#Mimics v2.7.4
3449 messages · Page 4 of 4 (latest)
That sounds like a better idea than trying to whitelist every interior
For some reason mimics wont work for me
it worked before but everytime I try to go through a fake fire exit it just does nothing
Anything in the log?
no
it does not say anything
and it breaks my other interacts
so I cant take off the ship or use the terminal
How big is the modpack?
Might need to just take out half your mods, check if it still happens, repeat if there's nothing in the logs.
Unfortunately I have no idea how I'd figure out which variable caused that error
I'm pretty sure IL_0852 is around MimicsAPI.MainAPI.OnMimicCreated(component, doorway2);
i recently added a mod that adds a moon and interior then this happen. I'll just remove it
I just had a bug where the fire exit didn’t show any signs of being a mimic, I tried opening it multiple times and it didn’t work, but then a mimic spawned on top of the fire exit?
So there was a mimic overlapping the pre-existing fire exit.
Mansion. Didn’t get the log, unfortunately. I was quitting out and reloading a lot, which seemed to cause some issues (like door assets appearing in the wrong interiors).
if that's happening I don't think there's any reasonable way I can address it with Mimics.
How do i See differenz betwemm mimic and real
Blunt trauma to the door 
experiment
.. but i dont wanna die xD
Ahhhh xX
there's no real visual difference but the way it interacts with various objects / game mechanics can let you differentiate them
its just killed me
i hit it atk then i got eaten
xD
Will the mimic ever be compatible with the mines interior
The mines do their fire exits a bit differently than the other two vanilla ones. I think they’d almost need like a custom version of mimics and perhaps their own spawning code but not certain on that.
of course I am not the dev so ¯_(ツ)_/¯
you're spot on, Mimics will likely not ever be compatible with the mines for this reason.
Do you think you’ll ever try playing with rendertextures and/or some sort or baked effect ever or probably just keeping this mod on life support atp?
I tried stencils and a few other things to work around these issues but in the end I couldn't find a way to set it up without sacrificing quality. I'd rather it only appear in certain interiors (which I think some monsters do in vanilla anyway so it makes sense) than be more common but have visible issues.
Specifically I couldn't guarantee that materials for scrap / monsters / materials wouldn't interfere with any solution I found, which kind of defeated the purpose of doing it for compatibility with other modded content anyway.
sorry for interruption. the mod I'm telling here is Tranquillity. removing it from the whitelist fixes the issue for me
For this at least I feel like compatibility is a two way street, if mods want mimics to work right they can play ball with material restrictions
ah yeah that's what the whitelist is for, so by default nothing breaks and the user can adjust it if they're willing to experiment.
i like their interior. sad that the mimic wont spawn there
What kind of interior is it? I don't see any screenshots on the mod's page.
Been looking for new interiors to try with my friends.
Check out generics interior for a clean vanilla feeling one
going in from the main entrance its mansion first then some stairs leading into factory/facility
that looks really promising
using that too! are the mimic fire exits can spawn there?
Sadly not
[18:05:38.4793860] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) Mimics.MimicNetworker.MimicAttackClientRpc (System.Int32 playerId, System.Int32 mimicIndex) (at <d951953ff26e47479705fcb20a09452d>:IL_00D5) Mimics.MimicNetworker.MimicAttack (System.Int32 playerId, System.Int32 mimicIndex, System.Boolean ownerOnly) (at <d951953ff26e47479705fcb20a09452d>:IL_0008) Mimics.MimicDoor.TouchMimic (GameNetcodeStuff.PlayerControllerB player) (at <d951953ff26e47479705fcb20a09452d>:IL_0008) UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0025)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00B7)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ClickHoldInteraction>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
it does not let me interact after unless I pick up a item
here is my code 0194704d-b590-f705-10ce-9f5a5ddcd10b
that's interesting, I'll look into it later today if I remember
@jagged hill its still happening [21:21:50.2582769] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) Mimics.MimicNetworker.MimicAttackClientRpc (System.Int32 playerId, System.Int32 mimicIndex) (at <d951953ff26e47479705fcb20a09452d>:IL_00D5) Mimics.MimicNetworker.MimicAttack (System.Int32 playerId, System.Int32 mimicIndex, System.Boolean ownerOnly) (at <d951953ff26e47479705fcb20a09452d>:IL_0008) Mimics.MimicDoor.TouchMimic (GameNetcodeStuff.PlayerControllerB player) (at <d951953ff26e47479705fcb20a09452d>:IL_0008) UnityEngine.Events.InvokableCall1[T1].Invoke (T1 args0) (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0025)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00B7)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ClickHoldInteraction>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
im not sure if im remebering things wrong but i swear at one point in time the mimic was like jeb before getting it's own model
whats jeb
the company monster
That was the plan originally but I think my artist was fast enough that I had a model before I had the code
oh wait no it was a unity sphere
huh
i thought at one point it was jeb that was being used
maybe it the mandela effect11!11!11!!1
I'm getting this error now with the mimics. It lets me interact but once the interact circle fills nothing happens
Does picking up an item still fix it?
