#Mimics v2.7.4

1 messages · Page 3 of 1

jagged hill
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is it breaking anything?

weak crystal
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I'll let you know after playing with friends but I might forget lol
Profile code:
018daafc-341d-222b-97f1-2cc234349163
25 mods.

wintry girder
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Ah shit, you're right, may bad.

jagged hill
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Figured it out, apparently I forgot that I updated netcode patcher for newer projects

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so my older projects that were targeting the older version failed

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Mimics v2.4.1

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Fixed a networking bug that broke 2.4.0 completely

weak crystal
pulsar flax
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ohh, so this got fixed? 🤩
Thank you guys!

spice whale
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@jagged hill maybe you can make an extension of the mimic mod where depending on the interior the door changes

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so that you don't see a modern fire exit in a castle

jagged hill
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It'd be an overwhelming amount of work to set that sort of thing up and I'd have to continuously fix it for any changes that the interior mod makes, I probably won't be doing anything like that

spice whale
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hmm

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@jagged hill what were to happen if you added the mimic to interiors with custom fire exit doors?

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they would be the default fire exit model?

jagged hill
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yes

spice whale
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k

spice whale
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||@jagged hill why is the mimic a fish agony||

jagged hill
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||I like fish||

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also spoiler tag the post

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@spice whale

spice whale
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how again?

jagged hill
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on upload there's a checkbox, for text wrap in ||

spice whale
rancid eagle
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||Would you be more scared if it was swimming around the facility freely?||

spice whale
river wyvern
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Looks legit to me

spice whale
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for some reason the interior is small

stable cairn
river wyvern
torpid sentinel
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so i have easy mode and color blind mode turned on, but im genuinely not noticing any differences between the real thing and the mimics (||aside from the door sometimes having a "feed" prompt||)? i know you can ||use a shovel|| but our team doesnt always have one, especially early-game, so i have no idea what to do about it

pulsar flax
torpid sentinel
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so its usually the ||prompt? me and my friends have been playing with the mod for days on end and all of us are starting to get kinda sick of not being able to tell the difference, even on the "easy mode"||

brave grove
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you should be able to tell the difference with easy mode, you have multiple ways, here is another one : ||try hit them with a shovel they should make a noise||

torpid sentinel
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yeah im aware of the ||shovel trick, the main issue is just when we dont have shovels, which is probably like 50% of the time because we like having an empty inventory for scrap||

the main thing is it just doesnt feel consistent from our combined experience, like there are definitely tells but they dont always seem to show up, sometimes the mimic will just look identical to the original and that seems a bit strange for easy mode

pulsar flax
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There is always a tell with easy mode
I'll give you one ok? This was the hardest for me to get initially
||The prompt after hitting E will change to 'DIE' and the bar will fill quicker||

brave grove
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|| sometimes it's also not the same red, like less dark one
sometimes the hand image is a middle finger also ||

pulsar flax
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Also about colorblind ||the difference is pretty big but hard to see with certain (modded) light sources. One is very much orange and one noticeably purple-ish||

jagged hill
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||if you turn color blind mode on, one of the possible tells is that the door takes significantly longer to open if it's a mimic||

torpid sentinel
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ALSO also, it seems that about... I wanna say 25% of the time, the mimics ||kill you after just ONE hit with the shovel, instead of three, and thus you dont even get to do the shovel test||

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I will try these tips in a controlled, otherwise environment (Experimentation with maximum Mimic spawns) so see if they at all help

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so... what is the difference between these two? one of them HAS to be a mimic, but they look exactly the same to me

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i guess both of them could be also

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i have no idea

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okay better example. I KNOW the first one is the ||real exit because thats the one i came in through||, so the second one HAS to be the mimic, but they look exactly the same???

potent tundra
lost sonnet
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Wait, does AC mess with mimics?

potent tundra
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I believe instant-kill causes it to be aggressive if it rolls it

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if the smack rolls instant-kill crit damage.

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It doesn't inherently "mess" with it, it's just due to the mimic stuff going off of damage. Granted... I thought there was talk of that being fixed ., .

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(it probably could be easily fixed by forcing all damage done to the door to be 1)

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or if a damage cap/minimum can't be done- have it go through 3 "lives" and each life is 1 HP.

jagged hill
potent tundra
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I'm down with either or - I just could've sworn I heard "talk" of it.

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Besides, I love ||lockpicker testing|| now

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Random question

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did ye ever consider a method of killing it to be a possibility?

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Like bringing a decoy mannequin for it to take - but the mannequin has an explosive in it

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specifically have to buy some 30-50 credit item for it to purposely be placed in front of a door and then get taken when an attempted attack is done or somethin' o ,o

torpid sentinel
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if youre gonna mention the tell of the door taking less or more time to open, i found the times to be identical. its possible there was human error but if there was some difference then it was near-negligible, to the point where me and the people watching my stream couldnt tell

potent tundra
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probably had to do with the light

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if you're certain one was real and one is fake

torpid sentinel
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yeah i think im just gonna uninstall the mod

pulsar flax
pulsar flax
torpid sentinel
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ok so after hearing that, i enabled the mod again, went into a map with max mimics, and was able to write off ||4 doors as being mimics due to either the "feed" text or the middle finger, however there was a fifth one that didnt have different text and otherwise also looked identical to the real fire exit that still killed me||

pulsar flax
torpid sentinel
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do i have to actually ||spam E or just hold it down like you would with any other door||

potent tundra
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||compare this to leaving/entering the front door||

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||obviously do not finish the action||

brave grove
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depends of the doors i think ?

fiery folio
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@jagged hill
Mimic compatibility issue with More Interiors.

Not sure who needs to fix. Just placing here for you to check out.

knotty hull
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will see what i can do for mimic door compatibilty

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if i need to change door size and stuff

jagged hill
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as long as you're using a normal emergency exit and you have a cutout for a door like normal interiors do, it should work fine

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wall.SetActive(false); // turn off the wall behind the mimic
knotty hull
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👍

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gotcha

chrome hamlet
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I think the SCPCB doors were smaller than the vanilla fire exit doors so dunno if I'll be able to make compat simple

hollow hamlet
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Guys for now wich interior are mimic friendly?

jagged hill
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The only one I know of is LC Office

hollow hamlet
jagged hill
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Should be whitelisted by default

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so it should spawn without you doing anything

hollow hamlet
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Cool

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Thanks

cedar wyvern
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hello, what are the colorblind differences exactly?c ant seem to tell

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im fine with spoilers, im making a modpack for friends so ive already been taking the bullet with every mod i config haha

potent tundra
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That sorta stuff.

cedar wyvern
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oh, less easy easymode im guessing?

potent tundra
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Do note that if ANY method you use pisses off the mimic, the hand always changes into a middle finger. Whether colorblind is on or off, whether you use this tool or that method, etc.

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It helps to know that - in the event you assume the key tell is if it grumbles/makes-a-sound

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A few people I've played with seemed to never pick up on that tell

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n thought it was difficult to figure out if it's a mimic if the map had a lot of background noise (like Wesley's Gratar, or some other moon)

cedar wyvern
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using ||the lockpicker|| to identify a mimic causes it to ||try and eat whats in front of it and whatnot, but theres a bug where the sound plays long enough that it plays as econd time and the second abruptly cuts off||

potent tundra
cedar wyvern
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..the noise can trigger it?

potent tundra
jagged hill
cedar wyvern
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:steamhappy:

pulsar flax
# potent tundra That sorta stuff.

