#Mimics v2.7.4
1 messages Β· Page 2 of 1
i dont mean its actual rng its how people see it
the old way i was able to pick up on somewhat quickly after dying to it once
you start being skeptical on the doors and look for errors
i think a lot of them are easy to spot except for the once you have to look propperly at when aiming at the exit etc
also everyone in my group dont use the shop
they all go in with inverse teleporter usally or just rush in as fast as they can
its more fun and challenging to not use equipment i guess
alright the config for adding back the legacy imperfections will be called easy mode
please do, I loved the chance stuff with them and still have no clue how to tell without spraypainting
the max difficulty is still 6 right?
the config for it doesnt have the "anything lower than 5 is a coward" so was wondering xd
Would it be possible to make "easy mode" change the color on all doors like normal + one other legacy imperfection like feed
I think this would please the most amount of people
Difficulty is no longer a thing (aside from the Perfect Mimics setting), if you do a fresh install it should show only the new config options
Do i need a fresh install for the config for easy mode or is not installed yet?
I genuniely can't tell the differences anymore
Is it just when you walk up to it your hands are against it?
ah i see
Easy mode will come in v2.1.0
u can turn up the gamma slightly up and you can see the fake is slightly orange
though u get used to the color after awhile even without the gamma chane
change
only 2 imperfections are actually difficult to notice which is the slower open and slightly different colored door
other than thems 2, rest are easy to figure out
Imo || different colored door || is easy to see
The || light being a different color || and the || actual prompt (feed) || are the only ones I really notice
I don't really notice || slower open times || most of the time, as of late I've been checking though
are you referring to the older version or newer?
Also there's the ||"middle finger icon"||
Only read this if you are dead-set on spoilers for the mimic that I have found so far.||So for those who want to know, the mimic is a slightly lighter shade of red, which you can use the spray paint can on to get it to growl, and the light is blood red instead of orange||
||In addition, the door can open more slowly. However, I have never encountered this, I just know it exists||
best case scenario in finding a difference is if the fake and the real exit spawn in the same room
Comparing the two is not meant to be a viable strategy in v2.0.0, otherwise they'd be pointless once you start remembering the differences. There's a very slight difference, but I don't expect more than a small percent of people to be able to tell. Now, you need tools, memory, and logic to differentiate mimics from the real deal.
Honestly, I've run about 50 Experimentations, and the generation along with differences has been roughly the same.
The main one I keep getting ||Is the light being red||
I havent touched the config either
If you're on 2.0.0 ||the light is always redder than normal to variable degrees|| and it's meant to be a reward for people with extreme attention to detail.
Ah ok
If you can tell 100% of the time nice job
I guess I have extreme ADHD then lol
If you end up finding it too easy go turn on Perfect Mimics and struggle like the rest of us
I might when solo, havent tried it yet lol
I play with "only exit through the fire escape" mod
so you can imagine
wait ||do they growl on perfect?||
Yes they always ||growl||
I debated adding a true RNG yolo mode but I thought that'd give a lot of people a bad experience forcing it on their friend group
that'd be like making coil heads have a random chance to just move while looking at them lol
I wouldnt run it unless everyone agreed
I have a friend who gets PISSED when bs happens
so I usually ask before using something
but that would be a truly hilarious optional setting if it was implemented
one thing I believe I have noticed ||Is that if you have lethal things' remote radar, or comms with the ship, the real door has an outline and the mimics don't|| ONLY READ THIS IF YOU DON'T CARE ABOUT SPOILERS
that's the most important difference and the part that I think fits into the game the most
None of my friends know about this though, and I never plan on telling them that 
Honestly, kudos dude, this mod adds so much more terror to the game
I enjoy it so much
I'm glad someone made it
tbh no matter what you do people will learn a strategy for it
a problem you'll see in most mimic designs
mimic doors are more just for the fun of it
lgu has a portable camera?
isnt that lethal things?
i may be getting items confused, I also fixed the text
:0
Either way, you can use it
I have 70+ mods on so I do tend to get things confused when I refer to them
most are memes
its just funny to me when one of my buddies gets snatched by Goku in the background
or the bugs having the BB "Hello" voice clip
damn
makes me giggle
had to keep the mods in my modpack low cause one of my bud's pc lags a bit
so had to pick and choose decent mods to keep :v
the only thing that has lagged or stuttered for me was Brutal Company spawning 1000+ mines
same for everyone else I play with
I don't like the new update all that much
It feels like half the mod was just removed
Colouring is a very boring way of doing it imo, and it's also a worse thing for accessibility, as well as how in different light levels, they look different
I think there should definitely be some setting for keeping the old mechanics, as it's kind of inconvenient not pressing "update all" to keep on v1.1.2
I can understand the reasons why you could prefer how this update makes it more fun, but everyone in my group I've asked about this has agreed that we would prefer to play v1.1.2
oh nvm sorry for coming in and complaining when you're already on it
thanks :D
what changed so much for u?
tbh been playing games even after updating and never really noticed a change
still felt the same
For me, the issue right now isn't that you can't instantly tell a mimic, it's that you can't tell a mimic AT ALL if you go in without items, as far as I can tell. If there were a way to tell, maybe force a door to eat a piece of scrap that you find or something, that would solve it. I agree that sussing out a mimic should require some sacrifice or skill of some sort, but to limit it to specific items only is too unfair in my opinion.
U can just turn up the gamma though
The orange door is probably the only imperfection i can think of thst needs an item(flashlight)
But u can up the gamma if u dont got one
Idk how to add in a spoiler, fk it
gamma go brrr, what a way to play really
Not saying to keep it up the entire time, just mentioning its a way to tell.
Even with the gamma though it took me quite awhile to notice. Was quite shocked when i cracked the code lmao
Perhaps it just feels unfair in comparison to how it was previously, because you'll never die to a mimic if you don't purposely risk it. If you're unsure and don't want to die, don't touch it.
Ever since we added the mod it's just been "is it the real one?" And "open it, you wont"
Which makes the sometimes quiet games funny when u find a fexit xd
I honestly love the new challenge and fear. Old version I never died to a mimic door but now I die more often that I have PTSD. But the idea of baiting it to eat scrap sounds fantastic.
Throw the item in front of it and after like 5 seconds it opens up and eats it like at the company. Except you lost the item now. Now picture trying this on like 4 doors and losing 4 items. Plus how many players would accidentally test on the same door π. And as a twist stand to close and it eats you with the item π
I really like the current iteration because even veterans won't be sure sometimes, which forces them into the meaningful tense decision of looking for another way out, hoping they find equipment or a friend to help them, or gambling on it.
Yeah
Bruh the amount of times I died before realizing you updated π
I do like it. I try to go in the fire escape now and quickly find the closest item and drop it in front of the real door
Like im used to the imperfections but i still doubt whether its reall it not, even though i dont notice any imperfections xd
Going through a mental check list of all the imperfections and even if all of them are checked off, the doubt is still there
I'll try to get the config out today but I really think you'd be losing something by turning it on. If given the opportunity to cheat themselves, a lot of people would still do it even if it ultimately makes the game worse.
