#Mimics v2.7.4
1 messages · Page 3 of 1
I'll let you know after playing with friends but I might forget lol
Profile code:
018daafc-341d-222b-97f1-2cc234349163
25 mods.
Ah shit, you're right, may bad.
Figured it out, apparently I forgot that I updated netcode patcher for newer projects
so my older projects that were targeting the older version failed
Mimics v2.4.1
Fixed a networking bug that broke 2.4.0 completely
Thanks :) and yeah
I couldn't see fire exits
Or friends couldn't
Maybe you can make it a feature lol
It felt like the ghost girl with paranoia.
ohh, so this got fixed? 🤩
Thank you guys!
@jagged hill maybe you can make an extension of the mimic mod where depending on the interior the door changes
so that you don't see a modern fire exit in a castle
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
hmm
@jagged hill what were to happen if you added the mimic to interiors with custom fire exit doors?
they would be the default fire exit model?
yes
k
||@jagged hill why is the mimic a fish
||
how again?
on upload there's a checkbox, for text wrap in ||
||i'm not mad about the fish thing|| but damn, that is a suprise to be seen.
||Would you be more scared if it was swimming around the facility freely?||
||exit door noise exit door noise MOTHERFUCKERS-"||
Looks legit to me
for some reason the interior is small
Literally what I said
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
gotta look closer. ||most giveaways are similar to the "feed" prompt as in it's the same element (prompt) giving it away but in a different way ||
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"||
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||
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
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||
|| sometimes it's also not the same red, like less dark one
sometimes the hand image is a middle finger also ||
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||
||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||
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||
I will try these tips in a controlled, otherwise environment (Experimentation with maximum Mimic spawns) so see if they at all help
so... what is the difference between these two? one of them HAS to be a mimic, but they look exactly the same to me
i guess both of them could be also
i have no idea
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???
do you have color blindmode on?
Do you have LGU or AC on?
Wait, does AC mess with mimics?
I believe instant-kill causes it to be aggressive if it rolls it
if the smack rolls instant-kill crit damage.
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 ., .
(it probably could be easily fixed by forcing all damage done to the door to be 1)
or if a damage cap/minimum can't be done- have it go through 3 "lives" and each life is 1 HP.
not changing it, it's designed to be this way because heavier hits will make it angrier
I'm down with either or - I just could've sworn I heard "talk" of it.
Besides, I love ||lockpicker testing|| now
Random question
did ye ever consider a method of killing it to be a possibility?
Like bringing a decoy mannequin for it to take - but the mannequin has an explosive in it
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
yep.
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
yeah i think im just gonna uninstall the mod
We can't tell from these screenshots alone. ||because it's not showing the prompt when you're actually pressing E||
||I can 100% identify every mimic door with easymode on. For the ones you show in the screenshot you'd have to spam E on them and look whether the prompt is changing||
||FEED||
||DIE||
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||
did you check for the one I mentioned in the last part of this message? #1181019013409677312 message
do i have to actually ||spam E or just hold it down like you would with any other door||
||Hold it down like you were attempting to leave. The time it takes to fill the circle is different||
||compare this to leaving/entering the front door||
||obviously do not finish the action||
||if you spam it you can see the text change to die or eat too ||
depends of the doors i think ?
@jagged hill
Mimic compatibility issue with More Interiors.
Not sure who needs to fix. Just placing here for you to check out.
will see what i can do for mimic door compatibilty
if i need to change door size and stuff
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
wall.SetActive(false); // turn off the wall behind the mimic
I think the SCPCB doors were smaller than the vanilla fire exit doors so dunno if I'll be able to make compat simple
Guys for now wich interior are mimic friendly?
The only one I know of is LC Office
Cool so It does already spawn or do i have to edit something?
hello, what are the colorblind differences exactly?c ant seem to tell
im fine with spoilers, im making a modpack for friends so ive already been taking the bullet with every mod i config haha
It allows for visual clues to be seen. ||The text when hovering over the door being different||, ||The progress bar taking longer when holding E||
That sorta stuff.
oh, less easy easymode im guessing?
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.
It helps to know that - in the event you assume the key tell is if it grumbles/makes-a-sound
A few people I've played with seemed to never pick up on that tell
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)
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||
This is true. I suspect it triggers itself with the noise or something
..the noise can trigger it?
||Noises can trigger it||
I think this might be a bug from another mod, regardless I plan on fixing it eventually.
