# Let's talk about (perfectly functioning) features that need to go away

**URL:** <https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327>\
**Category:** The Bunker\
**Created:** [January 31, 2016, 8:13am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327 "2016-01-31T08:13:14Z")\
**Posts on this page:** 15\
**Page:** 2

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**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [February 1, 2016, 4:26pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/21 "2016-02-01T16:26:26Z")

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> [@Wally-kun](#):
>
> The issue with the headlights suddenly materializing out of nowhere and putting you on the spot has almost killed me several times. As far as I can tell, the best solution would be to lower the range of the headlights so that when they DO just sort of manifest, it’s not in a potentially fatal way. Or at least, a slightly less potentially fatal way.

That does seem sensible. Most headlights are angled downward so that they eventually terminate at the ground a good distance in front of the car, right? :V

Alternatively, it might just need to actually fade out into lower light levels over time, instead of just being a cone of infinite max-intensity light.

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**Author:** ![Ferodaktyl](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ferodaktyl/32/56_2.png) [@Ferodaktyl](https://discourse.cataclysmdda.org/u/Ferodaktyl)\
**Post date:** [February 2, 2016, 3:03am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/22 "2016-02-02T03:03:14Z")

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i totally agree with the OP about the weapon menu. All it does is adding an extra action on my part. Give me a warning if i’m about to drop it on the ground because the inventory is full, that’s fine, but otherwise just drop it in the inventory like it used to.

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**Author:** ![TheKobold](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/thekobold/32/513_2.png) [@TheKobold](https://discourse.cataclysmdda.org/u/TheKobold)\
**Post date:** [February 2, 2016, 5:10am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/23 "2016-02-02T05:10:21Z")

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I do like how it works when i am unholstering/unsheathing a weapon and im holding one though.

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**Author:** ![Rivet](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rivet/32/11_2.png) [@Rivet](https://discourse.cataclysmdda.org/u/Rivet)\
**Post date:** [February 2, 2016, 8:11am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/24 "2016-02-02T08:11:51Z")

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I really like the little menu that lets me wear/sheath/holster stuff without having to activate anything first, but I could see changing it so that it it checks whether the item in your hand is a weapon or not and only asks if it is, automatically placing the item into your inventory if it is not.

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**Author:** ![Arek\_PL](https://avatars.discourse-cdn.com/v4/letter/a/b77776/32.png) [@Arek\_PL](https://discourse.cataclysmdda.org/u/Arek_PL)\
**Post date:** [February 5, 2016, 10:18pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/25 "2016-02-05T22:18:04Z")

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i actualy like this new menu but i think it should check if this weapon is sheathable or holsterable and if there is free holster/sheath/scabbad  
this will probaly make everyone happy

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**Author:** ![zackj44](https://avatars.discourse-cdn.com/v4/letter/z/f9ae1b/32.png) [@zackj44](https://discourse.cataclysmdda.org/u/zackj44)\
**Post date:** [February 6, 2016, 5:12pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/26 "2016-02-06T17:12:24Z")

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> [@TheFlame52](#):
>
> Oh! Warnings for animals that aren’t dangerous. I don’t care if a dog wandered behind a tree and out again, it’s a dog. I don’t need to stop crafting or driving or whatever to hit no to a prompt that says I should stop waiting because a tough zombie popped out of a bush 50 tiles and 70mph behind me.

This is especially irritating for me. I like to play with Animal Empathy and it still gives me warnings about dogs. I wish when I ignored them that they would stay ignored.

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**Author:** ![Arek\_PL](https://avatars.discourse-cdn.com/v4/letter/a/b77776/32.png) [@Arek\_PL](https://discourse.cataclysmdda.org/u/Arek_PL)\
**Post date:** [February 6, 2016, 9:32pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/27 "2016-02-06T21:32:41Z")

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maybe make change that tracking do not cause alert, only hostile

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [February 6, 2016, 10:59pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/28 "2016-02-06T22:59:52Z")

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> [@Arek\_PL](#):
>
> maybe make change that tracking do not cause alert, only hostile

The problem with that though, is that a tracking moose, bear, or wolf is definitely something that I would like to know about. Maybe categorical kind of stuff, like you can set a creature type to permanently ignore tracking.