How bout just making "easier" imperfections.
Like a Reversed E or the the verticle bar on the handle bar is on the wrong side
i feel like you can't mess up the new mimic, it's just too reliable, which makes it less risky than before where if you fail to spot something on a whim or in a rush you die. old mimics had skill expression and uncertainty attached to them, the new ones feel like they dont, you either know 100% or dont know at all, item counters just dont feel good
Etc. Etc.
@jagged hill or what if items that make a sound can trigger the door like with the company. So if you stand to close it eats you without opening it, but if you're smart enough you make some sounds with an item to trigger the door and reveal it's self. Another risk reward factor as you're making tons of sound.
You haven't been in a situation where you don't have any way to test it and you need to get out fast?
Like I said, I feel like you don't need to be able to tell at a glance as long as there's SOME easy way to tell, even if it takes time to tell, or loss of scrap.
Like maybe the doors growl randomly at a long delay, forcing you to waste time standing in front of one. If you're running from a monster, you still need to take a chance, but if you're not, there should be some way to tell.
Once thought mimics growl but turns out it was my dog irl :v
I'm in favor of a type of risk/reward style factor over the original easy to tell ways.
I agree 100% with 753 because before the update I never died to the mimic door cause I knew the tricks. It wasn't scary to me, just more annoying cause it gave me false hope. But I'd bait all my friends with them. Now I actually fear it.
Ok im really confused, what exactly changed to the mimics? I've read the changelog but can someone be specific?
Cause they feel the same as before
Feel and look*
Now I'm cornered by a braken next to a fire exit with hella loot, do I risk braken or do I risk door death π
Even the config doesnt look too different
The change was the removal of tells. No more orange light, no more feed, no more middle finger.
He's planning on putting the original way in configs for people in the next patch
Oh really?
Never noticed it
Always found the right door and managed to avoid the mimics easily so thats why i said it felt the same
So mimics are just absolute replica of the real one then?
they are a ||bit smaller||, if you can get the real one and a mimic in the same room its easy to tell
I see
The tells aren't really visual anymore though they're mechanical
So i've just been either super lucky or i've got an instinc to kimics cause every exit i found just felt like a mimic xd
And sure enough they were
check the pin
Thunderstore mod manager
Sorry
I mean I always have one because I play with "We need to go deeper"
Where do you find them at? Iβve checked the shop over and over again
I literally cant leave unless I go through a fire exit, or use a teleporter
Shop
its halfway down the store list
It's a vanilla item just added.
Iβm definitely up to date. Wonder if one of my store mods is interfering cause I swear Iβve looked and looked. Just gave up and figured Iβd find one inside
One second
I like the mimic mod a lot, but i play with a lot of colorbind people. Its really hard to tell a mimic apart from a one a lot of the time, could we possibly get a config to have multiple of the differences happen for mimics, to make it easier to tell the difference?
Maybe thats already a thing? But the config only mentions the color change, and it only lets you make them act exactly like normal things up until it does the funny :/
You want me to help you out with a tip that isn't visual? Or would you prefer figuring it out on your own?
I want to be able to figure it out on my own, thats what makes the game fun. Its just that none of us really can?
If pulled up images and videos comparing the normal thing to one in game before, and still been burned.
Ok, I won't spoil anything then, just don't rely on your eyes. Use other sense cues.
Does it make noise? Ive litterally stood next to them in singpleplayer testing for minutes on end and never noticed
If you really want to know, then click this spoiler tag ||Use a certain item from the shop on it||
Ah, so something works on it
yup
Im gonna have to keep testing i guess 
If you want to truly challenge yourself, either do perfect mode with it, or play with "We need to go deeper"
Its not about challenge, its moreso my friend group litterally cannot figure it out
ah ok, yeah just mess around with the shop and stuff. You all will figure it out if you do that.
Will say that knowing an item guarentees knowing if its real means the inverse tele is just not good anymore 
There is a mod that allows the inverse to send you with your items.
do you have lethal things/lategame upgrades?
There is, but its only key, walkie, and flashlight. And i really dont wanna have to use that when the upside to the tele is getting in before most of the monsters spawn and running out asap ^^;
I do
Those mods interact with it quite well, fiddle with those
Also, the portable teleporter is your best friend, or atleast, it is for me
No
Fuck
and that's all I will say
I mean I really don't know what else to tell you without spoiling really important information
so just experiment
Ok
DM me if you want help.
I'll be honest the trick was a method I was debating on doing but for a different reason, I only didn't do it cause I decided on a different method.
I figured it out by sheer coincidence 
My theory would have got me killed π€£π€£π€£
I'm glad I know now what I know cause I still would have done it at one point
I debated using the shovel last night, and it didn't do a damn thing, unless I hit the wall 14 times
What happened after you hit it 14 times??!!
I test everything, even if it means possible death
Very, very few people who aren't color blind can tell the difference visually.
And there are even color blind people who can tell the difference.
Regardless, I've added color blind mode and easy mode (which adds back the imperfections from pre-v2.0.0) into the v2.1.0 update which should be live any minute now.
those are defaulted to false I assume
I litterally was staring there in custom games at doors trying to figure this out, i dont want to be doin that i want to play the game lol
Good I like the challenge. I won't be telling my party we can change it. They will need to use the item to figure it out
I told ya to DM me and I'd help ya π
I dont want someone to litterally tell me the answer
I was going to give you a hint
I want to be able to figure it out naturally via gameplay
Mimics v2.1.0
https://thunderstore.io/c/lethal-company/p/x753/Mimics/
v2.1.0 is live
Nice!
there's even a hint in the readme now so hopefully less people need to come ask how to figure out how to deal with them
Just know that the trick is in the vanilla game so when debating on what to try, block out anything modded and just look at vanilla game stuff
In a sense that was two hints in one. If you get it you get it.
Actually I used one of the game's original classes for detection so some properly implemented modded stuff will work
and even vanilla stuff added in the future
Wait what?! There is other stuff too??!! DAMNIT 753!
this game had classes? wth
that had to have been alpha and beta stuff
that, or you mean something completely different
Classes are a computer programming term
good luck expecting people to read π«‘
that is their fault then.
Multiple times actually, specifically when hauling loot deep inside and no enemies in sight and you find a fire exit to drop your loot off
sorry if this has been asked before, but does every player need to install this mod for it to function?
yes
Maybe he means "Only host needs this mod if you want everything to break!"
Bro these mod reviewers are bad π
tis the nature of a popular mod for a popular game
I've seen people come in here and state it as fact
And dispute it when we challenge
saw someone say ||Fire Exit|| was spelled wrong once
what d'ya mean?
they claimed one of the possible imperfections was ||fire exit being spelled wrong||
it's not
||Fire Gregxit||
||Should plaster your name on the inside of the door as an Easter egg||
I think people need to understand that this game is based around exploration and experimentation.