But that's even without colorblind mode?
I've always played without and I know these tells but also other ones that are ||just a difference in color||

jagged hill
pulsar flax
jagged hill
pulsar flax
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But then with colorblind mode on and easy off ||there's an additional tell where it's taking longer to open? That's the part of your last message that confuses me||

jagged hill
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it's very very very slight

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meant to reward people with extreme attention to detail

pulsar flax
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i see. thanks

cinder cargo
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How would I determine the internal names of custom interiors to add them to the whitelist?

jagged hill
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You could ask the developer of the custom interior, or use Unity Explorer and look for objects of type DungeonFlow to find it

knotty marsh
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@jagged hill thought you might wanna know that for me Mimics was causing my game to throw EnemyAI errors

jagged hill
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Mimics does not have an EnemyAI

knotty marsh
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[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:IL_004C)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_008B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:IL_004C)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_008B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.CompareTag (System.String tag) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
EnemyAI.EnableEnemyMesh (System.Boolean enable, System.Boolean overrideDoNotSet) (at <af9b1eec498a45aebd42601d6ab85015>:IL_004C)
StartOfRound.SetPlayerSafeInShip () (at <af9b1eec498a45aebd42601d6ab85015>:IL_008B)
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0177)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <af9b1eec498a45aebd42601d6ab85015>:IL_018B)

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Odd disabling it made it stop

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Hmmmm

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Maybe a conflict?

jagged hill
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probably a coincidence

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could also be a vanilla error, I think I've seen it before

knotty marsh
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Yeah might be

rancid crow
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the internal name is everything after the -

jagged hill
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If anyone tests a dungeon flow extensively and finds no issues tell me and I'll whitelist it by default

rancid crow
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with what's happening on office i doubt office will be good for mimics

cedar wyvern
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lol nice

rancid crow
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aight lets get my debugging pack and test each interior mod on max mimic count

still temple
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Mimics doesn't really care about how the fire exits look. Interior tiles just have to be setup properly for them to position correctly. How important is mismatch between how actual fire exit looks on a custom map and mimics is up to individual.

rancid crow
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but depending on how the double fire exit is setup might make issues arise

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exp=school ass=sewer vow=castle off=poolrooms mar=woodlandmansion aqu=stronghold gor=mentalhospital tri=office out=bunker egy=sdm aur=scpcbdungen
am i missing any interiors

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nvm im missing scpdungen

cedar wyvern
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haha ass=sewer

rancid crow
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what a great idea

hollow hamlet
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Somebody already tried pool rooms with mimic?

rancid crow
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imma do my testing in #1207001873610178630if anyone's curious

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my config got reset?

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welp school is a no-go (both are mimics for some dark reason)

rancid crow
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in sewers there seems to never be any mimics even tho i have 50%4mimics 50%maxmimics

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and whitelisted it

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castle same, tho it obviously doesnt look like it would support mimics

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kinda sad about sewers tho

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is it me or does whitelisting anything other than school just does not work

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woodlandmansion just crashed

vast vortex
rancid crow
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the only interior where mimics spawned was school

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every other mimic amount is set to 0

vast vortex
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i see, and as your screenshots suggest i'm guessing it doesn't work well on the school

rancid crow
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yeah

vast vortex
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good to know, thanks

rancid crow
vast vortex
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wow, that is, uh, quite a few mimics

rancid crow
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bunker flashbanged me and then replaced an entire tile with a mimic

vast vortex
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yikes, that doesn't sound ideal

rancid crow
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welp

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the only interior that works is office

rancid crow
vast vortex
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unfortunate, but better than nothing

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hopefully some of the other interior devs will consider adding compat some time

rancid crow
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couldn't test SewerFlow and PoolRooms for some sad reason

rancid crow
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all the others have custom doors

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tho i'd love to see mimics come out of the black fog (doors) in Scarlet Devil Mansion

vast vortex
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yeah, i suppose that's true

rancid crow
vast vortex
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i've never played with that interior, so i have no idea what its like

rancid crow
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lemme go there and send a ss

vast vortex
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i see, yeah that could probably be pretty spooky if the mimic just kinda jumps out at you from the void

rancid crow
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there's a slight fog coming out of it on the bottom

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looks better with natural lighting tho

vast vortex
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ah yeah, i can kinda see it

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i probably just ought to play the map some time and see it in person to get the full effect

rancid crow
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yeah the map is very cool

vast vortex
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still, mimic compat would be cool with custom fire exits, but also sounds like a nightmare to implement lol

rancid crow
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yeah

rancid crow
vast vortex
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i know a bit about touhou, but not a ton

rancid crow
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also the interior goes way too well on acidir

vast vortex
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i tried to play starting from the second touhou game onwards and realised i suck at bullet hells pretty quickly

rancid crow
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lol

vast vortex
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i'll still probably give it a try though, sounds cool, and maybe some of my more touhou versed friends would appreciate it

rancid crow
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forgot to remove sound i was in vc

hollow hamlet
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What about pool rooms?

vast vortex
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ok yeah that looks pretty good in motion

rancid crow
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oh wait poolrooms seem to have normal fire exit models

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mb

mighty tide
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activate windows

hollow hamlet
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Maybe It work

rancid crow
vast vortex
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pool rooms compatability could be nice, another interior i have yet to try

weak crystal
knotty marsh
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Windows 10 keys work on 11 too, also the Watermark is the same between both

rancid crow
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win10pro

knotty marsh
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I use 11 home, but activated it with a 10 home key

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Lol

rancid crow
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i have a 10home key

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i just didn't notice when reinstalling windows and clicked pro

knotty marsh
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haha

rancid crow
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i've yet to notice any difference between home and pro

still temple
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If you don't, then go Home.

rancid crow
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yeah tell that to the me before reinstalling windows

still temple
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Also, that actiate windows watermark affects perofrmance/responisvness.

rancid crow
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not that i've noticed

still temple
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Not by much, but still.

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Because it's essentially and overlay that is always on.

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If you don't have MPOs though, it does by a lot.

knotty marsh
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This is true it shows in 11 which is funny

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Cus it doesn't show up for a while on an unactivated 11 copy, where as on 10 it pops up the instant you log in

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It's like it takes time to register that it needs to pop up the overlay

still temple
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I think you can also literally just disable the thing without activating.

knotty marsh
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I think you can but I think it involves delving into the registry and doing multiple tweaks

rancid crow
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they seemed to patch it

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by disabling it it just forcibly enables another one on top

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having everything related disabled just puts it back to normal

lost sonnet
pulsar flax
still temple
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Did anyone test Mimics on Pool Rooms?

oak gull
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Are there any plans to add mimic compatibility to modded fire exits? By that I mean having them use the interior mods fire exit texture.

jagged hill
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I looked into it and it's a bit too much effort considering how the model is set up currently.

oak gull
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Do you think you will ever add a simple patch framework for other people to use?

jagged hill
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Probably not considering it would involve hours of work for myself, the artist, and each collaborating modder as well as the possibility of things breaking on updates to both the games and mods.

oak gull
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Sorry for any confusion, I meant: a patch system so other people can patch their own mods if they want, or random people like me can do it.

still temple
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You can't just patch it.

jagged hill
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The current model would need to be reworked for such a system to work

still temple
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Mimics don't just come out of vanilla fire exits. They're their own model, door included.

oak gull
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Good point, my non moder brain did not think about this 🤔

jagged hill
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they're actually a long tube, and if there isn't a cutout of the wall behind the fire exit they can't exist

rancid crow
cedar wyvern
rancid crow
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nope, it's always been like this, the tube is out of bounds so if you don't have a render issue using cullfactory (which already works perfectly with the only interiors that supports mimics) or if you desync off the map (which would mean you won't even be able to go to the fire exit in the first place

cedar wyvern
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oh

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i meant like if you see

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hm hold on

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t
                   [  |   |
                   [  |   |
------------|    |--------
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wow phone screwed that up...

