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Disable alerts for mundane combat
Posted: Fri May 15, 2015 1:32 pm
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?
Re: Disable alerts for mundane combat
Posted: Fri May 15, 2015 4:50 pm
by bobingabout
I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
Re: Disable alerts for mundane combat
Posted: Fri May 15, 2015 6:32 pm
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.
Re: Disable alerts for mundane combat
Posted: Fri May 22, 2015 4:02 pm
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...
Re: Disable alerts for mundane combat
Posted: Wed Mar 23, 2016 3:16 pm
by Nividica
It's kind of a heavy handed 'fix' but you can add
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 -.-
Re: Disable alerts for mundane combat
Posted: Wed Mar 23, 2016 4:31 pm
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.
Re: Disable alerts for mundane combat
Posted: Wed Mar 23, 2016 8:36 pm
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).
Re: Disable alerts for mundane combat
Posted: Thu Mar 24, 2016 12:35 am
by ssilk
This already has been added to
viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication
Re: Disable alerts for mundane combat
Posted: Mon Apr 04, 2016 7:34 pm
by Holy-Fire
Nividica wrote:It's kind of a heavy handed 'fix' but you can add
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.