Open Demivan opened 1 month ago
There was also a reddit post talking about pulping zombies at the Tacoma ranch making them angry
You can no longer read signs at the exodii base.
Yes, that's a problem.
You can no longer move creates and lockers at refugee center. This prevents completing the first merchant quest to kill zombies (Clear Back Bay).
Nope, they clear the entrance for you. You don't need to move any furniture at all.
Nope, they clear the entrance for you. You don't need to move any furniture at all.
Strange, I haven't seen that. How do you trigger it? Just accepting the quest does not do it. I have always dismantled the baricade manually.
I did that quest a few days ago and was able to move the lockers out of the way with no warning or NPC hostility. My character was too weak to grab/drag the crates easily.
I have encountered the following interactions flagged as stealing:
Attempting to read or digitize books in the refugee center. (YMMV on whether this is truly an issue)
This is working as intended: https://github.com/CleverRaven/Cataclysm-DDA/pull/65927#issuecomment-1577535295
You cannot activate fences at a lumbermill to climb over them
You cannot activate fences at a lumbermill to climb over them
100% working as intended. You should be entering through intended entrances only. Climbing over the fences meant to keep you out is not very polite...
The only fence entrance was locked, that was just bad mapgen. That is being handled - #77371 / https://github.com/CleverRaven/Cataclysm-DDA/pull/77371/commits/7a420245c423a6438991efb13e371d2e24a17469
You cannot smash corpses near npc bases like Tacoma or scrapper.
Nope, they clear the entrance for you. You don't need to move any furniture at all.
Strange, I haven't seen that. How do you trigger it? Just accepting the quest does not do it. I have always dismantled the baricade manually.
It was added in the same PR which introduced this mechanic.
It is possible you accepted the quest beforehand but did not complete it before updating to a version with these checks.
With #77371 and #77426 (and #77428) the only concern I have left for this issue is being unable to read the signs, or any other possible 'benign' examine action which we want to explicitly allow.
I'm open to suggestions on how to resolve this.
Make explicit check for those "benign" iexamine actions?
Make explicit check for those "benign" iexamine actions?
I would like to avoid hardcoding a list of allowed/disallowed actions, but that might have to be the approach.
It's troublesome to even attach it to the iexamine/iuse actor, because at the time of check we don't even have information on which actor it is. This might be solvable, but I'd have to look into it. It looks like examine_actor
is protected, but we could have a function which returns whether the examine_actor is considered 'allowed' and set that value in json.
Now I need to use Probability Travel CBM to enter the territory of Prisoners, otherwise they got mad and attack me. Meanwhile, if I offend one prisoner and let him attacks me, then kill him, they feel nothing :) Furthermore, if I climbed a tree and want to climb down, the relationship between me and the Prisoners will be challenged😀
I don't think this adresses your actor problem, but probably we should have a method for "only examine, don't interact with in any way" that doesn't trigger theft checks to make it distinct from other interactions that Prentiss involve acquiring or interacting with an object in a way that should trigger those checks.
just wanted to add that you also cant interact with the translocator at the forge of wonders in magiclysm
Describe the bug
You can no longer read signs at the exodii base.
You can no longer move creates and lockers at refugee center. This prevents completing the first merchant quest to kill zombies (Clear Back Bay).
Attach save file
N/A
Steps to reproduce
Try grabbing crates at the refugee center
This makes everyone hostile
Try activating signs at the exodii base to read them.
This triggers a warning too
Expected behavior
Reading signs should be allowed.
Moving some crates and lockers at the refugee center should be allowed.
Screenshots
Versions and configuration
Additional context
No response