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idk how to describe it!! like if theres a fire exit and the room behind it is right up to the wall theres no possible space for the mimic right?

rancid crow
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yup

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if there's a room behind and it still generates (which sometimes happens on custom interiors if you whitelist them) they either go through the room behind or straight up delete the room behind

jagged hill
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yeah if there's a room directly behind a fire exit it's safe

frozen path
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may I know how you made Bestiary? Are there EnemyTypes? If so, how did you set up the Enemy prefab?
I'm not sure how to set it up unless it's a creature that spawns from vent

frozen path
jagged hill
rancid eagle
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If they never spawn as singles, there's kinda no point to even trying mimic compat but I can't remember if I've seen a legit single door since the update

brave grove
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Interior modders should do their own version of mimic doors or something idk

still temple
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Should? Yeah, create a whole new model just for another mod.

brave grove
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they already have the model

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it doesn't work because the model is different so it's spotted it's a mimic

rancid crow
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(it doesn't work cuz it just refuses to spawn)

brave grove
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also yes

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But for exemple in office it spawns, but it's not the right model

still temple
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im not talking about office only

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Mimic model includes the door too

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And I don't think the mod is even set up with such functionality for custom interiors to begin with

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So its extra work for both sides

brave grove
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753 did set up custom interior compat on last update

still temple
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All that is is a list that allows you to pick on which interiors it will spawn. That's it.

brave grove
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Oh ok

wise burrow
jagged hill
wise burrow
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nah we wouldnt need an actual stencil

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just set up the render queue in order

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the invisible plane might be an issue though

jagged hill
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Oh so the wall doesn't render? There are issues with what's behind walls too though.

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and since this would be for custom interior support, there's going to be a ton of variation for how things are set up

wise burrow
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the way i have this setup is the interior is one material at 2000-2 then the plane is 2000-1 and the exterior is 2000

wise burrow
jagged hill
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what's the player at?

wise burrow
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i think by default everything is 2000 or above right

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oh wait this is 2000 not 3

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3000 is for transperency

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yeah everything SHOULD be 2000 so the exterior is just rendering normally

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unless zeekers is doing something silly

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either way we'd just need to know what queue everything was at and keep the interior and plane under that

jagged hill
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If the plane is culling stuff on the default queue it'll cull the player too though right?

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and if we change the player's queue so that doesn't happen there'll likely be sorting issues elsewhere

wise burrow
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thats why its -1

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then interior under that at -2

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oh sorry

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i was thinking backwards

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yeah the player would need to be one under everything

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but thats only if you want them to show up inside

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doesnt matter otherwise

jagged hill
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yeah I'm afraid of that causing issues with fog, transparency, etc

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I guess the alternative is modify the animation slightly so they're pulled in entirely while the mouth is slightly outside the door frame?

wise burrow
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its worth a shot, dont even need to go into blender just slap a plane on

wise burrow
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plus it happens so fast

jagged hill
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I'll give it a shot later tonight and see how well it works

wise burrow
polar lava
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are there any modded interiors this mod works with besides lc_office?

still temple
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I doesn't work properly with Office either currently.

jagged hill
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Gonna have to check through and see if there are any it does work on again, I didn't expect everyone's custom interiors to not be similar to vanilla's.

rancid crow
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none works from my testing

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havent checked liminal pools and the 'new' school interior tho

polar lava
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doesn’t moreinterior’s bunker interior use vanilla fire exits? if a modded interior uses vanilla fire exits, is it fine to use mimics for it?

rancid crow
polar lava
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ah ok

chrome hamlet
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I'd like to add support for SCP foundation, just gotta know what's needed

jagged hill
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Right now, support just needs normal fire exit doors and cutouts for the doorway behind them

polar lava
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so if i wanted to add mimics to Scarlet Devil Mansion, i would add SDMLevel to the config's whitelist?

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the dev has already made doorway cutouts

rancid crow
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yes

polar lava
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but im not getting any mimic spawns

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ive already configured for guaranteed spawn

jagged hill
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It's possible it's set up slightly differently from vanilla and that's causing problems

mint arrow
jagged hill
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GameObject wall = doorway.transform.GetChild(0).gameObject;
wall.SetActive(false); // turn off the wall behind the mimic

mint arrow
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I tried to copy them "almost" exactly but I know it's not exact

jagged hill
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this is how I get the wall behind it right now, maybe something's wrong there?

mint arrow
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Ahhh

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Stuff like that would cause issues for sure

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Tyty, I'll take a proper deeper look later

river wyvern
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Couldn't you run this host only mod? swore I heard someone say that

polar lava
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no how would this run host only? everyone needs it so they can see the mimics model

dire lion
river wyvern
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Oof

jagged hill
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definitely needs everyone to install it to work

olive zinc
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I'd really like the Mirage mod to work on Door Mimics but with the muffled voice modification hear when a Snare Flea is on someone's head. I'm guessing currently Mirage voice copying doesn't apply to door mimics because they're not enemies, more like hazards if anything?

jagged hill
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Yeah Mimics aren't coded like other enemies. Mirage would probably have to add support specifically, because adding EnemyAI to mimics would cause a few other issues.

dire lion
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Any plans on supporting custom interiors other than office?

jagged hill
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if an interior works without issues I'll add it to the whitelist but so far I haven't been able to find any really

mint arrow
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By chance, could I get an event function call during "SetExitIDsPatch" that has the doorway chosen by the mimic?

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Actually wait, ignore that. I need to think more on what I need to setup mimics on my interior. I got them to spawn but since my doorways have special logic in spawning its blockers/walls, they spawn in weird.

mint arrow
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@jagged hill actually that's actually I needed. Is it possible that you add an event function call during "SetExitIDsPatch" that takes both the Mimic object created and the Doorway referenced? It would make it a lot easier for me to make my interior compatible with mimics.

jagged hill
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show me exactly what code you want me to add

mint arrow
# jagged hill show me exactly what code you want me to add

Inside Mimics.RoundManagerPatch.SetExitIDsPatch, after the onInteract.AddListener() function, I would like to call a function like this
onMimicCreate.Invoke(null, new MimicsEventArgs(theMimicComp, theDoorway));
and the eventHandler would look something like this

public static event System.EventHandler<MimicsEventArgs> onMimicCreate;

public class MimicsEventArgs : System.EventArgs {
  public MimicsEventArgs(Mimics.MimicDoor m, DunGen.Doorway d){
    mimic = m;
    doorway = d;
  }
  
  public Mimics.MimicDoor mimic { get; set; }
  public DunGen.Doorway doorway { get; set; }
}
jagged hill
#

I've never used code with that sort of syntax before, could you test it yourself and confirm that's exactly what you need added?

mint arrow
#

Fosho. I have transpilier code that I could finish up and see if it would work.

mint arrow
#

I gotta scale the mimic door a bit to fit my doorway, but it does work with my proposed code solution. The entire code is just so the walls behind the mimic looks good.

#

@jagged hill I hope that's good enough to incorporate the code. I rather not keep using this transpilier solution as it will probably break the second you update your mod.

potent tundra
#

is it possible to like...

#

hold up- I'll go to the other channel- ., . scratch that

potent tundra
#

It would help if mimic mod had a config option or somethin' for other modders to like... "disable the door" but not disable the rest o- o.... but I don't know how configurable or modifiable it is

#

hell, they wouldn't need to remove the door - just disable the animation of the door swinging open

#

that way - you can put the portal to be in front of it, the mimic can grab and kill you, and you'd just hear a noise with the tongue coming out to grab you through the portal-ish doorway

#

but I guess that'd remove the scare factor of seeing the mimic come towards you...

#

hm..

