Disable alerts for mundane combat

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Holy-Fire
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Disable alerts for mundane combat

Post by Holy-Fire »

This is a follow up to this, where I complained about the alert when a wall is damaged.

With the introduction of spitters the problem is worse, since damaged turrets are also a matter of course.

This is not how alerts should work. Alerts should sound when something bad happens that requires my attention. The way it is, alerts are just annoying and convey little information (the "cry wolf" effect).

As I suggested before, sounding alerts for combat entities only if they are <50% health would be much better. Or some way to configure it. Otherwise it should be a yellow notification without sound.

Are there any plans to fix this for 0.12? Perhaps as part of a new circuit system?

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bobingabout
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Re: Disable alerts for mundane combat

Post by bobingabout »

I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
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Re: Disable alerts for mundane combat

Post by Koub »

bobingabout wrote:I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
This. But only once I have construction bots, and repair packs to feed them. Before that, I am happy to have the "damaged" alert.
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Holy-Fire
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Re: Disable alerts for mundane combat

Post by Holy-Fire »

bobingabout wrote:I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
This kind of proves my point, you don't get any information from these, but you do get an annoying alarm sound...

Nividica
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Re: Disable alerts for mundane combat

Post by Nividica »

It's kind of a heavy handed 'fix' but you can add

Code: Select all

alert_when_damaged = false
to any damageable entity to completely prevent being alerted when that entity type is damaged or destroyed.
For example, if you wanted to disable alerts for the walls, open the

Code: Select all

data\base\prototypes\entity\demo-entities.lua
file, search for "wall", around line 2300, and add the field.

Code: Select all

    type = "wall",
    name = "stone-wall",
    icon = "__base__/graphics/icons/stone-wall.png",
    flags = {"placeable-neutral", "player-creation"},
    alert_when_damaged = false,
    collision_box = {{-0.29, -0.29}, {0.29, 0.29}},
Again, a bit heavy handed, since you won't even be alerted when it is destroyed, but if you have are secure in your defenses it certainly cuts back on the unwanted alerts. This was a sanity-saver for me when using the force-fields mod. Just don't forget when you start a new game that you may want to change this back.
I honestly don't know enough about modding to know how, but given that other mods can change vanilla prototypes, I'm sure a mod could be made that can setup/control this kind of thing for you.

Edit: Aaaaand I just realized I necroposted -.-

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bobingabout
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Re: Disable alerts for mundane combat

Post by bobingabout »

Nividica wrote:Edit: Aaaaand I just realized I necroposted -.-
Not to worry, it's only from may 2015.

I've seen a couple of necros recently reviving topics from 2014.
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Re: Disable alerts for mundane combat

Post by Koub »

Nonetheless, I think this necro is OK, because basically the topic hasn't changed since, and we indeed need more flexibility with the alert system (imho).
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Re: Disable alerts for mundane combat

Post by ssilk »

This already has been added to viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication
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Re: Disable alerts for mundane combat

Post by Holy-Fire »

Nividica wrote:It's kind of a heavy handed 'fix' but you can add

Code: Select all

alert_when_damaged = false
to any damageable entity to completely prevent being alerted when that entity type is damaged or destroyed.
This would have been more effective before spitters. So you'd disable notification for walls and keep it for turrets. When a turret would be damaged you know that something is wrong.

But now, turrets are also damaged as a matter of course. So I'd need to disable notifications for turrets for peace of mind, but then my whole defensive platform can be destroyed and I'd be none the wiser.

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