# \[0.C 3001\] no more eyebot?

**URL:** <https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424>\
**Category:** The Garage\
**Created:** [April 16, 2015, 9:59pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424 "2015-04-16T21:59:35Z")\
**Posts on this page:** 15\
**Page:** 1

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**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 16, 2015, 9:59pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/1 "2015-04-16T21:59:35Z")

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i don’t know if it’s a bug, so i write this with caution.

in a need of eyebot, i tried to trigger some alarm (car, smashing pawn shop windows…), i wait approximately 100 turn whitout any eyebot spawn.  
Am i wrong?

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**Author:** ![Pandromidal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pandromidal/32/430_2.png) [@Pandromidal](https://discourse.cataclysmdda.org/u/Pandromidal)\
**Post date:** [April 16, 2015, 10:02pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/2 "2015-04-16T22:02:56Z")

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I don’t think alarms cause eyebots to spawn. I think they just get generated with the rest of the critters when the map is created. Then again, I’m not looking at the code.

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**Author:** ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)\
**Post date:** [April 17, 2015, 7:00am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/3 "2015-04-17T07:00:18Z")

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> [@Pandromidal](#):
>
> I don’t think alarms cause eyebots to spawn. I think they just get generated with the rest of the critters when the map is created. Then again, I’m not looking at the code.

No, eyebots should spawn as an indirect result of alarms (those that trigger EVENT\_WANTED, which brings in the eyebots). Haven’t had a chance to look into it; thanks for reporting, though.

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**Author:** ![latogato](https://avatars.discourse-cdn.com/v4/letter/l/b9bd4f/32.png) [@latogato](https://discourse.cataclysmdda.org/u/latogato)\
**Post date:** [April 17, 2015, 7:20am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/4 "2015-04-17T07:20:16Z")

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It should be working, it is in the code.

You get wanted\_event (this spawn the eyebot) if you fail to hack a gunsafe, a gas pump or when you pry an alarmed door or smash/shoot an alarmed car.

Also you must be not underground, not playing classic zombie mode, not inside a building (possibly it is matters only if the building is very large?) and there is 2% chance to spawn eyebot per turn (about once in every 5 minutes).

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**Author:** ![Lesseps](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/lesseps/32/442_2.png) [@Lesseps](https://discourse.cataclysmdda.org/u/Lesseps)\
**Post date:** [April 17, 2015, 9:30am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/5 "2015-04-17T09:30:13Z")

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It actually works. I tried to smash gun store’s door yesterday and eyebot appeared.

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**Author:** ![Toybasher](https://avatars.discourse-cdn.com/v4/letter/t/a9adbd/32.png) [@Toybasher](https://discourse.cataclysmdda.org/u/Toybasher)\
**Post date:** [April 17, 2015, 11:42am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/6 "2015-04-17T11:42:22Z")

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I saw an eyebot after busting a few vending machines, but this was a few experimentals ago.

Also, is there ANY way to remove the wanted flag once you trip an alarm? Do the eyebots eventually “Give up” if you continue to evade them, or are you doomed to fight eyebots and copbots for an eternity once you trip an alarm?

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**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 17, 2015, 12:22pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/7 "2015-04-17T12:22:14Z")

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> Also you must be not underground, not playing classic zombie mode, not inside a building (possibly it is matters only if the building is very large?) and there is 2% chance to spawn eyebot per turn (about once in every 5 minutes).

all my attempt are ok with these requirement.  
I tried to mount an alarm system on my mobile-base too and trigger it a few time. after 2 full day, i’m deseperatly alone…  
How can we see if we are on a “wanted\_event” ingame? Any information in “@” menu or else?

thanks for previous answer 🙂

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**Author:** ![Pandromidal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pandromidal/32/430_2.png) [@Pandromidal](https://discourse.cataclysmdda.org/u/Pandromidal)\
**Post date:** [April 17, 2015, 9:06pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/8 "2015-04-17T21:06:18Z")

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> [@KA101](#):
>
> [quote=“Pandromidal, post:2, topic:9424”]I don’t think alarms cause eyebots to spawn. I think they just get generated with the rest of the critters when the map is created. Then again, I’m not looking at the code.

