# Night Vision Trait Not Working with Tileset Version?

**URL:** https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829
**Category:** The Drawing Board
**Created:** [February 3, 2015, 2:21pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829 "2015-02-03T14:21:57Z")
**Posts on this page:** 13
**Page:** 1

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### Author: ![Lanceo90](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/lanceo90/32/137_2.png) [@Lanceo90](https://discourse.cataclysmdda.org/u/Lanceo90)
#### Post date: [February 3, 2015, 2:21pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/1 "2015-02-03T14:21:57Z")

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I only just started using the tileset versions, and I’m using experimental builds, not the stable one.

But I noticed the Night Vision trait doesn’t seem to work on it, I can only see the typical one tiles around me and not 2.

Is this a bug or am I missing something?

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### Author: ![AllisonW](https://avatars.discourse-cdn.com/v4/letter/a/919ad9/32.png) [@AllisonW](https://discourse.cataclysmdda.org/u/AllisonW)
#### Post date: [February 3, 2015, 2:24pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/2 "2015-02-03T14:24:20Z")

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It has to be activated now, alas. 😑

Open your mutations list with [ and hit the key assigned to Night Vision.

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### Author: ![Lanceo90](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/lanceo90/32/137_2.png) [@Lanceo90](https://discourse.cataclysmdda.org/u/Lanceo90)
#### Post date: [February 3, 2015, 2:36pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/3 "2015-02-03T14:36:23Z")

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[quote=“AllisonW, post:2, topic:8829”]It has to be activated now, alas. 😑

Open your mutations list with [and hit the key assigned to Night Vision.[/quote]

Ah that would explain it. Thank you

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### Author: ![Abbysynth](https://avatars.discourse-cdn.com/v4/letter/a/e9bcb4/32.png) [@Abbysynth](https://discourse.cataclysmdda.org/u/Abbysynth)
#### Post date: [February 3, 2015, 2:50pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/4 "2015-02-03T14:50:55Z")

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Why isn’t this on by default anyway? Seems like a better feature would be for it to just stay on and be toggled off rather than the other way around. Certainly would cause a lot less confusion. I’ve seen what, 4-5 different posts about this the past few days?

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### Author: ![Rhodri](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rhodri/32/342_2.png) [@Rhodri](https://discourse.cataclysmdda.org/u/Rhodri)
#### Post date: [February 3, 2015, 11:05pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/5 "2015-02-03T23:05:48Z")

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IIRC, night vision mutations were changed so people with them could see external light sources. (useful for lab raiding, where you don’t want to walk into a turret room.)

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### Author: ![StopSignal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/stopsignal/32/1923_2.png) [@StopSignal](https://discourse.cataclysmdda.org/u/StopSignal)
#### Post date: [February 3, 2015, 11:14pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/6 "2015-02-03T23:14:17Z")

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> [@Rhodri](#):
>
> IIRC, night vision mutations were changed so people with them could see external light sources. (useful for lab raiding, where you don’t want to walk into a turret room.)

I think someone learns to turn off nightvision faaaaaar before entering a lab successfully. I think it should start on?

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### Author: ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)
#### Post date: [February 4, 2015, 3:35am UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/7 "2015-02-04T03:35:31Z")

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Yeah, default to on would be great, but AFAIK we don’t actually support default on/off for mutations/bionics right now. 😛

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### Author: ![StopSignal](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/stopsignal/32/1923_2.png) [@StopSignal](https://discourse.cataclysmdda.org/u/StopSignal)
#### Post date: [February 4, 2015, 3:36am UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/8 "2015-02-04T03:36:55Z")

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> [@i2amroy](#):
>
> Yeah, default to on would be great, but AFAIK we don’t actually support default on/off for mutations/bionics right now. 😛

Woah… hmm, i don’t know how the code is, but could isntead the “Off” be On and “On” be off, so like invert their code and it would still function?

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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: [February 4, 2015, 3:41am UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/9 "2015-02-04T03:41:21Z")

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> [@StopSignal](#):
>
> [quote=“i2amroy, post:7, topic:8829”]Yeah, default to on would be great, but AFAIK we don’t actually support default on/off for mutations/bionics right now. 😛

Woah… hmm, i don’t know how the code is, but could isntead the “Off” be On and “On” be off, so like invert their code and it would still function?[/quote]

Can be done.

Update: [PR’d](https://github.com/CleverRaven/Cataclysm-DDA/pull/11119).

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### Author: ![chevil](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/chevil/32/282_2.png) [@chevil](https://discourse.cataclysmdda.org/u/chevil)
#### Post date: [February 4, 2015, 11:33am UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/10 "2015-02-04T11:33:02Z")

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I think that there is no point to making the standard night vision toggelable.

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### Author: ![RadaRadaRada](https://avatars.discourse-cdn.com/v4/letter/r/e79b87/32.png) [@RadaRadaRada](https://discourse.cataclysmdda.org/u/RadaRadaRada)
#### Post date: [February 4, 2015, 1:36pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/11 "2015-02-04T13:36:59Z")

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> [@chevil](#):
>
> I think that there is no point to making the standard night vision toggelable.

Ability to toggle the night vision allows for player to see which squares are illuminated. Thus one can avoid being exposed to things like turret fire in labs.

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### Author: ![chevil](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/chevil/32/282_2.png) [@chevil](https://discourse.cataclysmdda.org/u/chevil)
#### Post date: [February 4, 2015, 2:49pm UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/12 "2015-02-04T14:49:16Z")

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Yeah but the standard night vision only gives one extra tile of illumination. Full night vision and and other such being toggelable is a good idea.

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<div class="post-metadata">

### Author: ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)
#### Post date: [February 5, 2015, 1:01am UTC](https://discourse.cataclysmdda.org/t/night-vision-trait-not-working-with-tileset-version/8829/13 "2015-02-05T01:01:09Z")

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> [@chevil](#):
>
> Yeah but the standard night vision only gives one extra tile of illumination. Full night vision and and other such being toggelable is a good idea.

Nevertheless, it might help. Debug Vision doesn’t have a toggle because I considered folks using the debug menu to get it can just use the debug menu again to turn it off. Night Vision does not have that luxury, therefore it gets a toggle.
