#Mimics v2.7.4

3449 messages · Page 4 of 4 (latest)

mint arrow
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As I'm about to rename my current interior name and create a new one too

jagged hill
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That sounds like a better idea than trying to whitelist every interior

steel karma
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it worked before but everytime I try to go through a fake fire exit it just does nothing

jagged hill
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Anything in the log?

steel karma
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it does not say anything

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and it breaks my other interacts

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so I cant take off the ship or use the terminal

jagged hill
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How big is the modpack?

steel karma
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but it was working before

jagged hill
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Might need to just take out half your mods, check if it still happens, repeat if there's nothing in the logs.

balmy seal
jagged hill
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Unfortunately I have no idea how I'd figure out which variable caused that error

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I'm pretty sure IL_0852 is around MimicsAPI.MainAPI.OnMimicCreated(component, doorway2);

balmy seal
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i recently added a mod that adds a moon and interior then this happen. I'll just remove it

modest verge
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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?

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So there was a mimic overlapping the pre-existing fire exit.

jagged hill
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What interior was it?

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Any errors in the log?

modest verge
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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).

jagged hill
fluid sapphire
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How do i See differenz betwemm mimic and real

jagged hill
fluid sapphire
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.. but i dont wanna die xD

fluid sapphire
jagged hill
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there's no real visual difference but the way it interacts with various objects / game mechanics can let you differentiate them

fluid sapphire
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i hit it atk then i got eaten

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xD

spice whale
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Will the mimic ever be compatible with the mines interior

cursive radish
#

of course I am not the dev so ¯_(ツ)_/¯

jagged hill
polar rivet
jagged hill
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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.

balmy seal
polar rivet
jagged hill
balmy seal
#

i like their interior. sad that the mimic wont spawn there

jagged hill
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What kind of interior is it? I don't see any screenshots on the mod's page.

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Been looking for new interiors to try with my friends.

balmy seal
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its a manor + facility hybrid

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factory?

polar rivet
balmy seal
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going in from the main entrance its mansion first then some stairs leading into factory/facility

jagged hill
balmy seal
steel karma
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[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)

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it does not let me interact after unless I pick up a item

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here is my code 0194704d-b590-f705-10ce-9f5a5ddcd10b

jagged hill
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that's interesting, I'll look into it later today if I remember

steel karma
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@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)

spice whale
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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

spice whale
jagged hill
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That was the plan originally but I think my artist was fast enough that I had a model before I had the code

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oh wait no it was a unity sphere

spice whale
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huh

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i thought at one point it was jeb that was being used

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maybe it the mandela effect11!11!11!!1

steel karma
jagged hill
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Does picking up an item still fix it?

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do you have any mods that add like a fake player or anything?

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or anything that might increase the size of the player array

steel karma
steel karma
tardy thorn
tardy thorn
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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

jagged hill
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I'll give it some testing then see if I can fix it myself or if I should raise an issue with ControlCompany

jagged hill
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I think it might actually be an issue with LLL and certain moons

onyx panther
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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!)

jagged hill
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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.

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Or perhaps it's timing based and the timings were off because of an extra mod being enabled / disabled.

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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.

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Sanguine + ControlCompany + Mimics and it's still working as intended 🤔

onyx panther
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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.

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With it enabled the door would sometimes open but with a 2nd fire exit covering it

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and sometimes just wouldn't let me open it at all when finishing the circle

jagged hill
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You have the full Wesleys_Moons pack?

onyx panther
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correct

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For some reason that one mod breaks almost everything for me and I still don't understand why

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Cause I thought "Hey I remember this mod I should add it!" Then the moon pack broke it.

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Let me try a fresh pack

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COMPLETELY fresh pack.

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lethaldev + control company + wesleys moon pack with all the required stuff + mimics

jagged hill
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Okay I definitely just recreated the error on Sanguine with Wesleys_Moons and Control Company installed

onyx panther
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I'm glad I'm not crazy about this then

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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)

jagged hill
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My rcommendation so far is remove ControlCompany

knotty marsh
onyx panther
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alrighty then!

jagged hill
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I couldn't find a way to patch ControlCompany to work with Mimics and Wesley's :(

balmy seal
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getting this error with combination of these mods

jagged hill
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welp I guess it's not just ControlCompany

balmy seal
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got fixed in LI side

jagged hill
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@last cargo any tips on how to fix this from Mimics side? I don't really understand the problem too well

last cargo
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but i dont use mimics or lethalthings, so let me know if anything is still busted.