Meaning that the enemys are hard now and managable later.
I'm sorry but everytime I see a person complaining that the imperfections aran't screamin "I'M A MIMIC", sounds to me like you've tried the mod, died and came here to say "I died because too hard"
||can you tell at the monitor if the fire exit is real or not? I've been noticing my friend giving callouts if the fire exit is real or fake||
||real fire exits show up on the monitor, fake ones don't||
||haha made you look||
The British Version of the mod?
Ok but i started litterally going out of my way to test the thing in custom singeplayer games to figure out what the hell the thing was and only yesterday found out you could even use items on the thing
And thats because someone told me!
As in. Actively spent hours of time trying to figure out how you were supposed to tell the difference empty-handed. π
"Exploration and experimentation" should not be extending into the unreasonable such as litterally stopping your play in its tracks completely to figure out what the hell it does
I plan on eventually making mimics scannable so this sort of information can be conveyed in-game
PL EA SE
but you'll have to scan it while being eaten >:)
I mean, ig thay could be too much.
Fair enough lol
I agree with that
If you outright state what works on the thing in a bestiary and people are still complaining then at that point its on them
Suiciding yourself into the door so you can scan it is also just a funny concept
I was just frustrated with the mimic bc i use inverse a lot and like the tradeoff it gives, but this mod kinda punished me for that now bc only one exit is garunteed to be safe and no amount of videos and images ive pulled up for the default mimic and exits was helping me.
I just started ignoring inside exits unless i came through it. And ignoring the mod in its entirely sure does spike the difficulty (as well as kinda ruins the enjoyment as im just no longer interacting with the mod)
Womp womp
Helpful input and thank you for your contribution 
Like the whole point of this game is to be dangerous and die constantly. This isn't a happy ending fairy tale.
The mimics tell is honestly so stupid easy that I can't believe I didn't catch it sooner. But honestly it's like everything else in the game. Hell the slime is harder than the door. I never would have thought about using the boom box to distract the slimes. Plus there is not a whole lot of vanilla items in the game that would be logical. I'm standing by the current version of this mod and difficulty. If ya don't like it just ask for the answer and you will be disappointed in yourself for not doing it.
Also to people who say "Well inverse teleporter is bad now cause I can't bring items" THATS THE POINT OF IT. It's a huge risk using the inverse. It's not meant to be 100% safe method. It's a high risk high reward. You risk having no means of DEFENSE
there's really no point in arguing for either way, there is now a config option for people who want to interact with the mod differently, let people play the way they want to play lol
some people simply dont want to boost difficulty much further than vanilla, but still want the extra threat for fun
Exactly
||made you look again, Ha!||
we just use it for the funnies
You son of a B$#@#
gottem
LMFAO π
Honestly I got an amazing mimic clip from last night's stream, BUT
It reveals a secret so I can't post it π
rip
For the sake of not needing to have the conversation (the config adds the old tells back in), i wont argue with the very stilted framing of my problems with it.
Thats what i want, thank you. I just felt that the thing was harder than most everything else as it was.
mimics tweet really did numbers on Twitter
W
W
noice
if i set the perfect mimics to true, ||can i still tell if the fire exits are real or fake at the monitor||?
yes
ah so it's easy to avoid them ||as long as there's a terminal guy monitoring the team, perfect mimic or not||
Was just coming to check this because i had this in my session but was colorblind haha
It was pretty much impossible to tell off of color alone assuming thats the only tell atm
Nope there are a few ways to tell, color is NOT supposed to be one for most players.
Even people who see color can't normally tell the difference.
Had me and a few friends inspect everyone we came across and we just couldnt tell
yup that's intended
I wont complain about since the easy mode option still works but i think the more obvious ones still work better since people love running out in a panic and not checking
I do think it generally should be more obvious just cause i dont really think lethal has βunfairβ deaths but its not my mod so i wont impose that
Otherwise love the animation on the monster its nuts
Good stuff
Terminal guy makes sense thoug yeah
Has anyone even spotted the new imperfections out of curiosity?
There are several guaranteed ways to tell, so there's nothing unfair about it.
I'll add more over time too to increase the chances that people aren't just lost completely
Just hope its like nothing suuuper obscure like a small paint imperfection
Yeah thatd be cool
That and to keep people guessing
The thing ive been looking for to see if it happens is if the door handle is red
I think itβs be funny if some had a doorknob too
Probably already answered, but does everybody in the lobby need this in order for it to work?
when i try to download the zip from thunderstore
it says virus detected
and automatically removes the download
are you using Edge or something?
weird, works for me
Sometimes the ||text when you hover over a mimic still says βexitβ instead of βfeedβ|| but someone told me you can check by ||hitting it with a shovel|| is that true?
Do you have any chrome extensions that could be blocking it?
could be idk
i have ublock and adblocker
it might be chrome security settings
either way my friends decided not to use that and the skinwalker mod so no worries
other mods weren't giving you that error???
smh 753 hacking computers
do you have any plans to make it so i can disable and enable specific imperfections?
cause i wanna use the new ways of detecing mimics but there are some imperfections from easy mode i wanna keep so atleast players without items have 1 imperfection they can detect
||Just wanna keep the colored door and slow opening imperfections||
Chrome does this sometimes, it will probably let you download it through firefox or another browser
firefox will say "hey this might be a virus" but still allow you to download
what (of the old difficulty setting) difficulty does easy mode use?
also, what does color blind mode do?
Easy Mode is around default difficulty 4
color blind mode changes the slight color change to a slight mechanical change
can i know what it is :) (spoiler marked of course)
boring
agreed
how do i tell the doors are fake
it used to have some signs so we could tell but now they all look the same and we cant ever tell
||try equipment ||
|| Use spoilers if you're talking about the monster pls ||
srry
π
Also personally idk haven't tested, I just || try to avoid fire exits as much as possible, unless I'm 200% sure it's real ||
||dude I personally dont like the new way to figure out how to distinguish between the mimic wish it was both the old ways and the new ones||
There's a setting for that in the config, it's called easy mode
Can mimics be anything other than fire exits
MIMIC!
I like this idea!!!! lmfao
guys what do i do with the config so there is 1 mimic per map limit?
set the weights for more than one mimic to 0
i figured it out already but ty
does the weight for having no mimic even do anything
but 1 question do all setting must round up to 100%?
so if i setup 20% for 1 mimic then the rest must combine up to 80?
No, weights are added up and the total is used
so if you set the weight of zero mimics to 9999999, it's basically guaranteed none will spawn if the other weights are small.
ok ty
ah
Nah I love walking into a room to find 3 fire exit doors on a map where there is only 1
wdym, you're simply on march
Mimics v2.2.0
I added a new mechanic to help detect mimics. Don't overhype it / look in the code for it though, it's best if you come across it organically.
does it remove easy mode ?
no?
