skyarkhangel / Hardcore-SK

Rimworld Hardcore SK project, our discord server:
https://discord.gg/FMPRSKr
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Request for separating darkness event from core #627

Closed freijie closed 3 years ago

freijie commented 7 years ago

While being cool from coding point of view, Darkness event is really bugging me, there are several issues with it happening during early colony stages.

Basically it forces you to design the whole base with the main focus of countering this event's effects, which i find quite annoying considering how out of place this event is and how discruptive it is during early stages of colony expansion.

Would be nice to have it as a toggleable feature via hugslib menu or make it a separate mod. Together with super-animal events, actually - they are cool but still feel somewhat out of place in rimworld's sci-fi setting as well.

k4iser88 commented 7 years ago

I disabled it in: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core_SK\Defs\IncidentDefs

in the "Incidents_SK_events" XML file you can actually set to "0" the chance of certain events, basically making them impossible to happen.

-<IncidentDef>
<defName>Darkness</defName>
<label>darkness</label>
<targetType>BaseMap</targetType>
<workerClass>SK.Events.IncidentWorker_BlackVoid</workerClass>

**<baseChance>0</baseChance>  <--- THIS IS THE PARAMETER YOU WANT TO CHANGE TO "0"**

<category>ThreatBig</category>
<minRefireDays>45</minRefireDays>
<earliestDay>60</earliestDay>
</IncidentDef>

You can do this for other events you find out of place (super animals) or others, just search them in the events files and set their chance to "0".

freijie commented 7 years ago

Yep setting it to 0 or commenting out works, but updating from git is a pain this way,

SmokeyUnicycle commented 7 years ago

It breaks immersion and really just isn't very fun IMO.

I just sigh when it occurs.

Blothorn commented 7 years ago

At the very least, it should have the description updated to specify "indoors in a lit area"; I recently got it for the first time, dutifully pulled all my pawns indoors, and suffered an immediate total colony wipe because I have been sloppy about indoor lighting.

Another thing that bugs me is that it is a death sentence for pawns far from base if they are slow or the map large. I can live with events like the razor rain that substantially threaten isolated pawns, because they are a bit random and you can at least minimize the risk by clever movement, opportunistic tunneling, etc. The darkness is a simple "The storyteller has decided that this pawn must die. So sorry."

Rhyssia commented 7 years ago

It shouldn't be too hard to separate Eternal Darkness and Darkness into the "Darkness_SK" mod

I agree that in most scenarios Darkness is a death sentence for a colony.

SPomelov commented 7 years ago

Agreed, it's an unbalanced trash not fitting the world. This is ok sometimes, but must be optional and even disabled by default.