:steamhappy:
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||
||Taking longer to open is a colorblind mode fell, and on easy mode the color difference is replaced with a significantly longer interact time.||
Wait, are you telling me ||there are tells based on color with colorblind off and easy mode off? I always assumed the only way with those settings is hurting it?(and maybe some lockpicker shenanigans)||
||if you don't have easy mode on, there's no real color tell||
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||
i see. thanks
How would I determine the internal names of custom interiors to add them to the whitelist?
You could ask the developer of the custom interior, or use Unity Explorer and look for objects of type DungeonFlow to find it
@jagged hill thought you might wanna know that for me Mimics was causing my game to throw EnemyAI errors
Mimics does not have an EnemyAI
[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)
Odd disabling it made it stop
Hmmmm
Maybe a conflict?
Yeah might be
you can also launch a game with them to generate a LethalLevelLoader config and check their name on there
the internal name is everything after the -
If anyone tests a dungeon flow extensively and finds no issues tell me and I'll whitelist it by default
with what's happening on office i doubt office will be good for mimics
lol nice
aight lets get my debugging pack and test each interior mod on max mimic count
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.
but depending on how the double fire exit is setup might make issues arise
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
nvm im missing scpdungen
haha ass=sewer
what a great idea
Last time i played It there was no problem mimic worked fine
Somebody already tried pool rooms with mimic?
imma do my testing in #1207001873610178630if anyone's curious
my config got reset?
welp school is a no-go (both are mimics for some dark reason)
Big mimic
in sewers there seems to never be any mimics even tho i have 50%4mimics 50%maxmimics
and whitelisted it
castle same, tho it obviously doesnt look like it would support mimics
kinda sad about sewers tho
is it me or does whitelisting anything other than school just does not work
woodlandmansion just crashed
sorry for the ping but does this mean you've tested all the other interiors? i quite like the mimics mod so would be nice to play with it on any modded interiors it works with, but i'm too much of a coward to play solo lethal company so haven't gotten round to testing any myself lol
im doing this list top to bottom and i'm currently at mental hospital
the only interior where mimics spawned was school
every other mimic amount is set to 0
i see, and as your screenshots suggest i'm guessing it doesn't work well on the school
yeah
good to know, thanks
HOLY
wow, that is, uh, quite a few mimics
bunker flashbanged me and then replaced an entire tile with a mimic
yikes, that doesn't sound ideal
@jagged hill
unfortunate, but better than nothing
hopefully some of the other interior devs will consider adding compat some time
couldn't test SewerFlow and PoolRooms for some sad reason
the only 3 interiors that could have mimics compat are Sewer, PoolRooms and School
all the others have custom doors
tho i'd love to see mimics come out of the black fog (doors) in Scarlet Devil Mansion
yeah, i suppose that's true
SDM doors mimics would be so terrifying
i've never played with that interior, so i have no idea what its like
i see, yeah that could probably be pretty spooky if the mimic just kinda jumps out at you from the void
there's a slight fog coming out of it on the bottom
looks better with natural lighting tho
ah yeah, i can kinda see it
i probably just ought to play the map some time and see it in person to get the full effect
yeah the map is very cool
still, mimic compat would be cool with custom fire exits, but also sounds like a nightmare to implement lol
yeah
the look gives bendy and the ink machine vibes and the feel/custom scraps are really cool if you know quite some stuff about touhou
i know a bit about touhou, but not a ton
also the interior goes way too well on acidir
i tried to play starting from the second touhou game onwards and realised i suck at bullet hells pretty quickly
lol
i'll still probably give it a try though, sounds cool, and maybe some of my more touhou versed friends would appreciate it
What about pool rooms?
ok yeah that looks pretty good in motion
activate windows
Maybe It work
one day shall i buy a new windows license
pool rooms compatability could be nice, another interior i have yet to try
Pls my ocd
Is that windows 10?
I can dm you my key
Windows 10 keys work on 11 too, also the Watermark is the same between both
win10pro
haha
i've yet to notice any difference between home and pro
If you don't, then go Home.
yeah tell that to the me before reinstalling windows
Also, that actiate windows watermark affects perofrmance/responisvness.
not that i've noticed
Not by much, but still.
Because it's essentially and overlay that is always on.
If you don't have MPOs though, it does by a lot.
This is true it shows in 11 which is funny
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
It's like it takes time to register that it needs to pop up the overlay
I think you can also literally just disable the thing without activating.