Whats the difference between default and easy mode? Both are always going to have an imperfection right?
will you reveal whats changed with a spoiler atleast
i dont care about the suprise
There are no randomly chosen imperfections unless you have easy mode turned on
But you'll always have strategies you can use to find out if it's a mimic or not, they're just not obvious like in easy mode
||a few new equipment will work||
I swear some of these just don't have any visual differences
Like what's off about this, is it the wall bar covering the light? Does that count as a difference? I thought that was just typical LC jank
For some of them is the ONLY way to tell ||using equipment on them||?
For all of them unless you're on easy mode or extremely perceptive, or using other strategies
I have both colorblind and easy on cause I'm not about to waste an inventory slot just because of a single enemy type
(Also it didn't ||have the middle finger interact or the "feed" text||)
there is more than 2 imperfections
yeah easy mode has 4 possible imperfections
as well as the strategies that always work
is there a list of all imperfections I can get anywhere? thanks in advance
there's only 4 I believe in you
The only ones I noticed so far are
||1. Spawning it places it normally can't
2. Middle finger
3. Feed||
I've been studying that clip and I don't see what was different about it from a regular fire exit
(That's with colorblind and easy mode on)
It's worth noting that if you turn colorblind mode ON, there aren't any color changes, and the difference is something else instead.
#1 isn't a thing
It happens tho || and it doesn't happen with normal fire exits ||
Got any examples?
||Bar goes through the light which I've never seen happen, door is not centered which I believe it normally is, I've seen it happenwhere the door literally spawns behind a bar ect ||
Believe it or not these all happen in vanilla
I've never seen the first one or last one in vanilla wtf
The second one idk cuz I usually don't look that closely
in vanilla it can even spawn behind bookshelves
Wtf
came inside through one of these today and was baffled
"tweaked rend dungeon gen" ah i see
how often do the mimics spawn?
There are spawn weights in the config. By default, 22% chance of zero, 69% chance of one, 7% chance of two, 2% chance of more
I very rarely see 0-1 wtf
If you had the mod before the 2.0 update (that added the new mechanics), your config file probably has the old probability values, resulting in a lot more mimic spawns. I recommend you check the config file, and make sure your spawn rates are default.
perhaps there could be a setting to multiply the mimic spawn weights on certain moons? like rend having more mimics than experimentation might
I was thinking a Dynamic Spawn Weight option would be a good idea
i think it'd be epic and awesome if easy mode was set to its difficulty 6 variant
Any plans to support custom dungeon mods that use custom fire exit models? The new SCP Facility mod has a custom exit
Shit does it? No promises but I'll see what I can do
I just added support in the form of not spawning them for custom dungeons :)
maybe in the future I'll adapt it but that sounds like a lot of work for not much payoff for now
I added a config option for dynamic spawn rate, added config sync with host (only for spawn rates, not difficulty), and changed some of the networking around.
If someone could test this for me that'd be a big help. Just have everyone change the spawn rate configs independently then play a normal game and see if they spawn in the same places for everyone.
I'll be releasing it tomorrow if nobody finds any problems with it.
Another good thing to test would be to see if any mimics spawn if you play the SCP moon (they shouldn't).
aw man, i want em in the scp dungeon, may not be convincing but could probably get someone the first time
Mimics v2.2.1
Might add a compatibility mode to use vanilla fire exits now that the assets can be distributed
what does ||middle finger|| mean?
quite literally
Itβs a different interact symbol
found a clipping issue
that's a vanilla issue, not caused by the mod
ty
what are ways to notice mimic?
It's better to figure out for yourself imo
You could always open the door to figure it out
me ||on an older version of the mimic mod getting eaten multiple times before realising it wasn't supposed to look kinda orange||
or ||the hand icon flipping me off||
added a scan node to the mimic if anyone wants to test it
still waiting on the cool 3D scan video from my artist
I'll try that out later
Im winning :3
in the new way you need to ||smack it with a shovel||
if you have the "easy mode" config on heres the traits
||Orange colour
exit being replaced by "feed"
middle finger (Lol)
the glow being different
fire exist being misspelled ||
some of those are wrong
the list is:
||orange color||
||feed tooltip||
||die tooltip||
||middle finger||
||longer interact time (replaces orange color for colorblind mode)||
My artist is hard at work v2.3.0 will be here soon
new mechanic (equipment interaction) and bestiary entry
i was honestly shocked at how quick you guys dropped this mod to begin with, and its not just some halfass creature, its been fully functional and came out so soon after lethal company dropped, very vanilla+ like entity that fits perfectly into the game, i personally set the weight of none to 90, one to 8, and 2 spawned to 2, as it makes them rarer so people still use the fire escapes in my modpack but now and then we get absolute jumpscared. its very impressive work and inspires me to wanna focus on coding and learning as much as i can myself. id love to make quality creature mods like that eventually
I really love how vanilla+ it feels
Canβt wait to have more ways to differentiate it tho
Mimics v2.3.0
added scanning, bestiary entry, and added detection for one of the vanilla pieces of equipment
In config I have easy mode and colorblind mode set to true, but for some reason some of the mimics are unable to be differentiated
I set max mimics to 9999 to test them, and I had a mimic right across from an actual exit
||And I couldn't tell any differences in the door model or the text||
||Scrolling through, was it a longer interact time probably?||
Since colorblind mode was on
Yeah it's probably the longer interaction time
person 1: "hey this is probably a mimic so scan if i die"
*dies *
person 2: "....huh?"
great update lol
finally scanned a mimic
||fibsh :)||
So.. Someone made this
https://fxtwitter.com/jordovr/status/1739708984687198534?s=46&t=cM66fSyec_qQiwFUpPwtAg
I've been working on a mod for Lethal Company, it brings a certain type of feline into the game...
Does this mean we can have pickles running away? π
Yeah, but that would definitely be its own mod rather than included in this one.
lol, this guy's mod made your mod scarier
basically it's a mod where ||if you enter a fire exit from the outside, it sometimes put you inside with a mimic instead of the real fire exit||
||can't cheese it by going in through the fire exit anymore because the fire exit you came in from may just be a mimic||
lmao
nice one. thx
Just checking if I need to update. Was there a bug in 2.0.0 where some mimics on easy mode wouldn't be detectable?
I've been doing some testing, and I cannot seem to detect some of the mimics
Here is my config file, I just updated to 2.3.0 so ignore the misnamed version at the top:
The fire exits in these two videos appear the same, but one kills me.
you haven't payed close enough attention
What was the defect?
||It wasn't orange, flipping me off, or telling me to feed/die. I am unaware of another defect||
||It only says DIE as you open it.||
||OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH||
Okay, thank you!
I was so incredibly confused
that's a smart defect
I knew about the ||die text|| but I haven't seen it and was wondering why
for the sfx, is it random?
mean random?
you have to punch it, or..
