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gugger-ExitLineFromEnteredDoor-1.1.0 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. Everyone in the lobby needs this mod.

By gugger
Date uploaded a month ago
Version 1.1.0
Download link gugger-ExitLineFromEnteredDoor-1.1.0.zip
Downloads 482
Dependency string gugger-ExitLineFromEnteredDoor-1.1.0

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.
  • Everyone in the lobby needs it. The trail itself is drawn purely on your own client, but the mod registers a network prefab so an unmodded player and a modded lobby can't connect to each other. Thunderstore's Lethal Company rules require this of mods that would otherwise be a client-side advantage. 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 the trail is drawn locally, so it can't add anything to other players' monitors.

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

1.1.0

  • Everyone in the lobby now needs this mod. The mod registers a network prefab, so Unity Netcode refuses a connection between a modded lobby and an unmodded client. Thunderstore's Lethal Company rules require this of mods that would otherwise be a purely client-side advantage.
  • No gameplay changes: the trail looks and behaves exactly as in 1.0.0.

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.