#

removal of door when animation plays?.... poofs door - when the door poofs, your portal-stuff detects it's gone so it plays a predetermined 5-second animation of the portal (starting from the dead center) phasing away quickly to reveal it was an illusion as you're dying? . ,. - then as the mimic is "done" and heading back - it reverses teh portal animation to cover it all up (all within 5 seconds)

#

I'm assuming removal of door has to be done via 753

mint arrow
potent tundra
mint arrow
potent tundra
#

^ SPICY COOL~

#

:D

mint arrow
#

Please let me know if you plan on adding that code support any time soon. If I have to wait a day or two I can wait ya know

jagged hill
#

I opened Visual Studio and everything was corrupt so it might take me a bit

mint arrow
#

fosho ty

#

Also could I also ask for two similiar EventHandlers but specifically for MimicDoor.Attack()? One at the start of the attack and one at the end of the attack? I used the interacttrigger to create the portal dissolve effect but I know that won't be networked or consistent.

potent tundra
#

networked meaning someone else wouldn't see the portal open up?

potent tundra
#

scariest for the person taken, others don't get to see the horror unfold unless they witness the tongue come out of the portal >:D

jagged hill
#

made those changes, look through and tell me if it's what you needed

mint arrow
#

Fosho, let me finish my food

jagged hill
#

@polar rivet if you're not busy could you take a look too?

polar rivet
#

clocked off todayy so might not be able to sorry

jagged hill
#

anyone wanna give a second opinion if that's the cleanest way to expose things for other developers?

#

I never use events like that so I have no clue

mint arrow
#

I'll be honest I'm not the brightest with API either, but this should be good

#

I forgot that you had to null check the delegate events, so I did that. Other than that I just put all the API stuff into it's own section. I also added the mimic attacking events too.

#

I added two lines to MimicDoor.Attack(), changed the line in Mimics.SetExitIDsPatch(), and added the API section in the bottom.

polar rivet
#

@jagged hill have you tried this with render textures btw

jagged hill
#

what about render textures

#

I've also considered stencils but there are potential issues with that as well

polar rivet
#

instead of the mimic taking up space behind the door

#

it could take up space in the void somewhere and render texture on the door

#

so you wouldn't act. need space

chrome hamlet
#

Would that work with how the mimic pops out the door?

#

Maybe with some kind of portal style stuff but the performance implications might be rough

polar rivet
#

you could make it work

#

it would be two parts

#

do the part of the animation behind the door in the render texture, do the animation infront of the door still a proper 3d thing

polar rivet
mint arrow
polar rivet
#

in fairness ig @jagged hill is the better @

#

just reading through this w/ nitpicks

jagged hill
#

it'd look weird and there'd be lighting issues

chrome hamlet
#

Also how would it work pulling the bodies in

polar rivet
#

i think it could work fine

mint arrow
#

the space you need behind the door isn't that much of a bottleneck. we only really need some way for the modder to do an additional check for custom interiors but that's simple

#

tbh I can't think of a solution for that besides using a List<Func<bool>> but hey if it works it works

mint arrow
#

Actually what I said you can ignore that, I have a better code solution in mind to improve the custom fire exit problem and let the modder add their additional checks for a nearby room

jagged hill
#

well, if modded interiors set up a proper bounds they should work just fine

#

I believe the problem was vanilla rooms have parts outside the bounds that might clip

mint arrow
#

which may happen for custom interiors as well unfortunately

#

but the solution isn't complicated though

chrome hamlet
#

If they're compatible with cull factory I'd assume the bounds are set correctly, given its a requirement

#

So that's a quick litmus test

mint arrow
#

CullFactory only asks for the doorway size thingy to be bigger than the actual door hole. It doesn't mean that the room would be in bounds

#

Also I'm pretty sure that the doorways are within bounds correctly anyway. They have to be for Dungen to work anyhow

mint arrow
#

It also includes a way for modders to validate their own mimic placements if they so choose

polar rivet
#

once next lll is out i can take a proper look at this and figure out best way to make this work with api in mind

mint arrow
#

I don't think LLL needs to specifically implement this API. Sure only LLL dungeons will really use this but the base Mimics mod can implement this just fine.

polar rivet
#

I would like to let dungeon devs optionally offer info about their fire exit doors for other mods like this to use

#

half a bridge on each side yknow

mint arrow
#

Well that part I understand

polar rivet
#

and then remember i have extendeddungeonflows for vanilla dungeons too

#

so ideally i could populate that optional info for the default too

mint arrow
#

I'll send this for now. I personally think it's fine for deployment (after I test again the .dll that is), but I'm sure Batby wants another look specifically for custom interiors as a whole (and not just me).

potent tundra
#

Quick question, the mimic door spawns because it tries to look for where a "Fire exit" would spawn, and that spawns basically anywhere basegame right? ., .

#

I'm wondering if when it tries to spawn, it pretends both to add a mimic door and a room, or if it just looks for where a fire exit would've appeared - but I've never had an instance of a mimic intercepting a generated interior hallway of facility or mansion

#

was gonna be like "Have it pretend to try to spawn a big tile and if it would've worked - have it shove a mimic door there"- but I guess the default interiors do something custom interiors don't do when the tiles are being generated? ., .

#

(other than scarlet, scarlet's interior is purposely crammed together harder than... well- don't really know a good analogy for that one. But their tiles are very tightly packed)

#

Honestly-..... forget I said these last 5 messages. . ,.'

jagged hill
#

so that gives me a bunch of valid spawns to use

#

from there I only choose spawns that won't clip into rooms

#

and all this is done after the dungeon is generated

potent tundra
#

What if mimic tried to inject itself into the generation process instead, to generate that "Hallway" the mimic is used for, only to then put the fire exit door in front of it . ,.

#

Although it wouldn't have a way to connect out of...

jagged hill
#

I don't want to interfere with the rest of the dungeon generation in any way

potent tundra
#

although- the office room sort of is like that, a tile that generates with no way of exiting- ah. ., .

#

Carry on. . ,.' ... just ramblin'

jagged hill
#

I vaguely remember some people telling me the office interior mimics are broken and I should remove them from the whitelist

chrome hamlet
#

I have some extra fire exits placed in areas where doors can't spawn as well for extra spots

polar lava
#

like these non-euclidian games gotta have some sort of trick up their sleeve to save on performance. i’m actually kinda interested in how they do it. 😮

chrome hamlet
#

Portal benefits from static environments and limited portal counts to take the brunt of the performance

jagged hill
#

look up stencils if you guys are curious, they're the proper way to do this sort of thing here.

#

although they pose a couple issues I wouldn't want to deal with here

mint arrow
#

I've post the code (later tonight), the changes that I made, and you can let me if I didn't break your code. Then you build, I'll test, and it should be ready

jagged hill
mint arrow
#

oh no, i'm finishing the final version right now

#

The API is at the bottom. It's a bit spicy even for me, but it's the smart strat.

#

I changed the Logger to be an internal static variable (so I can call it for error reporting). I added some of the API calls in RoundManagerPatch.SetExitIDsPatch(), some do change the logic order since they are override functions. And I added two API calls to MimicDoor.Attack()

#

Let me know if I broke your code. Then build it for me so I can test the API and see if that breaks your code

bitter arrow
#

quick question ||are mimics gonna open if you hit them with a lot of damage at once (like an lgu upgrade that ups your damage)||

mint arrow
#

@jagged hill bugging you one more time to look at the code, when ya can

jagged hill
#

I'll be honest, this is a bit more than I expected. There shouldn't be any problems with me including it but I don't think I'd be able to help anyone else use this API.