You have 5 random options on easy mode:
||- dsfferent color or open time is 1.5 longer than usual if colorblind mode is true
- "Feed : [LMB]" or middle finger appear while you look at it
- "DIE : [LMB]" appear while you open it
- "BUG, REPORT TO DEVELOPER" appear. but i never seen it||
Awesome, thanks!
π ||my just crouching next to it hoping it makes noise||
Thanks
good, you shouldn't see bugs
the last one is there if any of the other cases fail
well nvm it fixed somehow ._.
π
the door shot out and ate two of my friends even though he didn't even open the door...
If you mess with them they can get mad
don't make them mad :)
we say, fuck around and find out
Il be honest, it was hilarious when one of my friends used the exit...
May I make a suggestion for this mod? Love, love, love D&D (specifically Pathfinders), and I think it would be really hilarious if you made the Breaker's a mimic too.
Let's get creative here too. The Presents could also be a mimic. Opening it will just have the player get eaten, dropping a harmless present. Perhaps leaving some blood behind too (as a hint to any other players, not that the items wouldn't be a hint anyways). It would be a sellable item like the mask (unless you think the players attempting to sell the present would result in one of them being eaten, lol).
A fake entrance? A horn that when pressed will have you eaten/attacked instead? The list goes on.
Theres a mod for presents that you can edit a chance to drop monsters along with an item. Thats mimic like foolery
Theres also a mod where if you go into a side entrance from the outside, it has a chance which is configurable to change the location of the door or spawn you at the mimic, meaning if you tried going back through the same door that you thought was safe, youd die to a mimic. The mod uses mimics mod as a dependency
It's very close to the idea I was thinking about, and I do have that mod installed. But the idea of something popping out and consuming the player whole sounds hilarious and very D&D like.
My only issue with that mod is that it's way too deceiving and unrealistic. If anything, I'd rather there be a fake Fire Door Exit on the outside where the Mimic can eat you.
Maybe if that doesnt become a thing for presents, try giving lethal presents a try if you wanted a mimic like aspect
Well considering I already have LethalPresents installed, it's a good mod, but still not what I'm after xD
I think its a very clever idea where everyone will need to be vigilant and cant just walk in and out of one door. Make you question everything
Hmm, closest thing I've seen like a fake scrap item that can potential kill you is the "Dont Touch Me" mod which adds an entity that normally looks like a button that can either be really good or really bad if you press it (easy enough to avoid, though Masked players will press it if nearby and it's chasing you), but in it's latest update, it can now disguise itself as scrap items that if you pick up makes bad stuff happen (I don't fully remember what but you can look for the mod somewhere in the mod releases here and find out)
@jagged hill is there any way you could possibly try and make the mod dynamically enable/disable depending on whether the host has it?
As in if the host doesn't have the mod, it disables itself?
Yeah since it's the only mod that I have to keep enabling/disabling when going around public lobbies
Yeah that seems like a reasonable failsafe, I'll see if I can add that.
Great mod except from that small annoyance though
@violet egret test it for me
In bed currently, can test it in the morning though if nobody else does before me
It did not work at least in my tests.
What was broken about it?
Tried 15 times in public lobbies and every time it was just "an error has occured"
Tried 3 times in LAN to myself and connected the moment I disabled it. [Host was entirely vanilla]
another try then
Nay. Still getting "An error occured!"
Both public and LAN lobbies.
anything in logs?
Checked on my own end, same issue. Hmmmm
it looks like adding it to the network prefab list breaks it
GameNetworkManager.Instance.GetComponent<NetworkManager>().AddNetworkPrefab(MimicNetworkerPrefab);
Not really outside of this
Okay it ended up being more complicated than expected
Sounds about right. Xd
Putting it off until someone else does something similar
If that's the only issue you could just use a "custom message" the exact same way the config syncing example on the wiki works?
https://github.com/Owen3H/ModdingWiki/blob/main/docs/dev/intermediate/custom-config-syncing.md#manually-syncing-instances (this one has some slight improvements compared to the actual version on the wiki)
Actually I'll just have a mess around with it myself tbf and I'll do a PR if I get something that works properly
nvm i just realised the assets/prefabs aren't on github so I can't even test it π€¦ββοΈ
Extract them, DnSpyEx can trivially do so iirc
I have a local copy of mimics that references local assets
does this not work on custom moons ?
or atleast the easy mode
the mimics def work but im not sure if easy mode is
ok nvm
im just color blind this is a modded moon
not actually color blind but yeah
interesting spawn
Doesn't work on custom dungeon flows, should work on custom moons
technically it does work on custom dungeon flows, because it not spawning there is intentional
I added the mimicdoor asset file to the github repo
to make building it a bit easier
no csproject for you though >:)
is there a plan to add fake fire exits outside? or would that not work
also would you ever add a fake main exit?
Outdoor mimics might be fun to add at some point as a config option
never main entrances though
I'm probably just being dumb but after using netcode patcher I get this when trying to join a public lobby π€ https://i.1a3.uk/1704404429.png
(not sure whether you have any ideas)
yeah I'm not supporting joining with mismatched mods for now
too much work
I haven't even made any changes, that's what happens when i build from the version on github then shove it in netcode patcher
UI goes like this when you're desynced
and spawns you outside the ship
well yeah ik that I'm just wondering if I'm being stupid and have missed something
ah ok sorry idk xd
also just realized the bestiary entry only worked for the host, woops
nvm i was being a dumbass π
if anyone wants to give this a test
the only change should be that clients get the update for the Mimics bestiary entry, not just the host
I'll push it tomorrow if nobody finds an issue
for mimic spawn rate like zero mimics one mimic two etc. does it all need to add to 100% or can i have like 30 for 70 for one and 20 for two
It doesn't need to add up to 100%, they're weights
so if you have one mimic set to 99999999 it's very very likely to choose that one :)
thank you!
I feel that lol
I expected someone to make an enemy template project by now too but since nobody has I've started up a new enemy mod I'm working on
I just had ||the middle finger show up|| and I'm pretty sure I still had it set to Perfect. I also have Easy Mode enabled, mind, but that should be overridden, right?
perfect only affects ||colour||
even with easy mode overridden and disabled, you can still get stuff like ||middle finger icon||
Just not guaranteed
I am pretty sure
yeah, otherwise they'll be ||a slightly different tint||
It should be overridden. The middle finger will however still show up briefly when you anger the mimic, regardless of difficulty settings.
@jagged hill did you at all take inspiration from this (first 6 seconds after the timestamp) https://youtu.be/EEBhDMa2apI?t=11820
any mod sthat add new enemies like this?