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sorry, this profile, forgot to send the code
0194c293-68bc-5e87-c33e-320f11b01b00

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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)

jagged hill
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The issue seems to occur with some other mod combinations (Wesleys Moons + ControlCompany + Mimics) so I'm really not sure what the issue is.

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Did you patch anything related to SetExitIDs?

last cargo
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oh... does it.. i was told just LI + Mimics + LethalThings.

jagged hill
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I see you're calling SetExitIDs early here

last cargo
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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

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all i did was make a manual implementation of "SetExitID" instead of re-running the vanilla method

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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.

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(for LI/Mimics/LethalThings, tho my familiarity maybe making me miss something)

last cargo
# jagged hill <@333519150955626518> any tips on how to fix this from Mimics side? I don't real...

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.

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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.

steel karma
#

@jagged hill Is there a guide on how to add mimics if someone is making an interior mod?

jagged hill
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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)
spice whale
steel karma
spice whale
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Oh

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Ok

steel karma
jagged hill
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that's not really something I can fix

steel karma
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The emote camera will not go through normal walls

jagged hill
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oh

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hmm

steel karma
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normal wall

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Mimic wall

jagged hill
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It looks like it'll still be slightly different no matter what

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maybe I can make it eat you if you dance

steel karma
simple yarrow
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Hey, I'm just wondering if this mod still works. I heard something of it not working with Wesley's

buoyant plinth
simple yarrow
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I know that, I was just seeing if the mod still holds up or if there are problems nowadays

buoyant plinth
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devs effectively have to add their own compat, afaik

cursive radish
jagged hill
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It just won't ever spawn on most modded interiors but it definitely adds a little spice to the original 2

buoyant plinth
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it esp makes mansion a bit more unique

spice whale
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Fun fact: mimics used to spawn on incompatible modded interiors

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Or at least it spawned in the old war bunker interior

simple yarrow
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I had mimics spawn on the scp facility before

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Though it used the default textures and not the scp doors

hasty osprey
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There’s a few interiors where they have the right spawn conditions yeah

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But don’t work that well because of custom fire exit or too large of cutouts

cursive radish
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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

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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

spice whale
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@jagged hill can i have a screenshot of the mimic's bestiary entry

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too lazy to get it myself

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nevermind

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sorry

jagged hill
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Everything good on the new patch?

drifting flame
weary mica
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you're lucky you always play too late for me

drifting flame
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Also can say no one has found the door yet D: I hope it did not break.

weary mica
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idk your timezone so lemme get a timestamp

knotty marsh
weary mica
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Yeah okay so it'd be 5 hours behind me

knotty marsh
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Maybe longer, I don't remember if he's on EST for certain

weary mica
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i got the timestamp anyway, my midnight would be <t:1749078000:t>

knotty marsh
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Yeah and that is the time he usually starts at if not later

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LOL

weary mica
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While I technically could play past that if I was already playing before that I'd rather not start past that LMAO

weary mica
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unfortunate

knotty marsh
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I mean it's just how things be, he has a job that makes a certain schedule work well for him

weary mica
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Yeah

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don't blame him for it at all

knotty marsh
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I was surprised you were vcing with Xu last night on her stream cus that was well past your midnight

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lol

weary mica
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Yeah that's fair, she mentioned she was live and I hopped on vc for a while for funnies after a bit

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then time just kinda. passed

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LMAO

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I wasn't expecting to be there long

drifting flame
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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

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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

jagged hill
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Mimics v2.7.0

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Updated for v71 of Lethal Company (the lockpickers were bugged)

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If someone could test online multiplayer and confirm everything works that would give me peace of mind

drifting flame
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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 😆

runic otter
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mimic update???

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oh wait

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is it a reupload?

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seems like it

signal bridge
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anyone else getting a bug where they repeatedly attack on mansion interiors?

buoyant plinth
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ive had em activate on mansoin interiors at random I think, probably getting triggered by sound?

karmic dome
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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.

runic otter
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i dont recall having that issue, and i do not have fairai!!!

