or an option that allows me to disable the event where the EMI Dynamo drops on the world map and shuts down all electronics within 10 tiles until it is destroyed?

This one just ended my first run at the game immediately and I would like to be able to turn this off, at least for now.

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.
Last edited by identity001; Aug 31, 2020 @ 11:25am
Xeno42 Aug 31, 2020 @ 11:35am 
i think there's a mod for turning off specific events.
martindirt Aug 31, 2020 @ 12:15pm 
Go to world map, open dev mode, select devtools (First / second cog icon). If you open dev tools in world map, there are only a few available options. Look for stg similar to this:

Delete map tile

This command removes everything frm that world map tile, but leaves the terrain untouched.
Lambda Aug 31, 2020 @ 12:16pm 
Originally posted by martindirt:
Go to world map, open dev mode, select devtools (First / second cog icon). If you open dev tools in world map, there are only a few available options. Look for stg similar to this:

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.
Konchuharts Aug 31, 2020 @ 1:58pm 
Originally posted by Lady Lambdadelta:
Originally posted by martindirt:
Go to world map, open dev mode, select devtools (First / second cog icon). If you open dev tools in world map, there are only a few available options. Look for stg similar to this:

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.
Create a scenario which has that event specifically disabled. via the "Prevent Game Condition"
*Edit* Either via Scenario Amender or via the scenario option when creating a new colony
Last edited by Konchuharts; Aug 31, 2020 @ 1:59pm
Lambda Aug 31, 2020 @ 2:01pm 
Originally posted by Konchuharts:
Originally posted by Lady Lambdadelta:

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.
Create a scenario which has that event specifically disabled. via the "Prevent Game Condition"
*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).
Last edited by Lambda; Aug 31, 2020 @ 2:01pm
Konchuharts Aug 31, 2020 @ 2:31pm 
Originally posted by Lady Lambdadelta:
Originally posted by Konchuharts:
Create a scenario which has that event specifically disabled. via the "Prevent Game Condition"
*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).
Try looking at the Mod options to see if you can drop the Quest from rotation. Otherwise the only choice i'd say is to not accept quests with that as a potential threat or use the Debug mode and sac a few stacks of resources as a "Balance" factor.
identity001 Aug 31, 2020 @ 2:38pm 
Originally posted by Konchuharts:
Originally posted by Lady Lambdadelta:

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).
Try looking at the Mod options to see if you can drop the Quest from rotation. Otherwise the only choice i'd say is to not accept quests with that as a potential threat or use the Debug mode and sac a few stacks of resources as a "Balance" factor.

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.
Konchuharts Aug 31, 2020 @ 2:53pm 
Originally posted by identity001:
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.
Uhm, its very doable to destroy or otherwise disable the Emi Dynamo, even if its early on in the game the places shouldn't be too large or dangerous.
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.
Lambda Aug 31, 2020 @ 7:48pm 
Originally posted by Konchuharts:
Originally posted by identity001:
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.
Uhm, its very doable to destroy or otherwise disable the Emi Dynamo, even if its early on in the game the places shouldn't be too large or dangerous.
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.
frumple Sep 1, 2020 @ 12:25am 
If you can't move to a new location and start over, then consider "cheating" with dev mode. There's no score, and sometimes the game does go overboard trying to bully you. You can cheat to give yourself money or nice items or avoid other problems. That's cheating. But if you think this threat is unreasonable, then get rid of it. Or move colony. Whichever you think is best.
martindirt Sep 1, 2020 @ 1:57am 
Originally posted by Lady Lambdadelta:
Originally posted by martindirt:
Go to world map, open dev mode, select devtools (First / second cog icon). If you open dev tools in world map, there are only a few available options. Look for stg similar to this:

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.

Removing it after it happened, and preventing it from happen, sounds to me the same.



Originally posted by Konchuharts:
Originally posted by Lady Lambdadelta:

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).
Try looking at the Mod options to see if you can drop the Quest from rotation. Otherwise the only choice i'd say is to not accept quests with that as a potential threat or use the Debug mode and sac a few stacks of resources as a "Balance" factor.
Its not coming from mod, its now a vanilla forced "quest". Its just happening. More like an event, not an acceptable / rejectable quest.


Originally posted by Konchuharts:
Originally posted by identity001:
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.
Uhm, its very doable to destroy or otherwise disable the Emi Dynamo, even if its early on in the game the places shouldn't be too large or dangerous.
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.
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.
Konchuharts Sep 1, 2020 @ 6:25am 
Originally posted by martindirt:
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.
Last edited by Konchuharts; Sep 1, 2020 @ 6:26am
martindirt Sep 1, 2020 @ 12:06pm 
I'm playing my 2nd "serious" scenario, after 1.2 update.
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.
martindirt Sep 1, 2020 @ 12:08pm 
Och, and Thanks for the info about their range. I'm never left these quest undid on my map before.
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Aug 31, 2020 @ 10:59am
Posts: 15