Nope, but it's not surprising other people have had the same idea. Mimics are a staple.
there is an issue
this is on a custom level
i will go try using one in a normal level now
level is Aquatis and it was spamming Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
[Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.
but prob unrelated
vanilla moons also broken now with mimics on v47
ooo we love clips
yeah this is def broken
hi maxwell
lol wtf
atleast the actual exit can still kill you
it didnt work in custom levels though
i dont think they were on v47 right?
v45 they worked in
this clip is from v47 on a modded level Aquatis where it usally works fine
dungeon generation was changed in 47 since a new tile was added. im assuming thats breaking the mod
Was before the v47 update ^^ my clip
Mimics v2.3.2
should be fixed now
make sure to test it for me :)
especially the bestiary entry
Plans on adding mimic also to custom dungeon like SCP or scoopy?
maybe once a custom interior mod is more well established I'll think about how that could be implemented
Nice
LLL should help unify things, and adding a vanilla fire exit config option is planned for SCP
What's LLL?
Lethal level loader
Oho, is that new?
Unsure whats going on but some fire exits seem to just not do anything anymore? I have no idea if its this mod causing it or if its a vanilla bug but yah thought id mention it
Yeah will do, where can i find it? Just so i know where it is for when i play later
Mine is in C:\Users\753\AppData\LocalLow\ZeekerssRBLX\Lethal Company
I assume its the player.log right
yep
Do i send it after i die or right after the issue happens?
right after the issue preferrably
is there a page with all of the fire escape changes. In the config it says there should be colour changes but for the life of me I can't tell the difference
Could possibly be the "IsThisTheWayICame" mod interfering too?
The color changes are extremely subtle and not meant to be a reliable way for most players to figure it out. Try experimenting with different equipment to find out what's real and what isn't.
https://vxtwitter.com/Graelyth/status/1745319892067226054
The next creature I'm working on, he'll get his own thread when he's done
Working on another creature mod for #lethalcompany with @753network
Here's a quick preview of the lil guy :)
π 1 π 1
oh i love this design
I love this goober.

feels like a neutral mob hoarding bug vibes but different
What happens if i have mimics mod enabled but its a custom interior will it just not spawn fakes or will it break the level
/ cause lag
Yeah I don't spawn mimics for custom interiors currently
It doesn't spawn for custom interiors for a while now, was it an issue for you recently?
i tested the day it broke i even sent a video, when i entered it just said die and nothing happened
i could do it over and over
then i saw an update then someone said it was still happening you can die in main enterance
oh that was the day of the update? that got fixed like an hour later
hey sorry to bother but do you have any idea for why mimics wouldnt be spawning? do configs go by host only? would a config conflict cause mimics to not spawn?
does this lil guy mimic scrap? π
host config overwrites settings yes
is there any logging i should be looking for (other than a blaring red error ofc) to make sure mimics work? I can see the plugin is loaded but can't see anything other than that in the logs to indicate if it is working or not. I usually see quite a few mimics but have yet to run into one after the update with the map changes and stuff
There's no logging when they spawn currently, if there aren't any exceptions though they should be there (at least, if they spawn naturally)
okay, thank you. hopefully we run into one! i have the config set for them to spawn naturally and everything. thanks for your help. ill post here if i get an error but until then ill just assume that it is working. thanks again
he seems friendly
but is he
πππ
You dropped Maxwell right in front of him and it couldnβt stand the noise
Im Like 90% sure thatβs what actually happened lmao
Imagine ππ
Yeah Iβm pretty sure you can hear the monster growling right before you leave the facility
Wonder if sound actually annoys it
@jagged hill you got any info on this? ππ
Sorry for ping btw
No.
He opened the door, what are you on about?
the second death, near the end of the clip
Oh, my apologies. I thought the first one was OP.
Yeah Maxwell got him killed lol
I think I'll shorten it half a meter
Thats deadly xD
that tongue goes crazy bro
how to fix this?
mimicn't
Do you have the mod called isthisthewayicame
no, i dont
Custom interior/moon?
no, that's the default moon π¦
does it work?
Update you game to v49 and using Latest Mods
this is problem because Game and Mods
ex: the Mods Latest it for v49, but you game LC v45 totaly broken
same to like you game v49 but the mod for LC v45
ya u can interact / press E but Error in console
if you play Crack v45 ya idk what Mods version using
thanks a lot, now it works
yeah that error is because you're on the wrong version
did you ever figure out what caused this? its definitely not motion tracker since we don't even run it and we're having the same issue and cant figure out a fix.
According to the log you don't have any of my mods
so it's something else causing it
yo is your mod sesigned to bangon the exit door after killing someone and shuting also is it allowed to bang the dead bodys of players againest walls?
uh what
LOL
Today I learned that ||Mimics scale how many hits it takes before they aggro based on what your damage is.||
||I used a shovel with LGU max protein powder and it instantly jumped open||. I think that's the closest I've gotten to actually screaming because of this game
Does every minic scream if u hit it ?
ya, u can using different item make scream / sfx
@jagged hill sry for tag
Do you have plans for a Custom Fire Exit in a Custom Bunker? such as SCP and Scoopys Variety Mod
If I look at it, Mimics doesn't work in the Custom Bunker
What else makes it scream
I will make u scream
No plans yet because it's a lot of work that can be spent making new monsters
Feel like it would be easier for custom interiors to just have default looking fire exits instead.
I've been rationalizing it as mimics sticking to one or two variants of the facility. They're very specialized predators. They don't know how to handle their anomalous home deciding to change its entire visual style on a whim
decent cope
sorry im not up to date, youre working on other monsters?
(I wish I could find out myself but searching up mods on discord by creator name doesnt work rn)
I love them so much π₯Ήπ
π 84 π 14
More like him
pickless
What imperfections do mimics have (besides colors)
On easy mode? There are only 4 but they're pretty obvious and some involve interacting with it
i wanna eat the pickle fella
he's not a pickle he's a peeper
if I found a bottle named "pickled peepers" i would eat whatever was inside
I believe things named "peepers" would be edible
in conclusion, i wanna eat the peeper fella
okay I just recently added this mod but the player cloning thing is now happening
Doubt it's this mod's fault.
like did config like the spawning amount so the monster spawning rate has increased but they are not cloning players
didn't this mod suppose to clown player like fakes and stuff
Not sure how it happening, but it seems like MoreSuits preventing MimicDoor from being created on map. After removing mods one by one seems to be removing MoreSuits smh return the ability for mimic doors to spawn. It doesn't show any errors when MoreSuits installed.
Neither of them should have any effect on each other, I even test them together before releases.
I'll gladly fix it if you find out what's happening exactly.
Imagine if there was a mimic powerbox and when you attempted to open it the animation was it biting your hand doing like 30% damage
I'm guessing the starfish looking freaks are already something else, like maybe fake items. That's.... concerning
The peepers are completely unrelated to mimics, brand new design and mechanics
Oh
Sounds perfect, variety is great!
will the peepers be a seperate mod?
