gugger-ExitLineFromEnteredDoor icon

ExitLineFromEnteredDoor

Scan to drop a trail of tiny pixels leading to the facility door you entered through. Green for the main entrance, red for a fire exit, denser the closer you get. Client-side.

By gugger
Last updated 33 minutes ago
Total downloads 10
Total rating 2 
Categories
Dependency string gugger-ExitLineFromEnteredDoor-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

ExitLineFromEnteredDoor

The ship's terminal radar draws a green line from the player it's watching to the facility exit — but only the person at the monitor ever sees it. This mod gives you that guidance inside the facility: scan, and a subtle trail of tiny green dots on the floor shows the way back out.

  • Scan to drop the trail. Right-click scan and the trail appears along the navmesh route from where you scanned to your exit — it stays put (each scan re-anchors it), flows toward the door for a moment, settles still, and fades out after ~5 seconds. (OnlyShowAfterScan=false switches to an always-on trail that follows you.)
  • The density points the way. Dots are packed tight next to the exit door and spread out the farther the path is from it — even a static glimpse tells you the direction.
  • Green for the main entrance, red for a fire exit. The color tells you which way out you're being led before you've walked a step. Both colors are configurable.
  • Subtle by design. Tiny floor-hugging pixel squares (size, height, spacing, and color all configurable), with a gentle breathing glow.
  • Leads to the door you entered through (by default). If that's unknown — say you got teleported in — it falls back to the closest exit. Config can switch to closest-door or all-doors mode.
  • Mineshaft aware. Deep in the mines, the trail leads you to the elevator first, just like the real radar's line does.
  • Fully client-side. No networking, nothing required on other players, no other mods needed beyond BepInEx.

Config

Editable in r2modman's config editor (BepInEx/config/Haaylo.ExitLineFromEnteredDoor.cfg).

Setting Default What it does
General / Enabled true Master switch.
General / DoorMode EnteredDoor EnteredDoor, ClosestDoor, or AllDoors.
Conditions / RequirePlayerInShip false Only show the line while a living player is in the ship.
Conditions / RequireShipCameraOnYou false Only show the trail while the ship's map screen is on and targeting you.
Visuals / LineHeight 0.1 How high above the floor the dots sit.
Visuals / DotSize 0.04 Dot diameter in meters.
Visuals / DotColorMainEntrance 62FF71 Dot color when heading for the main entrance (RGB hex).
Visuals / DotColorFireExit FF4D4D Dot color when heading for a fire exit (RGB hex).
Visuals / DotSpacingNear / DotSpacingFar 0.4 / 2 Dot spacing at the door / far from it.
Visuals / DotSpacingFarDistance 40 Meters from the door where spacing is sparsest.
Visuals / BreathePeriod / BreatheStrength 2.5 / 0.35 Breathing speed and depth.
Scan / PulseOnScan true Flow toward the exit after a scan, easing back to static.
Scan / PulseDuration / FlowSpeed / PulseBrightness 3 / 4 / 1 Flow length, peak speed, brightness kick.
Scan / OnlyShowAfterScan true Snapshot mode: reveal a trail anchored where you scanned, for a window after each scan.
Scan / ShowDurationAfterScan 5 Length of that window (fades out at the end).

The two Conditions settings default to off so the trail just works — turn them on for the "someone must be watching the monitor" experience.

Notes

  • The vanilla radar only ever points to the main entrance; this mod tracks the door you actually came in through (fire exits included).
  • Dead/spectating players don't get a line, matching the radar's behavior.
  • There's deliberately no "mirror onto the ship monitor" option: anyone watching the monitor already gets the game's own exit line for whoever the radar is targeting, and a client-side mod can't add anything to other players' monitors anyway.

Building from source

Run .\build.ps1 (optionally -Deploy to copy into your r2modman profile, -Package to produce the Thunderstore zip). It compiles directly against your local game and BepInEx DLLs with the Roslyn compiler from Visual Studio — no SDK or NuGet needed.