# One Determined Bear

**URL:** <https://discourse.cataclysmdda.org/t/one-determined-bear/4205>\
**Category:** The Garage\
**Created:** [November 25, 2013, 2:29am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205 "2013-11-25T02:29:44Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![EkarusRyndren](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/ekarusryndren/32/80_2.png) [@EkarusRyndren](https://discourse.cataclysmdda.org/u/EkarusRyndren)\
**Post date:** [November 25, 2013, 2:29am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/1 "2013-11-25T02:29:44Z")

</div>

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?

---

<div class="post-metadata">

**Author:** ![freezerbunny](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/freezerbunny/32/219_2.png) [@freezerbunny](https://discourse.cataclysmdda.org/u/freezerbunny)\
**Post date:** [November 25, 2013, 5:12am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/2 "2013-11-25T05:12:00Z")

</div>

It would’ve been fixed by: [#4338](https://github.com/CleverRaven/Cataclysm-DDA/pull/4338)

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

---

<div class="post-metadata">

**Author:** ![Zireael](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zireael/32/956_2.png) [@Zireael](https://discourse.cataclysmdda.org/u/Zireael)\
**Post date:** [November 25, 2013, 8:03am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/3 "2013-11-25T08:03:24Z")

</div>

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

---

<div class="post-metadata">

**Author:** ![Aluminumfoil](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aluminumfoil/32/5163_2.png) [@Aluminumfoil](https://discourse.cataclysmdda.org/u/Aluminumfoil)\
**Post date:** [November 25, 2013, 10:57am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/4 "2013-11-25T10:57:22Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![esran](https://avatars.discourse-cdn.com/v4/letter/e/958977/32.png) [@esran](https://discourse.cataclysmdda.org/u/esran)\
**Post date:** [November 25, 2013, 10:02pm UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/5 "2013-11-25T22:02:20Z")

</div>

[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.

---

<div class="post-metadata">

**Author:** ![freezerbunny](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/freezerbunny/32/219_2.png) [@freezerbunny](https://discourse.cataclysmdda.org/u/freezerbunny)\
**Post date:** [November 26, 2013, 12:46am UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/6 "2013-11-26T00:46:09Z")

</div>

[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!

---

<div class="post-metadata">

**Author:** ![Zireael](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zireael/32/956_2.png) [@Zireael](https://discourse.cataclysmdda.org/u/Zireael)\
**Post date:** [November 27, 2013, 2:11pm UTC](https://discourse.cataclysmdda.org/t/one-determined-bear/4205/7 "2013-11-27T14:11:02Z")

</div>

Good idea.