I think you can but I think it involves delving into the registry and doing multiple tweaks
they seemed to patch it
by disabling it it just forcibly enables another one on top
having everything related disabled just puts it back to normal
I'll just leave here that there's a github repository called Microsoft Activation Scripts
and that also happens to be the best method :)
Did anyone test Mimics on Pool Rooms?
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.
I looked into it and it's a bit too much effort considering how the model is set up currently.
Do you think you will ever add a simple patch framework for other people to use?
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.
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.
You can't just patch it.
The current model would need to be reworked for such a system to work
Mimics don't just come out of vanilla fire exits. They're their own model, door included.
Good point, my non moder brain did not think about this 🤔
they're actually a long tube, and if there isn't a cutout of the wall behind the fire exit they can't exist
doesnt work
new way to verify real doors?
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
oh
i meant like if you see
hm hold on
t
[ | |
[ | |
------------| |--------
wow phone screwed that up...
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?
yup
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
yeah if there's a room directly behind a fire exit it's safe
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
oh and there's a problem with double doors in LC_Office, mimics spawn like this. I couldn't take a picture in-game, but it was spawned like that.
Is it possible to detect a specific Doorway socket size and prevent it from spawning?
I'll try to look into this when I get the chance
Wait IK this is sorta more relevant to office, but do actual exits spawn as single doors sometimes?
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
Interior modders should do their own version of mimic doors or something idk
Should? Yeah, create a whole new model just for another mod.
they already have the model
it doesn't work because the model is different so it's spotted it's a mimic
(it doesn't work cuz it just refuses to spawn)
im not talking about office only
Mimic model includes the door too
And I don't think the mod is even set up with such functionality for custom interiors to begin with
So its extra work for both sides
753 did set up custom interior compat on last update
All that is is a list that allows you to pick on which interiors it will spawn. That's it.
Oh ok
we might be able to do some funny render queue stuff to have it work on any wall. i think we'd just need an invisible plane added on the door to act as a stencil for the queue.
Yeah I know we can do stencils but I'd have to figure them out in HDRP, and then it'd cause issues with the rendering of the bodies being pulled in.
nah we wouldnt need an actual stencil
just set up the render queue in order
the invisible plane might be an issue though
Oh so the wall doesn't render? There are issues with what's behind walls too though.
and since this would be for custom interior support, there's going to be a ton of variation for how things are set up
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
yeah you could start putting them anywhere if it works
what's the player at?
i think by default everything is 2000 or above right
oh wait this is 2000 not 3
3000 is for transperency
yeah everything SHOULD be 2000 so the exterior is just rendering normally
unless zeekers is doing something silly
either way we'd just need to know what queue everything was at and keep the interior and plane under that
If the plane is culling stuff on the default queue it'll cull the player too though right?
and if we change the player's queue so that doesn't happen there'll likely be sorting issues elsewhere
thats why its -1
then interior under that at -2
oh sorry
i was thinking backwards
yeah the player would need to be one under everything
but thats only if you want them to show up inside
doesnt matter otherwise
yeah I'm afraid of that causing issues with fog, transparency, etc
I guess the alternative is modify the animation slightly so they're pulled in entirely while the mouth is slightly outside the door frame?
its worth a shot, dont even need to go into blender just slap a plane on
i dont think there's ever an opportunity to see someone inside
plus it happens so fast
I'll give it a shot later tonight and see how well it works

are there any modded interiors this mod works with besides lc_office?
I doesn't work properly with Office either currently.
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.
none works from my testing
havent checked liminal pools and the 'new' school interior tho
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?
yes but the generation makes mimics spawn through walls and sometimes even clear tiles
ah ok
I'd like to add support for SCP foundation, just gotta know what's needed
Right now, support just needs normal fire exit doors and cutouts for the doorway behind them
so if i wanted to add mimics to Scarlet Devil Mansion, i would add SDMLevel to the config's whitelist?
the dev has already made doorway cutouts
yes
It's possible it's set up slightly differently from vanilla and that's causing problems
Ya about that. Scarlet dev here. Is there some gameobject hierarchy you specifically need for the mimics to work?
GameObject wall = doorway.transform.GetChild(0).gameObject;
wall.SetActive(false); // turn off the wall behind the mimic
I tried to copy them "almost" exactly but I know it's not exact
this is how I get the wall behind it right now, maybe something's wrong there?