#

@mint arrow could you send me some code blocks of how you use this yourself?

mint arrow
#

I would be able to help with the API, it looks complicated but in practice it's real simple

#

Also Im the first dude to get mimics integration to work so I'll be helping them anyways

jagged hill
#

there's a build of your code

mint arrow
# jagged hill

i cant access the link for some reason? said to moved to a new link

#

ill check it out tomorrow

jagged hill
#

discord's been having problems lately

#

I fixed it by changing IPs

#

try this one

#

should have a different id

mint arrow
#

huh, that one also broken

#

ill see if i can fix it on my end

jagged hill
#

yeah good luck

#

this is the price we pay for Discord adding polls

mint arrow
# jagged hill <@233999394490286080> could you send me some code blocks of how you use this you...

https://pastebin.com/hTmBRwcv
The SDMMimicEventHandler class and the AddPatch() function is how I load in my mimics logic. The SDMMimicEventHandler.OnMimicCreated() function is all over the place but it's to fix my map's renders and the mimics renders.

#

I tested it a bit with:

  • my mod loaded but my interior not whitelisted
  • my mod loaded and interior whitelisted on both my interior and vanilla interior
  • my mod not loaded (to test if the API has no content)
    None had issues. I even (accidently) tested if the functions in event handler errored out, which errored out safely and didn't break mimics as a whole.
mint arrow
#

@jagged hill in case you didn't see my post

jagged hill
#

Yup I saw, I can update it to live either tonight or tomorrow

mint arrow
#

Okay, whenever you can. Ty

hasty osprey
#

Mimics are completely broken in the most recent v50 beta just as an fyi

#

They spawn fine but don't growl when hit with a shovel or w/e and you can't get eaten by one when interacting

#

oop

#

When the mod loads

[Warning: Unity Log] The script 'Mimics.MimicCollider' could not be instantiated!
[Warning:  HarmonyX] AccessTools.GetTypesFromAssembly: assembly Mimics, Version=2.4.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load list of method overrides due to Method not found: bool .IHittable.Hit(int,UnityEngine.Vector3,GameNetcodeStuff.PlayerControllerB,bool)
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:0 
  at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:0 
System.TypeLoadException: Could not load list of method overrides due to Method not found: bool .IHittable.Hit(int,UnityEngine.Vector3,GameNetcodeStuff.PlayerControllerB,bool)
[Info   :    Mimics] Plugin Mimics is loaded!
[Error  : Unity Log] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
Could not load list of method overrides due to Method not found: bool .IHittable.Hit(int,UnityEngine.Vector3,GameNetcodeStuff.PlayerControllerB,bool)
Stack trace:
System.Reflection.Assembly.GetTypes () (at <787acc3c9a4c471ba7d971300105af24>:0)
Mimics.Mimics.Awake () (at <773925dc52de46678c52366f8241e6d5>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
#

and after interacting with one

Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:0)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
Mimics.MimicNetworker:MimicAttackClientRpc(Int32, Int32)
Mimics.MimicNetworker:MimicAttack(Int32, Int32, Boolean)
Mimics.MimicDoor:TouchMimic(PlayerControllerB)
UnityEngine.Events.UnityEvent`1:Invoke(PlayerControllerB)
InteractTrigger:Interact(Transform)
GameNetcodeStuff.PlayerControllerB:ClickHoldInteraction()
GameNetcodeStuff.PlayerControllerB:Update()```
knotty marsh
#

@hasty osprey I expect a lot of the enemy mods won't update til V50 fully releases, cus the changes would break compat with v49

hasty osprey
#

yeah better to let know early than later though tbh

knotty marsh
#

Well yeah

#

I expect devs are updating for compat but waiting to push the updates

steel isle
#

is there any way to remove the flipping off thing when you hit it with a shovel

#

my goal is to make it so when you hit it with a shovel you hear a VERY quiet growl and if there are any other noises you wont be able to hear it and will have to check again which increases its chance of activating

#

i only ask because i feel like shovel counters them too hard

hollow hamlet
#

Do mimics work on Rosies interior?

jagged hill
#

mimics update for v50, needs testing ASAP

hasty osprey
#

Looks to work from a quick Experimentation run

#

No errors when loading the game and actually got eaten when entering

jagged hill
#

networking is the only thing I can't really test myself right now if anyone wants to

#

gonna move on to peepers for now, pushed 2.5.0 live

#

Mimics v2.5.0

#

nothing new, just updated for v50

mint arrow
jagged hill
#

Yup

#

v50 was a bit of a surprise so I'm going to wait 24 hours before another update though

#

just so we know if any problems were from v50 or the API

#

although I doubt the API will cause any issues

mint arrow
#

The API has nothing to do with LC and everything to do with your code in general.

#

So I would only disasterly break your code if something messes up, but I encountered nothing when I tested it

polar lava
#

woohoo

#

mimics api

#

good work raph

lost wave
#

@jagged hill I just experienced a bug on v50 playing on dine

jagged hill
#

what's the issue?

lost wave
#

Where someone went into a fire exit on dine from the outside

#

And the fire exit on the inside changed into a mimic

#

and killed him

jagged hill
#

huh

#

you sure you don't have another mod that does that on purpose?

lost wave
#

I dont have the mod that does that either

jagged hill
#

got any logs?

#

even at 100% spawn rates my fire exit is a normal fire exit

#

lemme try dine, you were in a manor yeah?

lost wave
#

Yea

#

middle of session, will send logs when we are done

jagged hill
#

help where is the fire exit

lost wave
#

lmao

#

uh

jagged hill
#

they changed the map I'm lost

lost wave
#

theres one of the very left path near the main entrance

jagged hill
#

did they change the jetpack too? I exploded almost instantly

lost wave
#

they uh "fixed" jetpack logic

#

but maybe he just nerfed it

#

sucks

jagged hill
#

is this a prank

#

is there even a fire exit on dine

hasty osprey
#

nice

#

sounds like a diff mod issue

lost wave
#

Anyway

jagged hill
#

Nothing interesting that I can see, guess I'll have to find that Dine fire exit

hasty osprey
#

Are you messing around or do you need help finding that lol

#

Should be able to just go to the left path and straight from where the ship lands, sorta sticking to the cliff/hill/mountain walls

jagged hill
#

I tried so many times

bitter arrow
#

yeah its to the left of main

jagged hill
#

I swear I hugged that wall all the way

#

and then hugged the cliff

bitter arrow
bitter arrow
#

its not that far away

#

let me just edit this rq

#

or wait

#

i might be stupid

#

uhhhhhhhhhhhh

dire lion
#

I don't think Mimics are actually working in v50

#

I've not seen a single one throughout multiple playthroughs

jagged hill
#

I ran into a few today

#

Perhaps you've just been (un)lucky or don't have the mod installed

west basin
#

I wanna see

cinder cargo
dire lion
#

Thats weird because I cant seem to get them to spawn

bitter arrow
#

can confirm that they work

#

i was running away from slenderman and died to one

jagged hill
#

give it a quick multiplayer test, @ me when you've confirmed it works with your interior, and I'll send it out

mint arrow
jagged hill
#

oh yeah

#

forgot it wasn't updated yet

#

so I guess there's no point yet

steel isle
#

is there a way to remove the flipping off icon? i want the only distinction being the low growl

jagged hill
#

Nope, no plans on adding it either.

lost wave
# jagged hill Nope, no plans on adding it either.