do you have any mods that add like a fake player or anything?
or anything that might increase the size of the player array
I dont think so
Here is my modpack code 019495ed-af73-c3d6-bd08-fca239e84d38
I have the same problem ( interact with the door and nothing happens). I'm trying to figure out what mod it conflicts with.
But sometimes it works when you are near the door and when the mimic activates there's another fire exit behind it (and I think that's the problem).
Find the problem, there is a conflict between Mimic + Control Company + some moon mods (Example Sanguine,Terminus).
Test done whit this test modpack: 0194a7d1-8a9a-88d4-3aad-886b6e96afc5
-
Mimics + Control Company + Sanguine: give log error (see attached file) and the mimic door don't open, some time work but there is a fire exit behind a fire exit when the mimic door open.
-
Mimics + Control Company + Sanguine Disabled: Works whitout problems, no log error
-
Mimics + Sanguine + Control Company Disabled Works whitout problems, no log error
I'll give it some testing then see if I can fix it myself or if I should raise an issue with ControlCompany
I think it might actually be an issue with LLL and certain moons
I had an issue with mimics not working either but for me it was a whole different issue. When I disabled wesleys moons it was fixed but I have plenty of other LLL used moons. Why did it fix everything just from disabling this one thing? (Cause for some reason having that one thing enabled breaks all of my control company and ship windows and mimics. I STILL DONT KNOW WHY!)
My guess is whatever breaks things doesn't happen 100% of the time, and you've just gotten lucky / unlucky that it didn't occur when something was enabled / disabled.
Or perhaps it's timing based and the timings were off because of an extra mod being enabled / disabled.
Right now, it looks like Sanguine has an issue where either Patches.RoundManager.dungeonGenerator or DungeonManager.CurrentExtendedDungeonFlow is unset when PrepareDungeon() in LLL is executed.
Sanguine + ControlCompany + Mimics and it's still working as intended 🤔
Just did a fresh save file, one that I enabled Wesley's moons. I was on March with the vanilla facility interior with 3 fire exits on, and I went to a mimic fire exit door, and it just didn't open. There is no chance it just happens all the time with that one mod enabled. It could just be entirely LLL, but I don't know from my experience.
With it enabled the door would sometimes open but with a 2nd fire exit covering it
and sometimes just wouldn't let me open it at all when finishing the circle
You have the full Wesleys_Moons pack?
correct
For some reason that one mod breaks almost everything for me and I still don't understand why
Cause I thought "Hey I remember this mod I should add it!" Then the moon pack broke it.
Let me try a fresh pack
COMPLETELY fresh pack.
lethaldev + control company + wesleys moon pack with all the required stuff + mimics
Okay I definitely just recreated the error on Sanguine with Wesleys_Moons and Control Company installed
I'm glad I'm not crazy about this then
cause I was wondering why all the mods started to break for no reason (cause before the big update with the moon pack every mod worked fine including yours around the time with it enabled)
My rcommendation so far is remove ControlCompany
Wesley's Moons all use a unique script that Jacob made atm and I think Control Company doesn't like it, this isn't on Wesley to fix at the end of the day it's on Control Company
alrighty then!