Ahhh
Stuff like that would cause issues for sure
Tyty, I'll take a proper deeper look later
Couldn't you run this host only mod? swore I heard someone say that
no how would this run host only? everyone needs it so they can see the mimics model
Misinformation from TheViperian's video
Oof
definitely needs everyone to install it to work
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?
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.
Any plans on supporting custom interiors other than office?
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
By chance, could I get an event function call during "SetExitIDsPatch" that has the doorway chosen by the mimic?
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.
@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.
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; }
}
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?
Fosho. I have transpilier code that I could finish up and see if it would work.
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.
is it possible to like...
hold up- I'll go to the other channel- ., . scratch that
Is it possible to put your portal thingy in front of it, and have it like... able to be interacted-through?....
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
everything you said i was about to say no, but i figured why not
😅 ... yay? .w.
@jagged hill https://discordapp.com/channels/1168655651455639582/1195583267546595389/1225193703203668109
I got the mimics working for both my custom fire exit and the vanilla fire exit (i had to scale that a bit). And this was using the approach I stated above.
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
I opened Visual Studio and everything was corrupt so it might take me a bit
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.
networked meaning someone else wouldn't see the portal open up?
personally- I find that a bonus
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
made those changes, look through and tell me if it's what you needed
Fosho, let me finish my food
@polar rivet if you're not busy could you take a look too?
clocked off todayy so might not be able to sorry
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
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.
@jagged hill have you tried this with render textures btw
what about render textures
I've also considered stencils but there are potential issues with that as well
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
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
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
we can unload the bundle once were done pulling stuff out of it
i have no clue what you just said
I don't see this as viable at all
it'd look weird and there'd be lighting issues
Also how would it work pulling the bodies in
i think it could work fine
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
wym
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
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
which may happen for custom interiors as well unfortunately
but the solution isn't complicated though
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
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
https://pastebin.com/zGC2Yjzq
Yall thoughts on this approach. I figured that a custom interior should have full reigh on messing with the Mimic stuff if and only if their interior loads, and others should not.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It also includes a way for modders to validate their own mimic placements if they so choose
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
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.
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
Well that part I understand
and then remember i have extendeddungeonflows for vanilla dungeons too
so ideally i could populate that optional info for the default too
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).
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. . ,.'
For whatever reason the game spawns a bunch of fire exits even if they aren't used
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
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...
I don't want to interfere with the rest of the dungeon generation in any way
although- the office room sort of is like that, a tile that generates with no way of exiting- ah. ., .
Carry on. . ,.' ... just ramblin'
I vaguely remember some people telling me the office interior mimics are broken and I should remove them from the whitelist
Every doorway blocker i.e. wall where a doorway could spawn has a fire exit on it, and they're enabled by global prop info in the dungeon flow
I have some extra fire exits placed in areas where doors can't spawn as well for extra spots
but valve’s portal game can run on decades old hardware np. so i’m sure there’s a performant way to do it. though i’m not sure how.
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. 😮
Portal benefits from static environments and limited portal counts to take the brunt of the performance
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
@jagged hill @polar rivet i've talked with LordSpeedChad, besides a few changes to make it hard to mess up the API, the code approach is good. https://discordapp.com/channels/1168655651455639582/1168656318345777313/1226720163605381181
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
is this the final version you want added? I haven't looked at it yet
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
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)||
@jagged hill bugging you one more time to look at the code, when ya can
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?
I haven't made a code block yet since I cant test/use it yet, but if you build it I can make one real quick.
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
i cant access the link for some reason? said to moved to a new link
ill check it out tomorrow
discord's been having problems lately
I fixed it by changing IPs
try this one
should have a different id
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
@jagged hill in case you didn't see my post
Yup I saw, I can update it to live either tonight or tomorrow
Okay, whenever you can. Ty
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()```
@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
yeah better to let know early than later though tbh
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
Do mimics work on Rosies interior?
Looks to work from a quick Experimentation run
No errors when loading the game and actually got eaten when entering
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
if no issues, you add my API later yes?
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
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
@jagged hill I just experienced a bug on v50 playing on dine
what's the issue?