Ok, i'm brave enough now after months of playing to ask for specific details on all the triggers of a mimic, what all the difficulty modes actually limit on a mimic, and what other tool than a shovel can be used on a mimic

jagged hill
lost wave
#

Hol on

#

By ||make sound||

#

Do you mean I can ||drop items or scream near a mimic and it will trigger based off of the audio||

jagged hill
#

||It's balanced in a way that that isn't exactly viable, but yes||

lost wave
jagged hill
#

go there

bitter arrow
teal grail
lost wave
#

I gotta make some balance changes now

teal grail
#

I wish it didn't, cause having either of those eliminates one easy way to determine whether or not a fire exit is safe or not.

jagged hill
#

No plans on changing that, consider it the Mimic hungering for stronger prey.

mint arrow
#

@jagged hill i finally got to test it in multiplayer, it all works

#

i tested on my interior, and on the vanilla ones, it all works like a charm

#

sorry for the 2 week delay lol

#

let me know when you push the patch so i can as well

jagged hill
mint arrow
jagged hill
#

Mimics v2.6.0

#

Alright should be live, give it another test if you can

mint arrow
#

but I fixed it, tested it, no issues

dire lion
#

Why was Office removed from the whitelist btw? I did use to find multiple Mimics on that interior with no problems

jagged hill
#

if so I can add it back for next update

dire lion
limpid ridge
#

I tried adding Mimics to Black Mesa but it doesn't seem to work, any guesses as to why? It uses vanilla fire exits

jagged hill
#

If they're not appearing and you have maximum mimics turned up in the config, then either you didn't get the name of the dungeon flow for the whitelist correct or there aren't cutouts for them set up in the map.

limpid ridge
jagged hill
#

Mimics aren't just the door but also a long hallway. A mesh needs to be removed, otherwise the door would open and you'd just see a wall.

#

did you make Black Mesa by chance

limpid ridge
#

I'm sorta on the dev team

#

It's by Plastered_Crab

jagged hill
#

ah alright, in that case

GameObject wall = doorway.transform.GetChild(0).gameObject;
wall.SetActive(false); // turn off the wall behind the mimic
#

that's what's going on

#

It's also possible it's none of those things and it's not working for a different reason

limpid ridge
#

Ohhh does there need to be a cutout behind each prefab?

jagged hill
#

The way it works in vanilla is fire exits are only placed in front of empty doorways

#

this isn't necessarily the case for modded interiors

limpid ridge
#

He doesn't have the fire exits as blockers but as prefabs manually placed within each tile

jagged hill
#

yeah that would probably make it incompatible

limpid ridge
#

Any way he could possibly make it compatible? Besides not making them prefabs? Would manually leaving a cutout behind each fire exit possibly work?

jagged hill
#

If there was a cutout behind each fire exit that should work

#

Might be a bit of work for compatibility with a single mod though

limpid ridge
#

I'll see if he wants to do a test with some tiles having cutouts. He does have over 100 different tiles so it would be quite the process for all of them😅

#

Still not quite sure on how you'd not have the cutout when there's no fire exit🤔

jagged hill
#

iirc you can see the lines for some of the cutouts in vanilla, it's just hard to notice because of how low resolution everything is

limpid ridge
jagged hill
jagged hill
limpid ridge
#

Okay thanks, I'll see if he wants to do a test and I'll report back. I'll be sure to let you know if you can add it to the whitelist

jagged hill
#

If anyone knows of any other interiors that might work without needing an update let me know and I'll add them to the default whitelist

limpid ridge
jagged hill
#

There's another office mod???

hasty osprey
#

by Rosie yeah

limpid ridge
#

Yeah by Rosie 🙂

hasty osprey
#

iirc based more on early LC footage??

limpid ridge
#

And the new intro

jagged hill
#

I don't see a way to enable it in cfg

limpid ridge
jagged hill
#

It's a custom interior yeah? I need to set its spawn rate somewhere

limpid ridge
#

It no longer has it's own config

jagged hill
#

I'm not seeing it in LLL's, am I using LLL wrong?

proven cedar
hasty osprey
#

ty

hasty osprey
jagged hill
hasty osprey
#

iirc yeah

proven cedar
jagged hill
#

@polar rivet >:(

limpid ridge
proven cedar
#

Bah XD

limpid ridge
#

It's been like that for awhile now 😅

proven cedar
#

Iirc i had one report of a mimic in my interior but apparently its incredibly rare

limpid ridge
#

Rosie, did you ever fix your fire exits?

proven cedar
limpid ridge
#

Them being blocked sometimes?

proven cedar
#

No idea what is causing it tbh

limpid ridge
#

Plastered completely remade the fire exit prefab matching the vanilla ones and that fixed all his problems

#

maybe try that?

proven cedar
#

That shouldn’t be an issue

jagged hill
#

even in vanilla fire exits get blocked sometimes

limpid ridge
#

Something was messed up with his prefab

#

His also had a desync issue too

proven cedar
#

The fire exit obj itself is all cosmetic other than the spawn synced obj which uses the vanilla prefab

limpid ridge
proven cedar
limpid ridge
proven cedar
#

got it

jagged hill
#

maximum spawn weight 9999 >:(

proven cedar
#

Tbh Ive personally never seen the blocked exit issue in my own testing

proven cedar
limpid ridge
#

I always set 99999 for max

proven cedar
jagged hill
proven cedar
#

sadd

jagged hill
#

on first gen I'm not seeing any mimics in cozy

limpid ridge
# proven cedar Hmm

I will say, we were able to find the fire exit inside but couldn't interact with it. The same thing used to happen on Black Mesa until Plastered just redid the prefab

hasty osprey
#

Imperium makes things easy.............

#

I think

proven cedar
jagged hill
#

The blockers are also too big, so it wouldn't work anyway

proven cedar
#

Ah

#

Well, thats good to know

hasty osprey
#

omg CozyOffice mimics? 😳

proven cedar
hasty osprey
#

man

proven cedar
#

I suppose I could see what I could do, but itd cost a lot of remaking of rooms and thats a lot of energy I dont necessarily have rn.

hasty osprey
#

Don't feel like you don't to do it lol

jagged hill
#

pretty nice interior though, I'll have to add this to my personal modpack

proven cedar
hasty osprey
#

oops

#

Don't feel like you have to do it*

proven cedar
#

xD

#

Ye alrighty

devout needle
#

my 2 friends too

jagged hill
devout needle
toxic heath
#

Hey, I have an slight issue with how this mod works...
Probably most people already know that you can use TooManyEmotes to see behind the fake door to discover its fake and since at this point everyone in my friendgroup knows this trick it kinda ruined this mod for me.
Is there a way you cold make the corridor behind the door only appear once the kill animation starts?
I would be really thankful and it would really spice things up again

timid scarab
#

seems broken v55 beta

mighty tide
#

oh i wonder why

timid scarab
#

🤷‍♂️
opening mimic doors and not getting eaten though

#

well
"opening"
but nothing actually happens

jagged hill
#

Any error logs?

timid scarab
jagged hill
#

ah they probably just added or removed something from KillPlayer, should be a 1 line fix

granite shell
#

#1210058974884274206 message

jagged hill
#

I wonder if it'd be possible to make a v55 compatibility patch that just exposes the old method in the same namespace

mint arrow
jagged hill
#

But my mod assumedly wouldn't throw errors if someone re-added a version of the function that took the old parameters, so we could have a compatibility patch

mint arrow
#

I haven't tried making compatibility patches yet so perhaps I'm wrong, but my brain says to create two additional .dlls (one for v50 one for v55) and have those setup the real function calls that the main .dll mod would call

#

It would be more work to set that up, but it would also mean that I could have the namespaces separated, could be smart, could be overkill. It's something I wanna try out

jagged hill
#

@timid scarab would you mind testing?

timid scarab
#

how do i test it?