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could fair ai be the culprit? lets find out

karmic dome
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This was me testing it out in just a pack with FairAI and Mimics.

runic otter
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angy door

karmic dome
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It got me this great moment with the group though.
There was a turret nearby in that run too. Towards the back.

runic otter
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ngl randomly activating mimic doors is kinda cool ngl, either that or having an anger meter

karmic dome
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Yeah, I was torn on whether or not I wanted to keep it in. Nekolaugh

cursive radish
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Yeah, toned down some it could be cool

zenith flume
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and holy shit when was the mimic voice that loud i jumped outta my seat 😭

runic otter
crystal delta
#

I had a funny idea for how i think the mimic would look if he were an outside enemy waiting for his food

runic otter
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Thats way too cute stare

crystal delta
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exactly

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but the funny part is that is throat can eject like a moray eel, explaining why the mimic looks like that

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but the idea behind this guy is basically a creature that targets real fire exits AND the main entrance instead of making fake ones

hollow hamlet
#

You should make it

crystal delta
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I might be able to model it but I can't code or animate at all lol

hollow hamlet
runic otter
#

he is a code rebirth guy greed

crystal delta
#

true

deep turret
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Could you add compatibility with Lc Office double fireexit door?

buoyant plinth
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office has to add it iirc?

runic otter
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Yes, but idk if the double firexit mimic has to be added by office or mimics

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I would guess the office

jagged hill
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I probably will not be adding any new types besides the default

deep turret
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I asked that bc I saw a mimic remove a double doorframe from LC Office

cursive radish
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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

jagged hill
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Mimics v2.7.2

half flame
#

Could be an lc office issue since iirc the author needs to add mimic compatibility to their interior for this mod to work

indigo pagoda
half flame
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Yeahh and that double door wasn't accounted for was it?

indigo pagoda
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and afaik in the config of the mimic mod, there is whitelisted LCOffice as a compatible interior

half flame
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I haven't seen it before but deviating from the regular fire exit door was prolly a bad idea

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I assume it's a remake feature?

cursive radish
#

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?

hasty osprey
cursive radish
#

oof. ok, well, perhaps I'll do it at some point

cedar wyvern
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any way to make mimics only spawn in certain moons?

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not interiors, moons

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trying to keep them to higher level places

runic otter
#

noup

cedar wyvern
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:(

runic otter
#

:c

red onyx
deep turret
#

?

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GI has an option about being able to scan fire exits, and it has compatibility with mimics.

red onyx
#

We don’t like the question mark,,,

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It makes mimic presence obvious

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Plus just generally looks weird

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It’d be nice if it could be optional without sacrificing not being able to scan fire exits

deep turret
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Its probably GI that does that. And it checks if mimics mod is installed.

balmy seal
red onyx
#

But why did this guy tell me to ask the Mimics dev instead then 😭

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Idk what’s going on man I’m just trying to ask a question and have it delivered to the right person,,,

drifting flame
# red onyx Idk what’s going on man I’m just trying to ask a question and have it delivered ...

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.

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@jagged hill do you know if its you adding the ? to fire exit scan nodes or GI?

jagged hill
#

You can scan fire exits?

knotty marsh
drifting flame
knotty marsh
drifting flame
#

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.

knotty marsh
#

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

drifting flame
#

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.

deep turret
cursive radish
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It feels like it could be a bug, but it also could be a cool really low random chance thing

crystal delta
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minor inconvenience

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also you can just set a maximum amount of mimics

cursive radish
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500 mimics

deep turret
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the last one

shell flame
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Is it me or are the mimics like very rtx

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Compared to other lc monsters

deep turret
hasty osprey
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Mimics broken in v80

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I imagine just from DunGen being updated

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[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()```
knotty marsh
jagged hill
#

Updated to 2.7.3 for v81!

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Mimics v2.7.3

west basin
#

holy fucking shit

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753

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is this

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what I think it is

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v80 mimics?

jagged hill
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no v81

west basin
#

Oh

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my fault gang

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BUT LETS GOOOOOO

jagged hill
#

v80 was beta v81 is the public one

west basin
#

Yeah

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Zeekerss

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updated

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the game

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too fast

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brain can’t catch up

jagged hill
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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

west basin
#

oh yeah did anyone tell you about Fire Exits getting mad randomly in Mansion interiors?

jagged hill
#

No, they do get mad over sounds though so is it possible someone was being loud?

west basin
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Hmmm

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No idea

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Wait what are Mimics truly considered?