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
I dont have the mod that does that either
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?
help where is the fire exit
they changed the map I'm lost
theres one of the very left path near the main entrance
did they change the jetpack too? I exploded almost instantly
Anyway
@jagged hill Client logs who had the mimic issue
And then My logs as the host
Nothing interesting that I can see, guess I'll have to find that Dine fire exit
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
I tried so many times
yeah its to the left of main
thats the issue
its not that far away
let me just edit this rq
or wait
i might be stupid
uhhhhhhhhhhhh
📹 About the Video
Join us on a strategic escape with Lethal Company v50. This essential guide is meticulously crafted to help you locate every fire exit in the latest v50 update of Lethal Company. Whether you're navigating the fiery depths of Bracken's domain or the intricate layouts of Dine's chambers, this video ensures you won't miss a single...
I don't think Mimics are actually working in v50
I've not seen a single one throughout multiple playthroughs
I ran into a few today
Perhaps you've just been (un)lucky or don't have the mod installed
They definitely exist, ran into at least two or more yesterday playing with friends
Thats weird because I cant seem to get them to spawn
@mint arrow okay here's the v50 with API
give it a quick multiplayer test, @ me when you've confirmed it works with your interior, and I'll send it out
fosho, once LLL is stable and I get my interior stable on that
is there a way to remove the flipping off icon? i want the only distinction being the low growl
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
||Mimic detection can be anything that makes sound, spraypaint, lockpickers, map, any item that can hit. Easy mode just adds the old tells. Mimic doors are also like 0.1% differently colored/sized or take longer to open if on color blind mode I believe.||
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||
||It's balanced in a way that that isn't exactly viable, but yes||
I also have a question about peepers, may I ask you here or head on over to that thread
go there
||btw does weapon damage affect mimic's reaction to a hit?||
||Yes, it does. Using Scoopy's fire axe or having LGU's protein powder leveled can make mimics attack instantly if it would deal 3+ shovel hits to a normal enemy.||

I gotta make some balance changes now
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.
No plans on changing that, consider it the Mimic hungering for stronger prey.
@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
@ me in an hour and I'll push
Be sure to add my dungeon flow "SDMLevel" to the default whitelist
tested it, once again tested it with broken code but nothing broke so really it was a good test
but I fixed it, tested it, no issues
Why was Office removed from the whitelist btw? I did use to find multiple Mimics on that interior with no problems
I had a few people report problems with it, did it actually work 100%?
if so I can add it back for next update
Well I never had any problems with it, plus I just tested a couple times with FreeCammers and 4 Mimics and didn't see anything wrong
I tried adding Mimics to Black Mesa but it doesn't seem to work, any guesses as to why? It uses vanilla fire exits
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.
What do you mean by cutouts? I am copying the flow name from LLL
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
I know that, but almost every tile has a fire exit prefab in it
I'm sorta on the dev team
It's by Plastered_Crab
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
Ohhh does there need to be a cutout behind each prefab?
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
He doesn't have the fire exits as blockers but as prefabs manually placed within each tile
yeah that would probably make it incompatible
Any way he could possibly make it compatible? Besides not making them prefabs? Would manually leaving a cutout behind each fire exit possibly work?
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
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🤔
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
I meant since it's a prefab when no fire exit spawns it's just normally a wall. Won't adding cutouts in the wall make a hole there when nothing spawns?
I just tested it myself and found no issues, guess I'll add it back to the whitelist
The cutouts can be walls, and the Mimics mod will remove them when it tries to spawn
Ahhhh
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
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
What about CozyOffice, anyone try that out? It has vanilla fire exits I believe
There's another office mod???
by Rosie yeah
Yeah by Rosie 🙂
iirc based more on early LC footage??
And the new intro
I don't see a way to enable it in cfg
enable what? sorry I'm confused😅
It's a custom interior yeah? I need to set its spawn rate somewhere
You use LLL
It no longer has it's own config
I'm not seeing it in LLL's, am I using LLL wrong?
Based on the intro cutscene
ty
Did you start a save
Hmm
I have to start a save???
iirc yeah
Yeah
@polar rivet >:(
For LLL to gen a config, yes
Bah XD
It's been like that for awhile now 😅
Iirc i had one report of a mimic in my interior but apparently its incredibly rare
Rosie, did you ever fix your fire exits?
As in?
Them being blocked sometimes?
No idea what is causing it tbh
Plastered completely remade the fire exit prefab matching the vanilla ones and that fixed all his problems
maybe try that?