#

swap out the dll in my r2modman profile?

jagged hill
#

yeah just manually overwrite the file

jagged hill
#

Mimics v2.6.2

#

Probably no different from the last version, just specifically targeting v55.

timid scarab
#

ouch i forgot to test it sorry

limpid ridge
#

Btw, Tranquillity's interior works. The flow name is TranquillityManorFlow

jagged hill
#

Although updating config defaults won't really do anything for people who already have the mod

limpid ridge
#

The interior is a combination of the two vanilla ones. Took me more time to figure out the flow name then anything else

limpid ridge
jagged hill
#

Mimics v2.6.3

#

Updated to add Tranquillity to the default whitelist in the config

river wyvern
#

Idea for bigger update tho idk how it will work since it's a whole room

Mimic entrance: literally the normal entrance pasted in a random spot but then the door is used both doors swing open as anyone that uses the door or in the room is eatten, maybe could even eat enemys if they are in the room too (only spawn in default interior or others that have the default entrance door)

Only 1 can spawn and it's a bit rare to spawn

muted marsh
#

Is it possible to add a config option to make mimics attack based off of number of hits instead of damage?
I'm running Lategame Upgrades in my modpack, and we have an upgrade that increases shovel damage. This causes mimics to instantly attack when hitting doors.

jagged hill
#

adds a new config option called Upgrade Compatibility, launch the game once to make it appear then enable it and launch again

muted marsh
jagged hill
#

haha "fast implementation"

#

people have been asking for months

jagged hill
#

Mimics v2.6.4

slow pine
#

Hi, when I use this mod alone it works perfectly, but I can't join someone and nobody can join me, even if the other player has the same mod. What can I do?

jagged hill
slow pine
#

Yes

jagged hill
#

If you have a log file I could look at I'll tell you if I see any issues

jagged hill
#

any version 60 testers

drifting flame
#

Testing right now only solo atm

slow pine
jagged hill
#

Good to hear, if anyone spots any problems @ me

#

same with Peepers

drifting flame
#

I think there is an issue with Mimic Doors. All night we only found fake fire exits we couldn't interact with. Not a single Mimic door.

jagged hill
#

Got any logs? They were interactable for my group.

drifting flame
#

No I don't sadly I can attempt unless one of these previous errors were them

#

hold on

#

[22:22:34.0880270] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::SyncScrapValuesClientRpc(RoundManager,Unity.Netcode.NetworkObjectReference[],int[])
RoundManager+<waitForScrapToSpawnToSync>d119.MoveNext () (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_003E)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

[22:22:34.0880270] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::SyncScrapValuesClientRpc(RoundManager,Unity.Netcode.NetworkObjectReference[],int[])
RoundManager+<waitForScrapToSpawnToSync>d119.MoveNext () (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_003E)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

#

[21:58:44.7431489] [Warning: Unity Log] KillTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[21:58:44.7486602] [Error : Unity Log] SpawnStateException: NetworkObject can only be reparented after being spawned
Stack trace:
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>cDisplayClass4_0:<LogException>b0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:36)
AsyncLoggers.Wrappers.Unity.<>cDisplayClass28_0:<wrapCallback>b0() (at ./src/Wrappers/Unity/AsyncLoggerWrapper.cs:136)
AsyncLoggers.Wrappers.JobWrapper:LogWorker() (at ./src/Wrappers/JobWrapper.cs:84)
AsyncLoggers.Wrappers.LogJob:Execute() (at ./src/Wrappers/JobWrapper.cs:68)
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)

#

Those were some errors from a previous test run where i had mimic enabled.

#

didn't think it was mimic at first until last night

jagged hill
#

should be yeah

pliant beacon
#

I have yet to come across a fake fire exit in the mineshafts

#

I might just be lucky though lol

jagged hill
#

Mineshafts don't have any, might be impossible, still have to double check

pliant beacon
#

oh okay gotcha

hasty osprey
#

yeah looking right now doesn't look like it's possible

jagged hill
#

the price of having a really fucking cool 3D model

#

doesn't fit everywhere

drifting flame
#

Bruh people are so mad at me for re adding in Mimic doors lol 😆 can confirm previous issue was a me problem some how 😆

azure gull
#

Is there an easy way to locate mimics with Imperium?

jagged hill
#

what the heck is Imperium?

azure gull
jagged hill
#

They'd probably be pretty obvious on the map

#

since they're long red hallways

azure gull
#

ye I was just wondering if there was a quick way to check other than that

jagged hill
#

if you're trying to test mimics you can set the max spawn rate to 999

azure gull
#

Yup, but I couldn't get it to spawn on Level3Flow. Is it not supported (yet)?

jagged hill
#

It's not supported because there's no cutout for them to fit unfortunately.

azure gull
#

Ah gotcha

forest shuttle
#

Hello, is it possible to remove just the fire exist mimics ? I love the mod, especially with Mirage ! But my friends HATE the fire exit doors

#

But I absolutely want to keep the player mimics

hasty osprey
#

this mod only adds the fire exit mimics though...?

forest shuttle
#

Wait

#

I think I've never seen the regular player mimics before installing this mod then

hasty osprey
#

Masked Players are a vanilla enemy

forest shuttle
#

They're cannon ?

#

Okay

#

my bad then, sorry !

#

I'll disable it for now then !

hasty osprey
#
Lethal Company Wiki

"Masked", also referred to as "Masks" or "Mimics", are entities found indoors that have the appearance of employees wearing Tragedy/Comedy masks on their faces and standard orange suits. They attempt to hunt down employees and convert them into more Masks.
Upon successfully catching an employee, Masks vomit blood on the victim, resulting in the ...

forest shuttle
#

Thank you !

polar lava
#

fire exit mimics aren’t hard to deal with once u figure them out

#

once everyone in my lobby figured it out, hardly anyone dies to them

drifting flame
# jagged hill 🥲

Don't worry they stay in my modpack for life.

We mark our doors and lately my trick has been putting a R on a real door, but fake doors I put the R next to it so I know it's actually fake. One of my friends caught on though 😆

It's so horrifying hearing the door in the distance eating someone I love it.

drifting flame
#

There is I believe an easy mode which adds very noticeable clues to doors symbolizing it's fake. I had to go hard mode though cause it gets to easy once you know.

toxic canopy
#

Would be cool if mimics had compatibility with every custom fire exit doors

drifting flame
toxic canopy
#

I mean like mods not needing an integration for it which SDM already has, Unless you can config it?

jagged hill
#

It's not viable to have mimics work with every custom fire exit, I'd have to replace the model entirely.

mint arrow
#

@jagged hill the half life interior dev would like if the Mimics API didn't only look for potential mimic placements at unused doorways.

#

do you mind I redo a bit of the API and the Mimics code to add an override for different mimic spawn points gathering stuff?

jagged hill
#

Feel free to edit it as you see fit, the API is for other people after all not me

mint arrow
#

fosho, making sure

jagged hill
#

It may be misleading to have it for anything but doorways though, considering it'll need something doorway-like to function

mint arrow
#

I assume so the doorway has a rectangle gap so we can see the mimic's pretty face?

jagged hill
#

yep

#

It'd be fairly easy to just make the door blow up or something if there wasn't room, but that'd be a big fuck you to my artist

static hollow
#

Could we see built-in Coroner compatibility now that there’s an API for it?

static hollow
#

I said built-in

distant kiln
#

so can the mimic spawn in any interior now?

obsidian cosmos
#

I take it they can’t spawn in mineshafts right?

jagged hill
obsidian cosmos
#

That’s a shame. Works better aesthetically for facility anyway atleast

red onyx
#

Slight bug (Another mimic in the room over)

#

Despite my config being set to this

jagged hill
#

What's the issue? It looks like you rolled the 2 and got maximum mimics

polar lava
#

does the spawn rate config use weighted random? or do the sum of all the spawn rates need to add up to 100?

red onyx
#

...This occured on Rend

#

There were at least four mimics, potentially even five in this round despite my config only allowing a max of two to spawn

jagged hill
red onyx
#

I'm not sure if I'll be able to replicate this issue; I didn't grab the logs at the time

#

ok

#

why did my message send early

jagged hill
#

on your config it shows a 2 weight for max

#

so you just got really lucky

red onyx
#

Oh THAT'S what that is?... I thought that was the spawn cap of the mimics...