I couldn't find a way to patch ControlCompany to work with Mimics and Wesley's :(
getting this error with combination of these mods
welp I guess it's not just ControlCompany
follow up 😊
got fixed in LI side
@last cargo any tips on how to fix this from Mimics side? I don't really understand the problem too well
erm.. i think i fixed it already, i did testing... just havent released yet.. (see the DLL in the picture linked)
all i know is i tested with this pack (replacing with the DLL i shared in place of the LI DLL.. and all seemed to work fine
#1240985198485573743 message
but i dont use mimics or lethalthings, so let me know if anything is still busted.
sorry, this profile, forgot to send the code
0194c293-68bc-5e87-c33e-320f11b01b00
but yeah, from what i could tell, with default settings (except turning mimics up to 100 on max mimics) on all mods, everything seemed to work fine from my POV with that updated DLL (LI v0.4.4.1)
The issue seems to occur with some other mod combinations (Wesleys Moons + ControlCompany + Mimics) so I'm really not sure what the issue is.
Did you patch anything related to SetExitIDs?
oh... does it.. i was told just LI + Mimics + LethalThings.
I see you're calling SetExitIDs early here
so.. what i fixed... at my end,.. was this..
basically.. i was calling "SetExitIDs" early... this was breaking ButteryFixes "fire exit rotations" on the host (which made sense, as i was calling it a second time on the host.. and buttery fixes just flips you 180, so 180+180 = it changes it back..
with the DLL i uploaded (linked above) i fixed that.. and i used that to test with mimics + lethalthings..and it all seemed to work fine
all i did was make a manual implementation of "SetExitID" instead of re-running the vanilla method
what i will say is, i saw some WEIRD behaviour in 0.4.3->0.4.4 of my mod.
with 0.4.4 - this was broken
with 0.4.3 - this was fine
but the code changed before in 0.3.8.. so why it only broke in 0.4.4 i have no clue... either way seemed fixed now from changing that on my end.
(for LI/Mimics/LethalThings, tho my familiarity maybe making me miss something)
going back to this. uh.. what i was thinking for fixing me breaking another mod, wwas originally, to set my mod to check if the code had run before, and if it had run before... then to not run again, but i was suggested to duplicate the method instead (which i thought wouldent work).
basically..
bool alreadyRan = false;
private void patchMethod()
{
if(alreadyRan)
{
return;
}
//my patching code
alreadyRan = true
}
for my end it would have stopped SetExitIDs() from running a second time later.. but i think that wouldent have fixed things, but maybe applying it to your patch may help.. although.. if they are modifying the fire exits.. then maybe it wont help.
for wesley's moons, he uses 2 different things for the Entrances...
1 - a graphical object to represent the Entrance
2 - an invisible trigger BEHIND the entrance which is the EntranceTeleport
I found this out because i tried to use VISION of the EntranceTeleport to get masked to use them.. but, they couldent see wesley's
so thatmaybe why your getting issues with Wesleys moons, dont know about the interiors though.
@jagged hill Is there a guide on how to add mimics if someone is making an interior mod?
No guide, but it basically comes down to:
- Make sure your fire exits are in a similar hierarchy to the vanilla first two interiors
- Make sure there's a cutout behind them that can be removed like the vanilla first two interiors
- Add it to the interior whitelist in the cfg (or add a patch in your mod to force it in)
Do you plan on making an interior?
no I was just asking so that I could ask interior creators and give them a video
@jagged hill Could you fix this, anytime someone emotes they can put their camera through the wall and see if its a mimic.
https://thunderstore.io/c/lethal-company/p/FlipMods/TooManyEmotes/
that's not really something I can fix
The emote camera will not go through normal walls
It looks like it'll still be slightly different no matter what
maybe I can make it eat you if you dance
Yeah that would be amazing.