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**Author:** ![TheFlame52](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/theflame52/32/247_2.png) [@TheFlame52](https://discourse.cataclysmdda.org/u/TheFlame52)\
**Post date:** [February 7, 2016, 12:25am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/29 "2016-02-07T00:25:15Z")

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And sometimes a hostile zombie is roaming way on the edge of vision, walking back and forth behind a tree. Or I’m driving though the woods, waiting, and I see a z-wolf through the gaps in the trees.

Maybe something where you can ignore a specific creature and it stays ignored until you get another announcement, like it’s approaching? Maybe multiple ignore modes for different needs?

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**Author:** ![Tawarochir](https://avatars.discourse-cdn.com/v4/letter/t/c0e974/32.png) [@Tawarochir](https://discourse.cataclysmdda.org/u/Tawarochir)\
**Post date:** [February 7, 2016, 4:06am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/30 "2016-02-07T04:06:43Z")

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Why does the tailor’s kit menu default to modifying your clothes? I don’t care about one extra keypress for confirming repairs but it’s hell when you’re trying to fix high-level gear.

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**Author:** ![KliPeH](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/klipeh/32/11298_2.png) [@KliPeH](https://discourse.cataclysmdda.org/u/KliPeH)\
**Post date:** [February 7, 2016, 8:24am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/31 "2016-02-07T08:24:40Z")

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[quote=“TheFlame52, post:29, topic:11327”]And sometimes a hostile zombie is roaming way on the edge of vision, walking back and forth behind a tree. Or I’m driving though the woods, waiting, and I see a z-wolf through the gaps in the trees.[/quote] You can reduce the safemode range to something feasible (such as a 30-tile radius) from the settings menu to remedy this, although I agree that “fixing” safemode to ignore monsters once and for all properly is more preferable.

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**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [February 7, 2016, 10:04am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/32 "2016-02-07T10:04:47Z")

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> [@Tawarochir](#):
>
> Why does the tailor’s kit menu default to modifying your clothes? I don’t care about one extra keypress for confirming repairs but it’s hell when you’re trying to fix high-level gear.

Use the % menu instead.

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**Author:** ![BeerBeer](https://avatars.discourse-cdn.com/v4/letter/b/c67d28/32.png) [@BeerBeer](https://discourse.cataclysmdda.org/u/BeerBeer)\
**Post date:** [February 7, 2016, 11:12am UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/33 "2016-02-07T11:12:25Z")

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#4345 (Feb 6, 2016 10:52:28 PM)

[QUOTE]  
Bore mods are irremovable and consume no volume when installed (commit: 922f537af99381a591cd329bfb8a860929b1433b) — mugling / detail  
Bore mods are time consuming to install (commit: eb0963484a54add651baacbfa8ede8befada1e12) — mugling / detail  
[/QUOTE]  
So this is about the caliber conversion mods. Could someone explain why the process is supposedly irreversible, either from the gameplay mechanic, design or real-life standpoint? What’s the big idea here? Is the original barrel supposedly ruined by the removal process? Why can’t the conversion removal be equally time-consuming?

All I know is that there are certain guns which barrels can be swapped to a different length or caliber barrel, within minutes, by design. FN SCAR rifles are one such firearm. And you can swap the barrels in and out all day long, right?

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**Author:** ![TheFlame52](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/theflame52/32/247_2.png) [@TheFlame52](https://discourse.cataclysmdda.org/u/TheFlame52)\
**Post date:** [February 7, 2016, 1:52pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/34 "2016-02-07T13:52:23Z")

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That’s why I carry a sewing kit for everyday use and a tailor’s kit in my car.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [February 7, 2016, 3:27pm UTC](https://discourse.cataclysmdda.org/t/lets-talk-about-perfectly-functioning-features-that-need-to-go-away/11327/35 "2016-02-07T15:27:53Z")

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si. Reducing the safemode is essential for early game. I start in SSBB darkness, and theres zombie in view over 50 tiles away. but 1 dog is enough to put this shoeless, bindle wearing tramp in his graveyard.

And sewingkits (or even needles) make repair in late game a snap.

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