Cataclysm-dda: Any Safe Mode exclusion made in Safe-Mode Manager breaks Safe Mode completely

Created on 24 Aug 2018  路  10Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug
If a user adds an exclusion to Safe Mode in the SM Manager, accessed through (ESC), ALL monsters will not trigger Safe Mode. This behavior will persist until ALL rules are deleted, not disabled. Disabling does nothing.

To Reproduce
Steps to reproduce the behavior:
1.) Start new game, default mods and world settings
2.) Add Safe Mode exclusion for anything, like say Pit Bull Mix or Dog
3.) Run into nearest enemy with Safe Mode on, oblivious to any danger

Expected behavior
Adding a safe mode exclusion would keep Safe Mode functional while disabling it for non-threatening enemies.

Screenshots
btfo

Versions and configuration(please complete the following information):

  • OS: Win7
  • Game Version: Experimental #7753, though I tried a previous version and it still occurred.
  • Graphics version: ChestHole tilesets
  • Mods loaded: default
<Suggestion / Discussion> stale

Most helpful comment

I was tripped up by this as well a while back (and lost a character). I see the argument for being able to override the default, but maybe the * hostile rule could be added and enabled by default, then if you really want to disable it, you can.

All 10 comments

This is an intentional feature.

The default safe mode rules are * hostile. Which makes all hostile trigger safe mode. If you add your own rule it overwrites the default behavior.

To fix this, add another rule for * hostile.

It could be argued this could be made more user friendly but that is a different issue.

@alanbrady Even when the rule itself is disabled?

Adding a rule overrides the default behavior.

Rules are, by definition, additions to an already existing system. It stuns me this is intended, and makes me not want to test this feature further in case there are other quirks not already specified.

Is there any way for the original poster to delete an issue on github?

Think of it this way, what if you didn't want the default behavior on top of your own rules? You couldn't. The way it currently works you can add it and I'm pretty sure there's even a dialogue asking if you want the default added when you first add a rule.

I'm failing to see why this is world ending for you.

First off, that dialogue implies it is an example.

Second, "not wanting the default behavior" - that is an edge case that I can't even conceive a purpose for. You ALWAYS want the default behavior on in case of surprise ranged enemies, since a single turn safe mode failure can one-shot your character. How many people have all ranged end game enemies' names memorized? Not even just ranged attacks but special abilities.

Third, and this is admittedly a tangent from a new feature, various dog breed swarms now litter the landscape, and all trigger safe mode. Moose, cougars, bears, and their undead equivalents are solitary creatures that can be (') on sight. A basic zombie isn't too dangerous past Day 1, but even then you know there's always a possibility a really nasty special was right around a corner. The same for nearly all the other enemies - the basic ones aren't TOO bad but there's nastier ones around, so it's easier to play without safe mode. With dog spam it's easier than ever to turn off SM out of frustration and goof into an embarrassing death.

I believe the default rule should stay, and toggling it off could be a keypress away. But in most cases, players are gonna want it.

I was tripped up by this as well a while back (and lost a character). I see the argument for being able to override the default, but maybe the * hostile rule could be added and enabled by default, then if you really want to disable it, you can.

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