Informative Door Icons
Adds visual QoL to the various types of door icons on the map. Key-to-Door color matching, locks, bug fixes, etc.
| Date uploaded | a week ago |
| Version | 1.3.0 |
| Download link | HazardousMonkey-Informative_Door_Icons-1.3.0.zip |
| Downloads | 145 |
| Dependency string | HazardousMonkey-Informative_Door_Icons-1.3.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2README
Informative Door Icons -- Client-side
This mod adds visual QoL to the various types of door icons. Color changes, sprite replacements, label enhancements, bug fixes, etc. Don't like what you're seeing? Toggle or change most features via the Gale/R2 config editors, even during gameplay.
There's also some miscellaneous options you can check out in the configs that improve map clarity.
Info for Rundown devs: The Extra Door Info option draws the names for Generators, Bulkhead_DCs, Keycards, and Alarm classifications from these sources:
- LG_SecurityDoor_Locks.m_powerGeneratorNeeded.
m_itemKey - LG_SecurityDoor_Locks.m_bulkheadDCNeeded.
PublicName - LG_SecurityDoor.m_keyItem.
PublicName - LG_SecurityDoor_Locks.ChainedPuzzleToSolve.Data.
PublicAlarmName
The Security Door color-to-key matching system also depends on the LG_SecurityDoor.m_keyItem.m_keyName string following the normal KEY_COLOR_ID format. It won't work without it.
Hit me up @HazardousMonkey on Discord if you have any issues, recommendations, or dog pics
CHANGELOG
Changelog:
v1.3.2 - Minor bug fix
- Resolved an oversight that was causing High Contrast Inventory to return visuals to a slightly brighter color than default when disabled.
v1.3.1 - Minor bug fix
- Resolved an oversight that prevented High Contrast Inventory from ever updating more than once, which caused some elements to be left in their original state.
v1.3.0 - Extra Door Info toggling, Foam Door Icon Color, Added Misc options:
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In contrast to the previous permanent modifications, Extra Door Info can now be toggled during gameplay. Door rotation is the last option without LiveEdit, and it'll likely stay that way :D
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Added an option to have icons for foamed doors set to a separate color. This works as an override, having a higher priority than all other Weak Door color options.
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Added some new Misc options:
- The ability to make the in-map player inventory high contrast and of a higher sortingOrder. This should improve glance value, and prevent other objects from riding on top of inventory text.
- An option to remove the Legend from the map. It's basically useless, taking up a lot of otherwise valuable space.
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Improved a bunch of internal logic, which fixed some bugs.
v1.2.4 - Fixing upside-down icons, Bug Fixes:
- Added a config option that attempts to rotate door icons so that they're rightside-up. For doors that are mostly left/right rotated, this setting also makes them use the elevator (0,0,0) as their rotation reference. This should make labels a bit easier to read.
- Changed the Extra Door Info behavior for locked alarm-Bulkheads. They now use their unlocked sprite-set, and the ALARM label is part of the bottom text info. This allows the new IDI bulkhead sprites to display at all times.
v1.2.1 - Improvements to the Label logic, and added a Checkpoint tag:
- Improved the label rules for the Extra Door Info setting. Unless some door is crazy, it should better follow the handle-prompt rules, as I understand them...
- I also added a Checkpoint label to the same setting.
v1.2.0 - Extra Door Info, Bug Fixes, Clean up:
- Introduced a new option to Display Extra Door Information about Security Doors right around the map icon. Zone progression, Generator and Bulkhead_DC requirements, Lockdown and Blood Door statuses, and specific Alarm classification. This follows the same rules as one might expect from hovering over the door handle. IE: No knowing about alarms before putting in the keycard.
- Fixed an issue with dimensions and door icon color changes. Apparently there's an old gtfo-native bug with dimensions that causes REALLY nasty behavior with icons behind the scenes. I've awkwardly shuffled past it while trying to avoid eye contact. Details in the GTFO modding discord if you're curious.
- Config removals: I removed some, in my opinion, cluttery settings that I don't think people are ever going to turn off. This makes the config editor far cleaner.
v1.1.0 - Bulkhead Visual Improvements, Live-edit Configs, Bug Fixes:
- Added new sprites to Bulkhead door icons, making it very obvious which bulkheads lead to which objectives.
- Added hot-loading configs for most features, able to be changed at any time, even during gameplay.
- Weak Doors now check their Unlocked status when generated. This fixes an issue that was causing doors to forever appear locked if the door had been unlocked prior to joining.
v1.0.0
You just lost the game