RimWorld How to Turn Off Events (1.6.4633) | Vanilla Switchboard + Code Map

Local 1.6.4633 Core Check

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.

Future incident: DisableIncident No raids: Major threats off Live map state: Remove game condition Local install: 1.6.4633 rev1266
The biggest trap is assuming every bad thing in RimWorld lives in the same bucket. Local Core defs show that raids and infestations sit in ThreatBig, while toxic fallout, psychic drone, heat wave, cold snap, wanderer join, and transport pod crash all live in other lanes.
Vanilla switch map

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.
Why some “off” switches seem ignored

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.

Incident switchboard
Tone switch

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.

RimWorld how to turn off events quick fix panel
Category: ThreatBig Best switch: Major threats Current fix: not Remove game condition

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.

Live save emergency

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.

Save-preserving rules

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.

Low-drama order

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.
FAQ

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.