RimWorld How to Turn Off Events (1.6.4633) | Vanilla Switchboard + Code Map
How to Turn Off Events in RimWorld
Use the smallest switch that matches the problem: scenario rules for future incidents, custom difficulty for colony tone, dev mode for a live map condition, and mid-save tools only when the colony is worth preserving.
Which menu hits which incidents
This is the part most guides blur together. Local Core defs make the separation much cleaner.
| Switch | What it actually reaches | What it misses | Local evidence |
|---|---|---|---|
| Scenario Editor → Disable incident | Any specific future IncidentDef you choose for that scenario. | It does not clear a condition already running on the map. | ScenParts_Various.xml defines DisableIncident as ScenPart_DisableIncident. |
| Custom difficulty → Major threats | The big combat lane such as RaidEnemy, Infestation, ManhunterPack, and psychic ship-part crashes. | It does not target ToxicFallout, PsychicDrone, traders, visitors, or wanderers because those are not in ThreatBig. | Difficulties.xml exposes allowBigThreats; threat incidents are tagged ThreatBig in Incidents_Map_Threats.xml. |
| Custom difficulty → Extreme weather | ToxicFallout, VolcanicWinter, and Flashstorm. | It does not hit HeatWave or ColdSnap; those defs do not carry the weather-disable flag. | These incidents explicitly contain disabledWhen/extremeWeatherIncidentsDisabled in Incidents_Map_Misc.xml. |
| Dev mode → Remove game condition | The current map-wide state such as solar flare, psychic drone, or toxic fallout. | It does not rewrite future storyteller rules. | Local assembly strings include RemoveGameCondition; live conditions map to classes like GameCondition_DisableElectricity, GameCondition_PsychicEmanation, and GameCondition_ToxicFallout. |
The category split
This is why no-raids colonies can still feel alive, and why turning off one pain point rarely kills every story beat.
ThreatBig
Combat-heavy incidents that Major threats is built to control.
- RaidEnemy
- Infestation
- ManhunterPack
- PsychicEmanatorShipPartCrash
Misc
Conditions and neutral beats that stay outside the big-threat lane unless you target them directly.
- ToxicFallout
- PsychicDrone
- HeatWave
- WandererJoin
- RefugeePodCrash
FactionArrival
Social and trade traffic. This is why peaceful colonies still get movement on the map.
- TraderCaravanArrival
- VisitorGroup
- TravelerGroup
- RaidFriendly lives in AllyAssistance
Local paths: Data/Core/Defs/Storyteller/Incidents_Map_Threats.xml, Incidents_Map_Misc.xml, Incidents_Map_Special.xml, Defs/Misc/DifficultyDefs/Difficulties.xml.
Raids
If your real goal is “colony sim, not combat sim,” use custom difficulty and turn Major threats off. That is cleaner than trying to delete combat one incident at a time.
Fastest clean answer
- Custom difficulty → Major threats off.
- Keep traders, visitors, wanderers, and quests unless you dislike those too.
Why local code says that
- RaidEnemy is tagged ThreatBig.
- Traders and visitors are separate FactionArrival incidents.
Common mistake
- Using dev mode to clean the present when the real goal is future colony tone.
Local proof: RaidEnemy lives in Incidents_Map_Threats.xml; TraderCaravanArrival, VisitorGroup, and TravelerGroup live in Incidents_Map_Special.xml.
When the bad event is already on the map
Use mercy for today and design for tomorrow. Do not confuse those jobs.
1. Pause and make a backup save. 2. Enable dev mode. 3. Open debug actions. 4. Use Remove game condition on the active map condition. 5. Save again under a new branch name. 6. If the event can return, change the future rule separately.
Use this for: solar flare, psychic drone, toxic fallout, eclipse, volcanic winter, heat wave, cold snap, flashstorm. Do not expect it to rewrite: future storyteller pacing, accepted quest danger, or the category an incident belongs to.
Mid-save changes without a restart
Vanilla is strongest before launch. After that, discipline matters more than the exact mod.
Safe order of operations 1. Duplicate the save. 2. Add one control tool, not three. 3. Apply the smallest rule that matches the real problem. 4. Test for a few in-game days. 5. Revert cleanly if the colony feels dead or broken.
If the colony already has history worth keeping, mid-save scenario editing makes sense. If you are on day 2 and already know the rules are wrong, restart with a cleaner scenario instead.
Vanilla references
Direct docs and references that match the controls used on this page.
Tools worth checking
Direct links are included only where the current public page is stable enough to open cleanly.
| Tool | Best use | Link |
|---|---|---|
| Scheduled Events | Predictable pacing when you want authorship instead of silence. | Open Workshop page |
| Incident Count Multiplier | Turn categories down without deleting them outright. | Open Workshop page |
| Vanilla Events Expanded | If the annoying incident comes from VEE, start in that mod's settings first. | Open Workshop page |
| Scenario Amender | Mid-save scenario-style edits when the colony is worth preserving. | Search current Workshop fork |
| Incident disabler tools | Specific incident pools in existing saves where vanilla is too early. | Search current Workshop fork |
| Cherry Picker | Definition-level pruning when one content pack refuses to behave. | Search current Workshop fork |
Start narrow, then escalate
1. Identify whether the problem is ThreatBig, Misc, FactionArrival, a quest, or a source object. 2. If the run is new, use Scenario Editor or custom difficulty first. 3. If the event is active right now, clear the current game condition only. 4. If the save is old and valuable, move to one mid-save tool. 5. Only prune mod definitions after the narrow fixes fail.
Fast answers
Does Major threats turn off toxic fallout?
No. Local 1.6.4633 defs put ToxicFallout in Misc, not ThreatBig. If toxic fallout is your issue, use Disable incident for future runs, Extreme weather for the weather lane, or dev mode for the live condition.
If I turn off raids, what still happens?
You can still keep traders, visitors, travelers, wanderers, transport pod crashes, weather, disease, and quests. Local defs separate those into FactionArrival and Misc lanes.
Why did my save still get bugs after I thought infestations were off?
Check whether you disabled only Infestation while leaving DeepDrillInfestation or difficulty infestation factors alone. Local defs split those into separate entries.
Does Extreme weather disable heat wave and cold snap?
No. In the local Core defs, the explicit weather-disable gate sits on ToxicFallout, VolcanicWinter, and Flashstorm. HeatWave and ColdSnap are separate Misc incidents.