That shouldn’t be an issue
even in vanilla fire exits get blocked sometimes
The fire exit obj itself is all cosmetic other than the spawn synced obj which uses the vanilla prefab
two fire exits would go to the same door
Never seen this happen with mine
Didn't happen to us, just them being blocked. For some reason it's not assigning the correct entranceTeleport
got it
maximum spawn weight 9999 >:(
Tbh Ive personally never seen the blocked exit issue in my own testing
Not even sure if thats an actual maximum
We had it on March when it happened
I always set 99999 for max
Hmm
if you put in higher it silently resets to default, apparently
sadd
on first gen I'm not seeing any mimics in cozy
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
weird
Yeah, someone gen'd like 3 times and didnt see anything, even on larger map multipliers
The blockers are also too big, so it wouldn't work anyway
omg CozyOffice mimics? 😳
Apparently not pfft
man
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.
Don't feel like you don't to do it lol
pretty nice interior though, I'll have to add this to my personal modpack
thanks!
huh?
hey, even with everything to the last version, it does the same thing, the mod works well exept that the mimic wont go out, the door is just here and doesnt do anything
my 2 friends too
Latest version of Lethal Company and latest version of the mod?
Post logs from a game where this happened.
Okay np, and yes it's V50 with the latest version of your mod
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
seems broken v55 beta
🤷♂️
opening mimic doors and not getting eaten though
well
"opening"
but nothing actually happens
Any error logs?
this every time i try to open a mimic
ah they probably just added or removed something from KillPlayer, should be a 1 line fix
#1210058974884274206 message
I wonder if it'd be possible to make a v55 compatibility patch that just exposes the old method in the same namespace
Do you mean like having a v50 and v55 patch for the same single mod?
That too if I'm fixing just my mod
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
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
yeah just manually overwrite the file
Mimics v2.6.2
Probably no different from the last version, just specifically targeting v55.
ouch i forgot to test it sorry
Btw, Tranquillity's interior works. The flow name is TranquillityManorFlow
Nice, I'll take a look later and add it as a default maybe
Although updating config defaults won't really do anything for people who already have the mod
The interior is a combination of the two vanilla ones. Took me more time to figure out the flow name then anything else
Yeah that's always a slight issue :/
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
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.
yes but you have to test it for me
adds a new config option called Upgrade Compatibility, launch the game once to make it appear then enable it and launch again
Apologies for the late response. I have tested the new option and it appears to work perfectly. Thank you for the quick response and fast implementation. I really appreciate it.
Mimics v2.6.4
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?
That doesn't sound right, the mod was made with multiplayer in mind. Did you use the same profile code to ensure it's the exact same mod, version, config, etc?
Yes
If you have a log file I could look at I'll tell you if I see any issues
any version 60 testers
Testing right now only solo atm
It works for me and my friends
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.
Got any logs? They were interactable for my group.
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
should be yeah
I have yet to come across a fake fire exit in the mineshafts
I might just be lucky though lol
Mineshafts don't have any, might be impossible, still have to double check
oh okay gotcha
yeah looking right now doesn't look like it's possible
Bruh people are so mad at me for re adding in Mimic doors lol 😆 can confirm previous issue was a me problem some how 😆
Is there an easy way to locate mimics with Imperium?
what the heck is Imperium?
uhh a tool for testing: https://thunderstore.io/c/lethal-company/p/giosuel/Imperium/
ye I was just wondering if there was a quick way to check other than that
if you're trying to test mimics you can set the max spawn rate to 999
Yup, but I couldn't get it to spawn on Level3Flow. Is it not supported (yet)?
It's not supported because there's no cutout for them to fit unfortunately.
Ah gotcha
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
this mod only adds the fire exit mimics though...?
Wait
I think I've never seen the regular player mimics before installing this mod then
Masked Players are a vanilla enemy
"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 ...
Thank you !
🥲
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
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.
You can mess with configs to make them easier.
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.
Would be cool if mimics had compatibility with every custom fire exit doors
So far I've seen them work with every custom door I've used.
I thought I was safe on scarlet devil Mansion and was like there is no way these unique fire doors can be mimics.........nope was very very wrong.
I mean like mods not needing an integration for it which SDM already has, Unless you can config it?
It's not viable to have mimics work with every custom fire exit, I'd have to replace the model entirely.
@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?
Feel free to edit it as you see fit, the API is for other people after all not me
fosho, making sure
It may be misleading to have it for anything but doorways though, considering it'll need something doorway-like to function
I assume so the doorway has a rectangle gap so we can see the mimic's pretty face?
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
Could we see built-in Coroner compatibility now that there’s an API for it?
That’s a separate mod…
I said built-in
so can the mimic spawn in any interior now?
No
I take it they can’t spawn in mineshafts right?
