Assinging a "Danger value" to every monster?

Safe-mode can be really annoying sometimes. Really, really annoying. And even more annoying is that you can’t turn it off lest you risk running face-first into a cougar you didn’t see coming until it was too late. By far the biggest problem with safe-mode is that it does not differentiate at all from a rampaging moose or bear from, say, a very aggravated weasel. Even more ridiculous is how those same moose or bear are not considered a danger by the safe-mode until you come close enough to them to activate their unstoppable murder-frenzy mode. As it currently stands, safe-mode seems to care only about one thing and one thing only, the “stance” that a monster is in (ie, Ignoring, Fleeing, Tracking, Hostile, etc) the problem with this is that many animals (ie, dogs, foxes, coyotes, even rats) all use the “Tracking” stance and thus cause safe-mode to signal the alarm and start screaming to baton down the hatches because it spotted a stray dog 50 tiles away, while at the same time completely ignoring the bear/moose that will literally murder everything you know and love if you step even a single tile closer to it. Somewhat related to this is the very annoying reality of crafting being stopped every single second by “DRAGONFLY SPOTTED, STOP CRAFTING???” and then having to mash the n key a thousand times over to get anything done (those of you who live near swamps, I think, know what I mean)

There is, I think, a very very simple solution to this. Assign to every monster a certain integer value known as the “Danger value”. Say, a dragonfly has a value of 0 because it is literally incapable of harming the player, while a tank has a danger value of 500 or so, while a dog has maybe 10. The general idea is that any monster that exceeds a certain danger value (possibly set by the player in the options menu) will trigger the safe-mode / stop crafting contingency. Danger values can, also, be modified by other factors such as what “stance” the monster is in (ie, being hostile multiplies the danger value by, say, 3) as well as the distance from the player (so that, say, a tank or shocker brute immediately triggers the safe-mode when they come into view while a dog or coyote only triggers it when they get within 10 tiles of the player)

Thoughts?

Youmean a ‘difficulty’ value, that also determines how many points it takes to spawn/upgrade to it and thus restricts its presence?

:v

Or like a cost multiplier?

An ingame representation of it is out of lore. Umm, too mechanical. Its up to the player to ultimately define how deadly critters can be anywho

[quote=“pisskop, post:2, topic:11710”]Youmean a ‘difficulty’ value, that also determines how many points it takes to spawn/upgrade to it and thus restricts its presence?

:v

Or like a cost multiplier?

An ingame representation of it is out of lore. Umm, too mechanical. Its up to the player to ultimately define how deadly critters can be anywho[/quote]

Yes, but this isn’t about that. This is about using mechanical means to make the safe-mode / stop crafting system act a lot less retarded.

So why not a custom made list of safe mode exceptions?

Ditto to a list for ‘Safe’ NPC pickups. Where we can black/whitelist NPC companion pickups, and as long as they are feeling cooperative they would follow said list

[quote=“pisskop, post:4, topic:11710”]So why not a custom made list of safe mode exceptions?

Ditto to a list for ‘Safe’ NPC pickups. Where we can black/whitelist NPC companion pickups, and as long as they are feeling cooperative they would follow said list[/quote]

That wouldn’t fix the fact that safe-mode is blind to legitimate threats that aren’t immediately hostile (Again, bears, moose)