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Hazard or Monster?

jagged hill
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it's a weird mix

west basin
#

oh boy

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waaaaaait

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if its a weird mix

jagged hill
#

I implemented them before any sort of enemy APIs were available

west basin
#

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FariAi…???????

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cuz

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I play with them in my ultra modded modpack alone

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and they still get mad randomly without me being even close

jagged hill
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interesting

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my guess would be a weird interaction with another mod

west basin
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I mean I could like

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record it for you

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if you want

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If I even get what I’d want on v81

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I need SelectableInteriors on v81

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so I can just

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get it anytime

jagged hill
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If you can narrow down which mod does it I can look into compatibility

west basin
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Maybe I could send logz if it happens

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I’ll be sure to go to like Dine or something

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I have the free moons mod in it so

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tho with v81 and naturally breaking a lot of mods

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when it was v80 beta initially

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Im not sure if it’ll even happen anymore

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Who knows

cursive radish
sleek fox
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v80

jagged hill
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uh oh

heady surge
sour wharf
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Seems like he did not get the memo to hide on walls

jagged hill
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Might be related to the fact that I had to stop using Calculate Proxy Bounds or something

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you can see the change in the most recent GitHub commit

heady surge
jagged hill
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It very well might be

heady surge
jagged hill
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I'll look into the issue later tonight but I think the issue is the bounds checking code I replaced

pulsar flax
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not sure if related but that tileset in the facility can have natural fire exits spawn now

west basin
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Hey 753

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I found somrthing

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something*

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really goof

heady surge
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So what was yours?

west basin
heady surge
# west basin

THAT FIRST ANGLE LOOKS DAMN NEAR IDENTICAL TO MY SECOND SCREENSHOT

west basin
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LUL

knotty marsh
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I guess Mimics needs another update

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lol

midnight eagle
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for me mimics mod would break mirage for some reason on v73(idk if the issue is still here)

runic otter
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was a 3 mod issue

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mimics mirage and brutal company

jagged hill
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Mimics v2.7.4

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Made a small fix

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Please @ me if you guys find any more bad spawn locations after updating!

midnight eagle
steady wave
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is there a way to make mimics spawn on modded interiors?

sleek fox
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trust me

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not worth it

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unless an interior was designed for it (which besides SDM dont exist)

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it will cause a lot of issues

cursive radish
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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

runic otter
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Ye ut whats the point if you can clearly see the differences hehe

cursive radish
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some people are very blind

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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

west basin
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Check this out lmfao

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I feel like this should be kept cuz its funny kekw

jagged hill
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ugh

runic otter
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lol

west basin
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Its funnnyyyyy

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you gotta admit it is haha

knotty marsh
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☠️

steel karma
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@jagged hill
There is a cheat you can do with the emote mod

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I think it has to do with the material of the fire exit compared to vanilla ones

jagged hill
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I don't think I can do much about that one except I guess make them eat any emoters

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might be something for the emote mod / another mod to implement

steel karma
west basin
steel karma
west basin
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Oooooooooh nice!

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Can you also have more utility slots or no?

steel karma
west basin
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Still cool :D

red onyx
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Why are mimics not compatible with mineshafts? :v

sleek fox
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considering how long the "tile" is

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it tends to clip into others

red onyx
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It's been almost two years now, and there are tiles in which mimics wouldn't clip into each other... I think

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Mineshaft generation got overhauled in v80, and I've seen less problematic-looking fire exits

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At least a squizz would be nice since it's a vanilla interior

sleek fox
red onyx
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No

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Mimics clipping into the interior I mean

sleek fox
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its mimics clipping into other tiles

red onyx
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Yes

sleek fox
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bc they spawn in every place a normal fire exit can

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and thats not happening since the mod is only being upkept and not added onto

red onyx
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Unfortunate

sleek fox
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or a fork actually since MIT Licensed

harsh mica
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Wait in what interiors does the mimic even spawn in?

sleek fox
deep turret
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Modded Compatible: only scarlet devil mansion

harsh mica
sleek fox
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not by default tho

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youd have to set it as a vailid spawn

deep turret
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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.

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Of course you need to put the interior in that list

runic otter
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Without needing to add it to the list

west basin
deep turret
runic otter
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Leubes interior

west basin
cinder kelp
#

dont you love these in maritopia