Hey, I'm just wondering if this mod still works. I heard something of it not working with Wesley's
it's interior dependant, not moon dependant
I know that, I was just seeing if the mod still holds up or if there are problems nowadays
devs effectively have to add their own compat, afaik
0 issues on my side
Yeah I don’t know if Wesley made his compatible but it works on the vanilla ones (well, not mineshaft), CabIn, one of the office ones I think is already listed in its config, and probably some others. Like Monty said, interior devs have to make it compatible (by basically just doing what the facility and mansion do tbh)
It just won't ever spawn on most modded interiors but it definitely adds a little spice to the original 2
it esp makes mansion a bit more unique
Fun fact: mimics used to spawn on incompatible modded interiors
Or at least it spawned in the old war bunker interior
I had mimics spawn on the scp facility before
Though it used the default textures and not the scp doors
There’s a few interiors where they have the right spawn conditions yeah
But don’t work that well because of custom fire exit or too large of cutouts
Yeah, CabIn is kind of like that. The fire exits are the vanilla ones but I gave them a bit of a custom frame so when it's a mimic you can tell because the extra frame part isn't there
at least they can spawn and there isn't like a weird hole in the wall lol, so that's why I say that they technically work
@jagged hill can i have a screenshot of the mimic's bestiary entry
too lazy to get it myself
nevermind
sorry
Everything good on the new patch?
not sure yet. I just re added to my pack as I pulled it a few months back to let everyone thing they were safe xD now I put it in and told no one.
you sure?
you're lucky you always play too late for me
Lets find a day you can join!
Also can say no one has found the door yet D: I hope it did not break.
It'd have to be a day where you could somehow play at minimum before my midnight (at best a few hours before) which I get mightn't be easy with your job
idk your timezone so lemme get a timestamp
Same timezone as me I believe but idk, he does stream late though so it's fine if you can't ever join him
Yeah okay so it'd be 5 hours behind me
Maybe longer, I don't remember if he's on EST for certain
i got the timestamp anyway, my midnight would be <t:1749078000:t>
While I technically could play past that if I was already playing before that I'd rather not start past that LMAO
and yeah
unfortunate
I mean it's just how things be, he has a job that makes a certain schedule work well for him
I was surprised you were vcing with Xu last night on her stream cus that was well past your midnight
lol
Yeah that's fair, she mentioned she was live and I hopped on vc for a while for funnies after a bit
then time just kinda. passed
LMAO
I wasn't expecting to be there long
Im central, but over the weekend im off so I can plan an earlier lobby. I just got in the habit of late streams cause even if im home during the day im technically on call and could have to leave so I usually just wait till later to avoid that. Plus some days I end up having a much longer day than anticipated so when I do get home im just like nah I got no energy today. Ill dm ya
Also one of my players informed me they did find the mimic door, they were one of two people who knew I re added it so they knew how to check the door 😆 said they had one growl at him so he walked away and kept quiet
honestly valid
Mimics v2.7.0
Updated for v71 of Lethal Company (the lockpickers were bugged)
If someone could test online multiplayer and confirm everything works that would give me peace of mind
Told a player fire exit here, and he proceeded to exit and was devoured. 10/10 works well 😀 would send more friend that way.
Thanks for the update btw. Been one of my oldest and most favorite mods. Its a great one to rotate to keep people guessing. In fact I learned some of my players were still checking doors even though it had been gone for awhile this time cause they knew one day id sneak it back in 😆
anyone else getting a bug where they repeatedly attack on mansion interiors?
ive had em activate on mansoin interiors at random I think, probably getting triggered by sound?
I think I got that same bug. I thought it was just mansion interiors for me, but then I noticed it happening on other interiors anytime there was a turret near them. Not sure if either of you have FairAI in your pack, but that's what it was for me.
i dont recall having that issue, and i do not have fairai!!!
could fair ai be the culprit? lets find out
This was me testing it out in just a pack with FairAI and Mimics.
angy door
It got me this great moment with the group though.
There was a turret nearby in that run too. Towards the back.
ngl randomly activating mimic doors is kinda cool ngl, either that or having an anger meter
Yeah, I was torn on whether or not I wanted to keep it in. 
Yeah, toned down some it could be cool
what mod adds the cool death screen thingy
and holy shit when was the mimic voice that loud i jumped outta my seat 😭
It has always been loud hehe
I had a funny idea for how i think the mimic would look if he were an outside enemy waiting for his food
Thats way too cute 
exactly
but the funny part is that is throat can eject like a moray eel, explaining why the mimic looks like that
but the idea behind this guy is basically a creature that targets real fire exits AND the main entrance instead of making fake ones
Oh shit that sound awesome
You should make it
I might be able to model it but I can't code or animate at all lol
You could create a thread or ask to the code rebirth guys ahah
he is a code rebirth guy 
true
Could you add compatibility with Lc Office double fireexit door?
office has to add it iirc?