Unfortunately not
That’s a shame. Works better aesthetically for facility anyway atleast
What's the issue? It looks like you rolled the 2 and got maximum mimics
does the spawn rate config use weighted random? or do the sum of all the spawn rates need to add up to 100?
Thing is though
...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
weighted
maximum means as many mimics as possible
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
Oh THAT'S what that is?... I thought that was the spawn cap of the mimics...
Nevermind then, thanks
you know, that's entirely my bad for naming it that
Maybe, but now that I know about it
I will make mimic infestations a thing in my modpack
:)
What exactly is the max number of mimics?
Like how many mimics are the max?
It's the number of viable fire exit locations with adequate room for a hallway behind them
So basically everywhere a mimic CAN be, it is.
hey, the is a whitelist to add for Mimic for custom interior ?
There's a whitelist in the config
but even then it won't work with every interior
in fact, it works with very few
Can anyone list all interiors that work with mimics?
Theres a list of them in the config
I think they work with a decent more inteirors though right? There are a decent amount of interiors with fire exits
Dunno. Depends if the fire exit in the interior are vanilla or not, The ones that have integration are in the list like SDM
Interior has to be set up in a specific way even if the Fire Exits are the vanilla ones iirc
They work with surprisingly few interiors
Yeah part of that is cus I think noone has really decided to bother with using the API outside of LadyRaph lol
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
out of curiosity, do you have instructions on implementing mimic doors?
isn't there a mimic api compat or something?
I heard it was out there but nobody used it except for SDM
That's what I'm looking to find out
I could help out since I made the API
Like do you need the general overview?
Yeah, not sure where to start and what the mod is specifically looking for
My implemention
https://git.touhou.dev/Raphtalia/SDM_LethalCompany_Mod/src/branch/main/ScarletMansionMimicsPatch/ScarletMansionMimicsPatch/Patch.cs
You will need to create a mod compability patch that's based on your interior and Mimics. All the code is just a custom EventHandler that you register into the MimicsAPI
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
gonna keep this bookmarked
Oh and last thing, the mimic spawns exactly on your doorway transform, but I don't remember what its dimensions were
Could someone make sure Mimics work this patch?
They work
Thank you
Hey 753 or Lunxara
how do you make it so custom interior fire exits can have mimics
I just watched this short and now im curious https://youtube.com/shorts/Q9pq7X94IjY?si=qSLSpyw6VNrN6XjJ
Pacoito added support for it using the API it's basically impossible otherwise
Ooooooh
wait what API?
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
If you have the mod installed yeah
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
Im gonna
Wait can you make it so Fire Exit Mimics spawn in other interiors?
like "unintentional support"?
through config files?
No not unless they add support for them, you can add their names in and it won't ever work
Damn
There's so much specific stuff that needs to be met
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
@signal jay Mimic support when?
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
Not really possible with how mimics does it unfortunately
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
I literally love Half-Life a lot
Infact I listened to the complete Half-Life and Portal story
multiple times
Hope you like the next huge update coming 🙂
HWWAOSJWOKDJWKS
Wait wait
Can I guess and see if im right when the update comes out?
Maybe I should try half life
its a really good series
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
Damn
Like Black Mesa
I got a bundle with some portal and some half life
it uses the same engine as Half-Life 2
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
But a step up... my family owns nothing other than samsung/android products
My folks own Apple products
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
I don't get Apple tbh, I would have to hear more arguements from the pro-apple side
@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?
Yeah you can add it ^^ he just updated it recently to add support but didn't wanna bother you to add it as a default lol
do you happen to know the name of the Flow
CircusFacilityFlow
surely I can look at the current version of the config and if it's below a certain value I can append this interior right
Yee, I'm currently sneaking into the whitelist with a separate config setting on Bozoros' side
Not sure if there's a way to do this though 🤔
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
This makes much more sense than me updating the whitelist every time tbh
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
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
We love the oversized fish
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
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
actually fire idea
it would be harder to implement with modded interiors though I think
but that sounds awesome
it would probs be exclusive to facility i feel like
id love it
For anyone interested, I've recently released an interior https://thunderstore.io/c/lethal-company/p/Sniper1_1/CabIn/ and it seems mostly Mimic compatible with CabinDungeonFlow added in the config
nice ambience I will definitely try
Just added this to my profile to give it a try tonight
I think someone already found a solution but do you plan on adding a function to add to the interior whitelist?

