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gugger-ExitLineFromEnteredDoor-1.0.1 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
Date uploaded 5 hours ago
Version 1.0.1
Download link gugger-ExitLineFromEnteredDoor-1.0.1.zip
Downloads 27
Dependency string gugger-ExitLineFromEnteredDoor-1.0.1

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.

CHANGELOG

Changelog

1.0.1

  • Re-release of 1.0.0 with no gameplay changes.

1.0.0

First public release, as ExitLineFromEnteredDoor.

Scan inside a facility to drop a trail of tiny pixels running from where you stood to the door you entered through — green when that's the main entrance, red when it's a fire exit. The dots hug the floor, sit denser the closer they get to the door, flow toward the exit for a moment after each scan, then settle and fade. Entirely client-side — only BepInEx is required.

Earlier version numbers below were development builds under the working name "RadarExitLine" and were never published.

0.3.0

  • The trail is now a snapshot: scanning drops it from where you stood to the door, and it stays put instead of following you. Each new scan re-anchors it. (The always-on mode, OnlyShowAfterScan=false, still follows you.)
  • Dots are now crisp screen-facing pixel squares instead of spheres.
  • Default visibility window shortened to 5 seconds (was 8).
  • Fixed: failed path computes (scanning while off the navmesh or standing on the door) now retry on a cooldown instead of every frame.

0.2.0

  • Visual redesign based on playtesting: the line is now a trail of tiny green dots hugging the floor instead of a thick floating line.
  • Dots are dense next to the exit door and spread out with distance, so the density gradient itself points the way out.
  • The trail is hidden by default and revealed by scanning (right click); it fades out after 8 seconds. OnlyShowAfterScan=false restores the always-on behavior.
  • Dots are static while idle; right after a scan they flow toward the exit and slow back down to a standstill.
  • New config: DotSize, DotColor (hex), DotSpacingNear/Far/FarDistance, FlowSpeed. Removed: WorldLineWidth, IdleScrollSpeed, PulseSpeedMultiplier. LineHeight default is now 0.1 (was 1.25). Delete the old cfg to pick up new defaults.

0.1.0

  • Initial release.
  • In-facility green dotted exit line cloned from the ship radar's own line, following the same navmesh pathing.
  • Breathing animation plus a scan-triggered pulse that flows from you toward the exit.
  • Door modes: entered door (default, falls back to closest), closest door, all doors.
  • Mineshaft: routes to the elevator while you're below, like the vanilla radar line.
  • Optional gating: require a player in the ship, require the ship camera targeting you.
  • Optional only-show-after-scan mode.
  • Fully client-side; only BepInEx required.