So, after additional testing, seems like it not MoreSuits themselves, but submod TooManySuits (removing MoreSuits was disabling TooManySuits, so that's why I confuse it for issue of MoreSuits, so my bad). Still not sure how it end up preventing postfix of MimicDoor to happen or Instantiate MimicPrefab.
Not sure if it helpful, considering now it issue of diff mod.
tooManySuits is strange, a friend of mine got a visual bug the other day where upon loading in, his screen just had the "page 1/2" visual stuck onto it
I can't imagine how that works lol
ig I need to find out an alternative, cause rn have 3 pages of suits and without that mod it just takes like half the ship length
There's an alternative suit pages mod someone made but they were waiting on me to pull a PR to add support for doing it cleanly π
It def would be nice to have a solution for this as part of MoreSuits itself
Will save headache with compatibility at least, cause you have control over it
i think its ok! its not something everyone needs so theres no need to keep it in the same mod if it'll be a bother, I think that replacement mod for EvenMoreSuits sounds great
would def save headaches in the long run
Ig will try suitsTerminal as alternative of TooManySuits for now. I did like the suits rack more, but it fine cost for getting mimics back.
i have more suits and doesnt have any problems with mimics afaik
A few people have expressed this but I'm stubborn and think that you should just have less suits
I think when I have time to revisit it I might finally cave
Less suits work well when have 4 people in lobby, but when have close to 12 people at the same time. My friends now prob would oppose suits removal
If don't wanna do it same way with suits pages, then could try scrolling through suits rack with scroll wheel, moving suits one by one.
Btw, was wondering, does Easy and Color Blind Modes settings in config client side or they synchronize with host config?
They're local
good, thx
Ig my luck today really bad, cause that one also not working
I think it would be really funny if there was a VERY RARE easter egg where you could enter a building and just see fire exits wall to wall at every possible spawn point. I get that it probably won't happen for a lot of good reasons, but it would make for a hilarious video/short
Even better if it happens to somebody who came in thru the real fire exit. Might just wanna turn around before you forget which one's real...
This was actually a thing in an earlier version, removed it because I didn't want bug reports
are you on the newest version?
I'm gonna have to figure that bug out then
After it ate too many employees and grow too big to move through facility
After dealing with many mimics 'n some vids showing mimics, I'mma drop an idea (that most likely was already said here):
There should be mimic scrap, in the idea/lore of how Prey (The game, 2017) had shapeshifting creatures. ||It spawns in normal (through a vent), finds an item in the world to copy/remember as it passes by and then puts themselves where loot would spawn (On catwalks. In, in front of, or near - lockers. Some random corner of a staircase room, etc). Just like mimics mixed with snare fleas, picking up a fake loot will cause the mimic to latch onto your head and suffocate you (can be smacked off with a shovel by your own hands or someone else, like a snare flea). You can tell they're a mimic ('safely', assuming they've already gotten into position and shapeshifted into loot) by either smacking it with a weapon or scanning it. Scanning a mimic will reveal the item normally (value, name, coloring), but something will be off; Ideas: UI is buggy around the edges of the scan. Name is different slightly ("Airhorn" vs "Airhom" / "Jar of pickles" vs "Jar of pickies") - lookalike letter differences. Font is weirdly smaller or bigger. Value is ludicrous (Scanning some Whoopie-Cushion but it says it's worth 150) or impossible (inverting the cost of the item it copied, so -25/-50/-96/etc). Those are just a few methods. o- o||
Shovin' all of that into spoiler just in case it was already stated before o -o ... or if it actually gets used and people hate spoilers... or both? 
I was also thinking mimic items would be an interesting feature. But also... I'm scared.
Iβm pretty sure DontTouchMe has something like that
Where if you grab an item they explicitly tell you not to grab them they just nuke everyone in the facility
Iβm p sure theyβre nerfing that tho so it just kills the person who grabbed it
A few questions:
- Does this mod work on doors with custom fire exit models/textures? By extension, does it work with custom interiors? Custom moons?
- Is there a list of the tells that a mimic is fake if the option is enabled in the config?
- Is there a list of the items that can determine if a mimic is fake? I know the ||lockpicker|| appears to be one, I think.
Ways to check: ||Hitting with a melee||, ||lockpicker - if it attaches, run||, ||Noise Items||
those are ways to check solo. There is one more if you're with someone else.
||also spray can||
||does screaming, jumping and dropping items count as noise to make it mad? i've been doing that when i don't have any noise making items, but not sure if i'm wasting my time||
||REALLY?!||
In my experience yes
||Sound items like the horn, modded sound items like gnarpy, etc. I haven't been able to make it angry from running or voice - so don't quote me on that||
Was the first thing I tested a while back
do you just ||spray it on the door||?
aye, Ssencipe is right, it gets hella mad
Yes but ||you may need to spray a varying amount it isn't consistent||
||Just like noise||
Got it π
It's almost like ringing jeb's bell, seeing how much you can get away with
what are the other ways if ur in multiplayer?
also does sometimes loot spawn infront of the mimic as if it was trying to lure you/someone died there but the scrap remains
||A mimic door never shows up on the radar. If someone is in the ship and you communicate with them - the ship can tell if it's a mimic or not by whether there's a big blue line signifying an exit or not in front of you||
||Is there a small chance when hitting a mimic that it just kills you||
||Without you hitting it multiple times||
Oops
not unless it was already pissed off somehow, or another mod is doing something funky
Does it look for damage, or just the hit
it looks at the force of the hit
Damn wtf
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I just walked in and this happened
Wait I
Maybe itβs because the shovel does triple the damage??
Idk
I hit other doors with it before tho and that didnβt happen
Yea I've had that happen before. Basically once your damage starts ramping up just find alternate ways to mimic check...
Or don't test
Can you really complain if you hit a door with "The most powerful weapon to ever exist, the Cirnonium Spear" and it triggered?
The door works on vibrations. Obviously hitting it harder is gonna make more vibrations. I'm surprised I've never been eaten by a door walking nearby
Can you really be mad at a mimic if you hit it with Thunderfury Blessed Blade of the Windseeker and it wants to kill you?
Also I haven't gotten a single message saying feed
I'm pretty sure it's in the cfg settings called easy mode or something related to "easy" that turns this on
It's like colorblind mode of sorts
it allows you to see tells a lot easier by changing things that can be seen
The easy mode option?
Yeh, but afaik you can see tells
I like having forced imperfections, it's not always obvious either
granted you could test doors with almost anything
but if you can't, there are tells to visually see
I don't wanna say 100% of the time
Yea a bunch of fake door are plain orange but some doors are more... off red
Not as easy to distinguish
because I swear they're perfect all the damn time...
or almost all the damn time
but maybe I've gotten lazy with the methods of testing it
You do have to enable the config for imperfections now, that could be the problem
Hm ., . - That could explain why they all look so good. I guess I just test with the different stuff too much now
You are right. I shouldβve not wasted a weapon of such power on the door
Ok - this may not be a new concept said in here
but is there a way you could generate more than 1 "Main room"s?