Yes, but idk if the double firexit mimic has to be added by office or mimics
I would guess the office
I probably will not be adding any new types besides the default
I asked that bc I saw a mimic remove a double doorframe from LC Office
Is that double fireexit door new-ish? Because iirc the mimic just replaces fire exits so if it's got a custom one now... compatability might not be that great anymore
Mimics v2.7.2
Could be an lc office issue since iirc the author needs to add mimic compatibility to their interior for this mod to work
the thing is, there "was" a compatibility before the big LCOffice update
(And IIRC, even before there was some small issues)
Yeahh and that double door wasn't accounted for was it?
and afaik in the config of the mimic mod, there is whitelisted LCOffice as a compatible interior
I haven't seen it before but deviating from the regular fire exit door was prolly a bad idea
I assume it's a remake feature?
It's been brought to my attention that ScarletDevilMansion has a custom fire exit. Somehow Mimics uses it instead of the red door. Is there something I can do to make my interior support a custom design for the mimics or was that something on SDM's side or something hardcoded into this mod for special compat?
oof. ok, well, perhaps I'll do it at some point
so it's that and it uses stuff in https://github.com/x753/Lethal-Company-Mimics/blob/87c097961217fa6ea87a1cd494d070642986ef8b/Lethal-Company-Mimics/Mimics.cs#L913C1-L914C1
interesting
any way to make mimics only spawn in certain moons?
not interiors, moons
trying to keep them to higher level places
noup
:(
:c
?
GI has an option about being able to scan fire exits, and it has compatibility with mimics.
We don’t like the question mark,,,
It makes mimic presence obvious
Plus just generally looks weird
It’d be nice if it could be optional without sacrificing not being able to scan fire exits
Its probably GI that does that. And it checks if mimics mod is installed.
if you want what I do
I disabled that config on GI and installed ScannableFireExit by testaccount
It is
But why did this guy tell me to ask the Mimics dev instead then 😭
Idk what’s going on man I’m just trying to ask a question and have it delivered to the right person,,,
Sorry I assumed it was something set up by this dev as it feels like it would be something from him not GI. Plus this dev is more active then the General Improvements dev at the moment. I think GI dev might be on a break again. I'd do the suggestion by the others or wait for 1 of the 2 devs to respond. Either way it is good practice to bring it to the attention of both if unsure whos actually making it happen.
@jagged hill do you know if its you adding the ? to fire exit scan nodes or GI?
You can scan fire exits?
I guess it'd be GI
It’s GI I remember Shaosil saying he did that ages ago
Ah well I apologize then lol. I didnt think GI did that. I've also been running both for so long I don't really pay attention to the ? from scanning them lol.
It's only if you use the fire exit scanning feature which I don't use since I feel it's kinda cheaty lol
I don't really mind it. Doesn't scan from across the map. Just when you're close. Helps people who are a little less experienced with the game. Typically too we have spray paint markings that lead the way anyways so 9 out of 10 times people really arent scanning for fire exits. Cheaty would be if you could scan them from halfway across the map lol.
Also on note with this mod it was in the past couple months I learned sound can trigger them too 😆 I never knew that was a feature till an item making sounds in front of one triggered it and jump scared the shit out of me.
I very much didn't like how Better Scanner allows scanning through walls in LGU lmao, so yeah if you can't scan through walls it's fine
I think thats more on LGU as that was the intent of the upgrade. I keep forgetting about that upgrade when I play lol. Its so strong but I jacked its price up so high that I typically go without it unless I see a good deal on it.
Typically I go basic, Back Muscle, Bigger Lung, Running Shoes, and traction boots. Then Protien Powder for my big spending purchase as I like 2 tapping mimics.
In this seed, every possible wall was replaced by a mimic.
It feels like it could be a bug, but it also could be a cool really low random chance thing
500 mimics
Looks like I had set it like that.
the last one
its you
Mimics broken in v80
I imagine just from DunGen being updated
[Error : Unity Log] TypeLoadException: Could not resolve type with token 01000037 from typeref (expected class 'DunGen.Doorway' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:0)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:0)
Mimics.Mimics.Awake () (at <29e1e9616ae74573a26d2282b9905555>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
KillPlayer function will also prolly need updated
no v81
v80 was beta v81 is the public one
There's a non-zero chance there'll be a bug since it looks like some stuff could've been changed so keep your eyes peeled
I will
oh yeah did anyone tell you about Fire Exits getting mad randomly in Mansion interiors?

