# One Determined Bear

So for the past fifteen days there’s been a bear trying to tunnel through a pickup truck outside my workshop that I’m building my vehicle in.

This really doesn’t seem like bear like behavior to me, perhaps it’s a new england thing, but is there any way this could be fixed?

It would’ve been fixed by: #4338

But apparently no one there wants this change in behaviour, or rather the implementation isn’t good enough.

Speaking of bears, I’ve had a bear smash my window and climb into my shelter in 0.9 Ma.

Notion:

Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.

No idea if this would be efficient or not, but it’s a thought.

[quote=“Aluminumfoil, post:4, topic:4205”]Notion:

Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.

No idea if this would be efficient or not, but it’s a thought.[/quote]
support, but maybe a slightly higher chance. its weird when packs of wolves follow around my car for hours. i wouldnt think they would be that dedicated with all the squirrels running around.

[quote=“Aluminumfoil, post:4, topic:4205”]Notion:

Assign “wildlife” type monsters a small (0.1%?) chance to set their behavior state to Fleeing, rolled once per turn. So, about once every hundred minutes, wild animals would get bored and run off.

No idea if this would be efficient or not, but it’s a thought.[/quote]

Good idea. Better solution is to add a new variable “boredness”, increment it every time we don’t move. When it’s above a certain value, decrement hostility and reset boredness whilst setting the next decrement for hostility for a higher value. If the mob is still hostile and stuck around, it’ll keep doing that until no longer hostile or even domestic!

Good idea.