No, eyebots should spawn as an indirect result of alarms (those that trigger EVENT\_WANTED, which brings in the eyebots). Haven’t had a chance to look into it; thanks for reporting, though.[/quote]

My bad. Sorry : (

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**Author:** ![vache](https://avatars.discourse-cdn.com/v4/letter/v/ea666f/32.png) [@vache](https://discourse.cataclysmdda.org/u/vache)\
**Post date:** [April 18, 2015, 2:50am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/9 "2015-04-18T02:50:00Z")

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[quote=“MarcoVGnG, post:7, topic:9424”]

> Also you must be not underground, not playing classic zombie mode, not inside a building (possibly it is matters only if the building is very large?) and there is 2% chance to spawn eyebot per turn (about once in every 5 minutes).

all my attempt are ok with these requirement.  
I tried to mount an alarm system on my mobile-base too and trigger it a few time. after 2 full day, i’m deseperatly alone…  
How can we see if we are on a “wanted\_event” ingame? Any information in “@” menu or else?

thanks for previous answer :)[/quote]

Smash the window of a pawn shop.l

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<div class="post-metadata">

**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 18, 2015, 9:18am UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/10 "2015-04-18T09:18:28Z")

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i tried it too, that’s why i think there is something wrong elsewhere 😕

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**Author:** ![latogato](https://avatars.discourse-cdn.com/v4/letter/l/b9bd4f/32.png) [@latogato](https://discourse.cataclysmdda.org/u/latogato)\
**Post date:** [April 18, 2015, 3:02pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/11 "2015-04-18T15:02:30Z")

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> [@MarcoVGnG](#):
>
> How can we see if we are on a “wanted\_event” ingame? Any information in “@” menu or else?

You can turn on the debug menu.  
In the \data\raw\keybindings.json file change this row:

```auto
{ "type":"keybinding", "name": "Debug Menu", "category":"DEFAULTMODE", "id":"debug" },
```

to this:

```auto
    { "type":"keybinding", "name": "Debug Menu", "category":"DEFAULTMODE", "id":"debug", "bindings":[{ "input_method":"keyboard", "key":"`" }] },
```

and you can bring up the debug menu with the ` key.

You can select the “Check game state…” option where you can see the planned events. Most of the time this is 0, but after you set off an alarm, it must be increased by 1.

When the eyebot spawn, the planned events will decrease by 1, also the “monsters exists” will be increase by 1.

But also you can just spawn an eyebot with the debug menu.

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<div class="post-metadata">

**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 19, 2015, 2:01pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/12 "2015-04-19T14:01:36Z")

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ok , i’ll try this.

thanks a lot 🙂

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<div class="post-metadata">

**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 19, 2015, 5:21pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/13 "2015-04-19T17:21:57Z")

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ok, i tried ;

i broke a glass of a pawnshop, alarm trigger, all seems ok…  
but with the game state checking: “0 events planned”…

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**Author:** ![latogato](https://avatars.discourse-cdn.com/v4/letter/l/b9bd4f/32.png) [@latogato](https://discourse.cataclysmdda.org/u/latogato)\
**Post date:** [April 19, 2015, 6:40pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/14 "2015-04-19T18:40:41Z")

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I play the cataclysmdda-0.C-3006 version and it works fine. Is there any mod enabled in your game?

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**Author:** ![MarcoVGnG](https://avatars.discourse-cdn.com/v4/letter/m/9de0a6/32.png) [@MarcoVGnG](https://discourse.cataclysmdda.org/u/MarcoVGnG)\
**Post date:** [April 20, 2015, 7:31pm UTC](https://discourse.cataclysmdda.org/t/0-c-3001-no-more-eyebot/9424/15 "2015-04-20T19:31:32Z")

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yep ,some mod, but i don’t think that they work with event .json (dinomod / blazemod /necromancy / boat / z-lvl ).

My saved game is really old, maybe overwrite my DDA folder at each update has broken it finally…  
Time to say good bye to my fucking mobile base and start a fresh game 😕