No, they do get mad over sounds though so is it possible someone was being loud?
it's a weird mix
I implemented them before any sort of enemy APIs were available
…
FariAi…???????
cuz
I play with them in my ultra modded modpack alone
and they still get mad randomly without me being even close
I mean I could like
record it for you
if you want
If I even get what I’d want on v81
I need SelectableInteriors on v81
so I can just
get it anytime
If you can narrow down which mod does it I can look into compatibility
Maybe I could send logz if it happens
I’ll be sure to go to like Dine or something
I have the free moons mod in it so
tho with v81 and naturally breaking a lot of mods
when it was v80 beta initially
Im not sure if it’ll even happen anymore
Who knows
if just testing, Imperium lets you set interiors
@heady surge found one spawning in the middle of a tile
v80
uh oh
Is it his first day?
Seems like he did not get the memo to hide on walls
Might be related to the fact that I had to stop using Calculate Proxy Bounds or something
you can see the change in the most recent GitHub commit
Still doesn't answer the question if its his first day of being a Mimic : P
It very well might be
Now thats what I like, Modders with a sense of humor. It makes you human afterall.
I'll look into the issue later tonight but I think the issue is the bounds checking code I replaced
not sure if related but that tileset in the facility can have natural fire exits spawn now
FUCK
YOU ALREADY POSTED IT
GOD DAMNIT
THAT FIRST ANGLE LOOKS DAMN NEAR IDENTICAL TO MY SECOND SCREENSHOT
LUL
for me mimics mod would break mirage for some reason on v73(idk if the issue is still here)
Mimics v2.7.4
Made a small fix
Please @ me if you guys find any more bad spawn locations after updating!
yes you’re right
is there a way to make mimics spawn on modded interiors?
there is a list on the config but
trust me
not worth it
unless an interior was designed for it (which besides SDM dont exist)
it will cause a lot of issues
CabIn did ok. I assume it still does. Now, because the fire exits there look a bit different they don’t blend in as well, but there’s no weird gaps or anything
Ye ut whats the point if you can clearly see the differences hehe
some people are very blind
and it looks like devs can do something to change how mimics look (SDM does this). I want to do it one day, just haven't been able to
ugh
lol
Cmon ma- at least laugh a bit
Its funnnyyyyy
you gotta admit it is haha

☠️
@jagged hill
There is a cheat you can do with the emote mod
I think it has to do with the material of the fire exit compared to vanilla ones
I don't think I can do much about that one except I guess make them eat any emoters
might be something for the emote mod / another mod to implement
Please do this, this would actually be so funny. lol
wait how tf did you move the utility slot?
NicheTweaks
no but it lets you move it to the right
Still cool :D
Why are mimics not compatible with mineshafts? :v
making mimics compatible with interiors aint easy
considering how long the "tile" is
it tends to clip into others
It's been almost two years now, and there are tiles in which mimics wouldn't clip into each other... I think
Mineshaft generation got overhauled in v80, and I've seen less problematic-looking fire exits
At least a squizz would be nice since it's a vanilla interior
its not mimics clipping into eachother
its mimics clipping into other tiles
Yes
anyways theyd have to change how mimics spawn then
bc they spawn in every place a normal fire exit can
and thats not happening since the mod is only being upkept and not added onto
Unfortunate
only way I can see it happening is an addon
or a fork actually since MIT Licensed
Wait in what interiors does the mimic even spawn in?
Facility and mansion
Modded Compatible: only scarlet devil mansion
could it be that CIRCUS FACILITY also has compatiblity?
I dont think it had any NEW tiles so, maybe?
not by default tho
youd have to set it as a vailid spawn
Its not about new tiles. If it has a wall that can be removed to replace a fire exit, mimics will be able to generate in that interior.
Of course you need to put the interior in that list
Yes it has
Without needing to add it to the list

Manor interior too
Leubes interior

dont you love these in maritopia