I would love the concept of a mimic door that isn't just a fire exit, it's the "front door"
probably not for manor
but for the basic facility, Imagine going through the fire exit and going through a few loops and being like "Oh, look - the main entrance was just right here-"
monch
and maybe visual indicators could be like - the fan above is off
or the walls look pristine without pipes or junction boxes
or the light is inverted (so if the power of the facility is off or the aparatus is taken - the light is on. While if the power is on, the light in the room is off - although this could conflict with "Diversity" a little... or make it that much scarier)
I second this idea
does the ||. . . key . . .|| help you detect mimics?
||no||
thanks
π
there are 4 total solo methods (outside of using what other mods could give you in terms of power/items) figuring out if it's a mimic, and 1 more if you're in multiplayer. +1 more if config is edited to give visual indication
I wouldn't be surprised if one more method is out there and it's extremely niche o- o
i've done ||shovel and air horn|| so far
Do you want other methods? :p
sure
||Spraycan Spray it|| or ||Shove a lockpicker on it|| ;p ... for your solo methods you're missing
||spraint, even||
||If lockpicker attaches, you got seconds to run||
ahhh cool thanks
Someone was saying the starfish will be part of this mod and not a new one?
753, Hello ummm im looking for some guidance and i think you're my best bet. I created some custom scrap with Lethal Lib and i wanted to add a function other than "Grab" function to said scrap. something like "Feed" kind of like your mimic mod. but in this feature i combine 2 scraps and it instantiates a new scrap with combined value.
which Libraries do i look into?
hold on after scrolling the github i see that the mimic door is acually mono behaviour... im super new but thank you so much in general for creating the mod!
Wouldn't know anything about scraps or lethal lib, sorry.
hey atleast you bothered to respond I appreciate you for your time π
If I have the free time I may go back to this to make it work with custom dungeons in the future.
My friend has a problem. The mimic immediately eats it when he hits the door with a shovel, there are no settings for this in the config
playing with LGU?
Anyways, anything that ups shovel damage like LGU (lategame upgrades), or whatnot - causes mimic doors to wanna kill ya faster
I'm like 80% certain instant-kill also affects it
so things that can grant instant-kill like AC will piss it off instantly
What would be the highest value for spawn weights?
they're weights that when added together equal a percentage chance
so maximum mimics at 9999 will make as many as possible spawn
Gotcha. Thank you so much!
I threw some ideas for death reports in #1180049504418930709 tho part of me like them being "secret"
Ah
Does anyone know how to access the mimic's bestiary entry? The Changelogs say that there is indeed one
@jagged hill ?
scan it
Use a method to lure it out without it killing you (or sacrifice a teammate). Method of scanning it safely solo: ||lockpicker placed on the door, step far back - have it come out and attempt to kill. After the door swings open and the first monch noise plays - you can get closer and scan it.||
You can't lure a mimic. It's stationary
I'll never get over people calling masked mimics just because of skinwalkers and other mods.
Uh lure it into revealing itself yea
I thought that's not possible.
Seen it kill people that were not even close to it. Over corners and such.
The spoil-hidden method works o- o
when I say far back, I mean like 80% of a hallway catwalk tile
that tongue is far-reaching (long)
I don't get how lockpicker plays into it. You can use it on fire exits?
i spoiled it for a reason -w-
||You cannot attach one to a real fire exit. You can attach it to a fake one||
Nobody uses it anyway.
It's arguably the best testing method
Can't get screwed over with damage-stuff via. shovels, can't get instakilled because it's been pissed off twice by sound, don't need to hold E and die
if ye can click it - you got 4-5 seconds of safety time to get the hell away
If you can't - you go through and leave.
once you start rollin' in credits - it's honestly solid to just buy 10+ lockpickers. When they're on sale- I buy up like 20-25
At worst, you drop it off and leave it somewhere and trade off <12 credits for [any item here]. At best - it helps you open a locked door or test for a mimic and save your life.
and unlike the shit-metal scrap that weighs half a ton for 15 credits, lockpickers weigh half their weight and actually are worth picking up or holding π
Can attest, lockpickers are goated
I use enhanced lockpickers so they're even better but even in vanilla I would keep a few around
There's many methods of tactical use with them. If you come across a locked door? Plop it on there. You can leave it. If another teammate comes across a door with a lockpicker on the floor in front of an opened door - you know someone lockpicked it but hasn't checked past the door
Oh that's true
It's like a 2-pronged use. It notifies another teammate "Hey, this door was locked and was opened" and "Nobody looted this way"
efficiency
Precision, Perfection
Locking doors is also great for solo
If I know there's nothing in that direction or worse, a giant fricking maze, some doors are better off locked
Probably also super good for coilheads but I haven't been able to test
Anyway, mimics
I wish they could be purposefully triggered to eat monsters but that could be op. Bait coilhead, bait door, no more coilhead
Actually I haven't tested if that happens or not....
Do you guys know what would be cool?
fire exits having a chance of being locked
And also just more fire exits on every map
Maybe randomly generated small buildings with fire exits
My two smart ideas are RNGenned extra fire exits and a config mod to put moons into Sectors that you can travel between
What's the status of making Mimics work on modded interiors? Waiting for something like LLL to update with functionality that might help with it, or something else?
I suppose I could get on that right now and add a whitelist/blacklist that users can manually decide
Thought it'd be more complicated. That would be ideal, considering some interiors use unique looking fire exits.
Looks like Scoopy's is incompatible because the way they make doors
LC Office works flawlessly though
Mimics v2.4.0
Okay limited support for modded interiors is here
Sweet
If anyone tests their interior out and everything works flawlessly, @ me and I'll add it to the default whitelist.
In order to work, you need to keep the whole AlleyExitDoorContainer hierarchy unchanged, and ensure that I can run this code without it breaking something:
GameObject wall = doorway.transform.GetChild(0).gameObject;
wall.SetActive(false); // turn off the wall behind the mimic
W
I just saw this bit of code and it terrifies me
It's always limited by the amount of free doorways anyway.
MoreInteriors Bunker isn't Mimic friendly.
How so, I'm genuinely curious.
they don't make a cutout for the door
Still kinda spooky to realize you're surrounded by doors that kill you
It's like being in a storage unit for unstable explosives
huh, after installing the newest update I had desync today where clients weren't seeing mimics but the host did. In facility dungeon.
Didn't isolate or confirm that yet
no that looks pretty real
look
@jagged hill is this related to your mod?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
Mimics.Mimics+StartOfRoundPatch.StartPatch (StartOfRound& __instance) (at <817742db530340cca752d51a4262fb19>:IL_0099)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1424531148(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_0178)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1216147436(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-1544350516(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <4eedb4dc36094adcb65137cf81f2803d>:IL_019C)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?709475292(StartOfRound)
I don't know why that'd be happening

