Cataclysm-dda: ChestHole tile for spotted landmine too subtle

Created on 25 Mar 2018  路  10Comments  路  Source: CleverRaven/Cataclysm-DDA

Game version: cataclysmdda-0.C-7227

Operating system: windows 7

Tiles or curses: tiles

Mods active: Default ones

Expected behavior

I walk into a mine and get blown up

Actual behavior

Game asks me if I want to step onto the mine (that is unrevealed to me)

Steps to reproduce the behavior

Load the game from attachment try stepping north.
Merrillville - Copy.zip

<Suggestion / Discussion> Tiles / Sound

Most helpful comment

I'll get it fixed.

Anyone know what a minefield is using the overmap editor?

All 10 comments

This is intended, otherwise there would be many many ragequits.

It was revealed to you, else you wont get a warning. Tested your save and found one that didnt give me a warning.
Use Debugg and set perception to 1 and run into a (unvisited) minefield = no more warnings.

Here you can see that it was revealed to you due to your high perception
mine

Is there no "buried but noticed landmine" tile?
From the screenshot it seems like the landmine is practically invisible,
even though it was detected.

tr_landmine_buried and tr_landmine_buried_season_winter is used for detected landmines. Chesthole, MShock and MXotto use tiles there with no difference to normal background.

@kevingranade From ChestHole, yes there is. For simplicity, I'm just going to focus on ChestHole's, but I believe MShock and Xotto all follow the same methodology.

ChestHoleTileset\tile_config.json:
```json {
"id": "tr_landmine_buried_season_winter",
"fg": 2587,
"bg": 2424
},
{
"id": "tr_landmine",
"bg": 2424,
"rotates": false
},
{
"id": "tr_landmine_buried",
"fg": 2586,
"bg": 2424,
"rotates": false
},

ChestHole32Tileset_iso\tile_config.json:
```json
        {
          "bg": 2424,
          "fg": 2587,
          "id": "tr_landmine_buried_season_winter"
        },
        {
          "bg": 2424,
          "id": "tr_landmine",
          "rotates": false
        },
        {
          "bg": 2424,
          "fg": 2586,
          "id": "tr_landmine_buried",
          "rotates": false
        },

ChestHole32Tileset\tile_config.json:

        {
          "id": "tr_landmine_buried_season_winter",
          "fg": 2587,
          "bg": 2424
        },
        {
          "id": "tr_landmine",
          "bg": 2424,
          "rotates": false
        },
        {
          "id": "tr_landmine_buried",
          "fg": 2586,
          "bg": 2424,
          "rotates": false
        },

ChestHole16Tileset\tile_config.json:

        {
          "id": "tr_landmine_buried_season_winter",
          "fg": 2587,
          "bg": 2424
        },
        {
          "id": "tr_landmine",
          "bg": 2424,
          "rotates": false
        },
        {
          "id": "tr_landmine_buried",
          "fg": 2586,
          "bg": 2424,
          "rotates": false
        },

What it looks like in tiles.png:
https://cdn.discordapp.com/attachments/365907426270117888/427588511823036416/hiddenburiedlandmine.png
The two terrain tiles above the pit are for buried landmines/bear traps (they share the same foreground tile). The first row along the top is for normal grass (non-winter/winter) terrain.

What is looks like in-game zoomed in (credit to @NoCreativeNames ):
https://cdn.discordapp.com/attachments/365907426270117888/427593311147130900/unknown.png
There are only two buried land mines in this picture (one directly north, and one directly west. The "other" one in the top left corner is NOT a buried land mine).

Yea that's like a million times too subtle, it needs to be obvious at a
glance that something's there.

I'll get it fixed.

Anyone know what a minefield is using the overmap editor?

I'm assuming you mean this link.

Or if you mean generating the little mine fields in-game through debug, I don't think it's possible. At least from my experience and exploration. However, you can do: debug hotkey -> g -> t -> # 18 buried land mine -> [enter to place underneath character/m to move cursor to place somewhere else].

Another way to get minefields:
open regional_map_settings.json and replace

          "field": {
              "chance": 90,                 "//": "one in # chance of spawning an extra",
              "extras": {                   "//": "weighted list",
                  "mx_helicopter": 40,
                  "mx_military": 8,
                  "mx_science": 20,
                  "mx_collegekids": 25,
                  "mx_drugdeal": 20,
                  "mx_supplydrop": 10,
                  "mx_portal": 3,
                  "mx_minefield": 50,
                  "mx_crater": 10,
                  "mx_fumarole": 8,
                  "mx_portal_in": 1,
                  "mx_anomaly": 3
              }

with

          "field": {
              "chance": 1,
              "extras": {  
                  "mx_minefield": 50
              }

now all fields should have minefields. (didnt test it)

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