#

Nevermind then, thanks

jagged hill
#

you know, that's entirely my bad for naming it that

red onyx
#

Maybe, but now that I know about it

#

I will make mimic infestations a thing in my modpack

#

:)

obsidian cosmos
jagged hill
#

It's the number of viable fire exit locations with adequate room for a hallway behind them

obsidian cosmos
#

So basically everywhere a mimic CAN be, it is.

gleaming perch
#

hey, the is a whitelist to add for Mimic for custom interior ?

jagged hill
#

There's a whitelist in the config

#

but even then it won't work with every interior

#

in fact, it works with very few

west basin
#

funny question

#

The Mines?

simple yarrow
#

Can anyone list all interiors that work with mimics?

toxic canopy
#

Theres a list of them in the config

simple yarrow
toxic canopy
#

Dunno. Depends if the fire exit in the interior are vanilla or not, The ones that have integration are in the list like SDM

hasty osprey
#

Interior has to be set up in a specific way even if the Fire Exits are the vanilla ones iirc

jagged hill
#

They work with surprisingly few interiors

knotty marsh
jagged hill
#

even using an API there are some annoying conditions to be met like having cutouts behind the fire exit locations, and enough space to actually fit the mimic hallway

grave topaz
#

out of curiosity, do you have instructions on implementing mimic doors?

simple yarrow
#

I heard it was out there but nobody used it except for SDM

grave topaz
#

That's what I'm looking to find out

mint arrow
#

Like do you need the general overview?

grave topaz
#

Yeah, not sure where to start and what the mod is specifically looking for

mint arrow
#

The most important functions for the EventHandler is IsMyInteriorLoaded (return true if your interior is loaded) and OnMimicsCreated (where you fix any assets related to the doorway and stuff)

#

My code simply fixes my doorway to make space for the mimic. I think I also scale the mimic slightly but I don't remember. I also gave it another handler for when the Mimic attacks so I can play a quick animation

grave topaz
#

gonna keep this bookmarked

mint arrow
#

Oh and last thing, the mimic spawns exactly on your doorway transform, but I don't remember what its dimensions were

jagged hill
#

Could someone make sure Mimics work this patch?

simple yarrow
#

ill test rn

simple yarrow
#

They work

jagged hill
#

Thank you

west basin
#

Hey 753 or Lunxara

#

how do you make it so custom interior fire exits can have mimics

knotty marsh
knotty marsh
#

The Mimics mod has an API for interior users to make use of, SDM for the longest time has been the only one to use it though

#

Bozoros' Interior I suggested to Pacoito since it was a reskin of Facility and it made sense for it to have support lol

west basin
#

So wait a minute

#

that means by default now

#

Bozoros has Mimics

knotty marsh
#

If you have the mod installed yeah

west basin
#

Oh no

#

For the longest time

#

I've had no Bozoros mimics

#

and have trusted them for eons

#

centuries

#

Now I must watch for any traitor exits

knotty marsh
#

It's such a funny mod cus when people don't know support has been added it's great

west basin
#

Im gonna

#

Wait can you make it so Fire Exit Mimics spawn in other interiors?

#

like "unintentional support"?

#

through config files?

knotty marsh
#

No not unless they add support for them, you can add their names in and it won't ever work

west basin
#

Damn

knotty marsh
#

There's so much specific stuff that needs to be met

west basin
#

I was thinking what it would be like to have Black Mesa mimics

#

thank god that won't be a thing

#

I trust it too much

knotty marsh
#

I mean Black Mesa could add support

#

Hehe

west basin
#

._.

#

That is true but oh god

knotty marsh
#

@signal jay Mimic support when?

half flame
#

I would try to add support to any interiors I make. Which prolly wouldn't be much, but mimics

#

Decrepit house is still an idea

west basin
#

Imagine mimics in somewhere stupidly unfitting

#

like Peach's Castle

signal jay
signal jay
#

We have very custom fire exit positions in each room, but mimics assumes that there is a big cut out behind them in the wall so the creature can fit and lunge at the player

#

So it's a very long rectangular box behind the fire exit

#

Vanilla and most interiors just make a very quick door blocker that has a fire exit on it and it just broadly applies to all doorways which does leave a space behind the fire exit which is why mimics works with those afaik

west basin
#

And also

#

Mimics would be highly inaccurate with the Half-Life lore

signal jay
#

Lmao

#

Lore important

west basin
#

I literally love Half-Life a lot

#

Infact I listened to the complete Half-Life and Portal story

#

multiple times

signal jay
#

Hope you like the next huge update coming 🙂

west basin
#

Wait wait

#

Can I guess and see if im right when the update comes out?

half flame
#

Maybe I should try half life

west basin
#

definitely recommend it

#

Theres Half-Life

#

Half-Life: Blue Shift

#

Half-Life: Opposing Force

#

Half-Life 2

#

Half-Life 2: Episode 1

#

Half-Life 2: Episode 2

#

Half-Life Deathmatch

#

Half-Life 2 Deathmatch

#

And even fangames

half flame
#

Damn

west basin
#

Like Black Mesa

west basin
#

count Gmod if you want

#

I dunno

half flame
#

I got a bundle with some portal and some half life

west basin
half flame
#

Oh interesting 🤔

#

I've had gmod for a long tims but had no idea the context behind any half life stuff lol

#

I grew up on retro games and mobile games

#

You could say I was something of an ipad kid lmao

half flame
#

But a step up... my family owns nothing other than samsung/android products

west basin
#

but I also have an Acer Laptop

#

helps with Ultra Modded Lethal

#

reminds me

#

Lunxara Im curious, how is your modpack?

#

Our modpacks seem drastically different from each other and im curious how yours is

half flame
#

I don't get Apple tbh, I would have to hear more arguements from the pro-apple side

jagged hill
#

@bitter lynx your interior has mimics support? Do you want me to add you to the default interior whitelist in the cfg?

#

is there a good way to even force update the cfg for people while respecting their previous configs?

knotty marsh
jagged hill
knotty marsh
jagged hill
bitter lynx
bitter lynx
jagged hill
#

There's definitely not a good way to do it, BepInEx config files are a little broken

#

Config.Keys always returns nothing???

#

The only thing I could find that works is Config.Bind

jagged hill
bitter lynx
#

It's a bit confusing since it doesn't actually modify the whitelist in the config, so you'd have to know to look in the other config file in order to disable them

#

But yeah it sounds more convenient lol

jagged hill
#

I still want a way to add new items to config settings when updating past a certain version, BepInEx's Config API just wasn't working for me

#

I'll just tackle it again next time the need arises I suppose

red onyx
#

We love the oversized fish

bitter lynx
#

Maybe doing something weird like renaming the config field, using orphaned entries to grab the old value, appending the new interior and copying it over to the new entry, and clearing the old orphaned entry

#

Definitely convoluted though lol

molten lodge
#

mimic

#

tile

#

of the main entrance

#

essentially a duplicate main entrance tile that could spawn on facility

#

and it spawns a double door mimic

#

one of the hints could be

#

the fans in the room not spinning

#

or the light behind the doors not being there

simple yarrow
#

it would be harder to implement with modded interiors though I think

#

but that sounds awesome

molten lodge
#

it would probs be exclusive to facility i feel like

cedar wyvern
#

id love it

cursive radish
floral imp
jagged hill
mint arrow
#

I think someone already found a solution but do you plan on adding a function to add to the interior whitelist?