#Welcome to Ooblterra! v2.0.0

1 messages · Page 1 of 1 (latest)

grim bridge
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Welcome to Ooblterra!

Like any good corporation, The Company is always down for some aggressive expansion. However, when a drunken and desperate mad scientist came to their door and offered to sell them the secret to a brand new alien planet, they didn't believe what they were hearing. But he told fantastic tales of a world where the floor was alive and wriggled beneath your feet, with strange creatures both friendly and deadly, and most interestingly to the company: facilities full of alien scrap built by a recently extinct civilization. So they paid him his sum, and he teleported a few contractors to a fascinating new place: Ooblterra.

It's only a matter of time before the company manages to figure out the planet's space-coordinates and get those contractors back. And then they'll open it to all their employees, including you!


Welcome to Ooblterra is a custom moon mod for Lethal Company. Upon opening the game and checking the Moons list on the terminal, you'll see Ooblterra right at the bottom. Learn more about the planet, or dive right in!

Seven new pieces of scrap can be found here, along with new creatures! Welcome to Ooblterra plans to add:

  • A new moon location
  • 5+ Custom Scrap Items
  • New custom security
  • 3+ Custom monsters
  • New interior location

Finally, that strange scientist left your group a keepsake! Two new suits will automatically be available on startup, to make your welcome as warm as possible. Good hunting!

https://cdn.discordapp.com/attachments/1182523433221902376/1183188841776021656/Welcome_to_Ooblterra_v2.mp4?ex=65876d7a&is=6574f87a&hm=ec6eac61e1022d992fde86801b623fe4dfc82cd6f37f706c2e189fe38ecc0957&

RELEASE VERSION:
#1182523433221902376 message

dull ore
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we are SO back

grim bridge
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^ world's laziest model artist

dull ore
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^w^

alpine crypt
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interesting 😮 have you started adding custom enemies already?

grim bridge
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Just the wanderer right now, he'll have more behavior quirks than what's in the video but he's otherwise passive

alpine crypt
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how did you go about adding an enemy? I'm struggling with that myself

grim bridge
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a lot of it was using eva's lethalthings for reference

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honestly after the mod's out I'll probably spend some time writing tutorials

alpine crypt
grim bridge
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I did need the API for networking stuff

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the script was on my own

sudden ravine
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Really like how the inside of the castle and the castle itself looks

alpine crypt
grim bridge
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If you want to send some screenshots in #dev-general I can help you out further

acoustic sandal
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Amazing! Do you have plans to make a YouTube video by any chance possibly explaining the process to mod a moon/monster in? I’m extremely interested in learning how to make similar projects, I’m brand new to modding as a whole but I’m enjoying messing around with the audio files and suits so far😂

grim bridge
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yep, like I said I'll probably be putting tutorials up

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specifically on LCModdingWiki

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since I want that project going strong

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this mod will hopefully ship with tools for custom moons on either the same day or subsequent days

acoustic sandal
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Good stuff, super excited! Can't wait to explore Ooblterra!

median ingot
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Awesome work

median ingot
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I assume the outside textures is far from done

grim bridge
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what makes you say that?

merry canyon
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!!!

median ingot
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Just looks too basic for this game too simplistic looks very wip assets but idk

grim bridge
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These textures are holdovers from the game this mod is based on

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with a much lower poly style than LC

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could increase texel density to make it less jarring perhaps

sudden ravine
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Yeah the textures outside look pretty off

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This is more of a nitpick but the animation of the entity shown in the video but animating 4 legged animals seems like it’s hard as hell

median ingot
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the inside level looks much better the outside just looks a bit basic

sudden ravine
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Just to clear up I’m not trynna be mean or anything lmao I think this mod has some really good potential

median ingot
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yeah i dont want to be mean its just strict criticism since i want it to be good i appreciate what you are doing and im sure once its finished it will prob look better

grim bridge
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tomorrow I'll play around with texture density and throw a few screenshots around see if it's any better

sudden ravine
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Alright

grim bridge
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all feedback is appreciated! I want this to be the best it can possibly be

median ingot
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yeah id love to give feedback on updated pictures ive been around level design for a while so i hold some high standards sorry

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it might be better to add custom textures instead of using the once zeekers left around to not be used

grim bridge
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Hmm? no these are our assets

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we're not using LC ones

median ingot
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oh okay nvm

grim bridge
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except for the drop position

sudden ravine
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The inside of the building looks insanely cool imo it might need a few objects to avoid feeling empty but it looks really interesting to explore

median ingot
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i thought you meant the opposite earlier

sudden ravine
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Oh yea, is this a team project or are you doing this solo?

median ingot
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yeah i agree its important not to make rooms to big spacing and empty it needs some detail and such the game relies on being in cramped spaces for the most part so its harder to avoid monsters

grim bridge
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Myself and @dull ore

sudden ravine
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I see

grim bridge
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he's working on models I'm programming everything

sudden ravine
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Ohhh

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Are y’all gonna look for an animator eventually? Or are you guys gonna do it by yourselves

grim bridge
sudden ravine
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Asking cause there’s some relented people here

grim bridge
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if we need them; someone has actually already offered

sudden ravine
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Good to know

grim bridge
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but since we have a repository of existing assets we do already have animations to work with

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The Wanderer's anim for example

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it does look a lot better in unreal for some reason. mustve been some settings I applied in engine and forgot about

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I actually think it's because he's bigger than he should be

median ingot
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i see i just think these textures look to bland for a game like this with somewhat realistic outsides grass trees, dessert, snow, etc but it always have a bit of a realistic view

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these textures feels a bit cartoonish or something along those lines it looks like placeholder textures for a game like this imo

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thats what i thought it was when i read WIP

sudden ravine
grim bridge
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OYH's style is a lot more cartoony than LC's is

sudden ravine
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I’m pretty sure it’s called a artstyle clash

grim bridge
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this is partially purposeful as we wanted to really get across the idea of this being an alien planet

sudden ravine
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where they look vastly different

grim bridge
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but I don't want it to be too jarring to the point it's distracting

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just disconcerting

median ingot
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where is the moon planet with gravity at tf

sudden ravine
median ingot
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route moon

sudden ravine
median ingot
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maybe i will change my mind when you update the textures to look a bit better we'll see

sudden ravine
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That should be how lc ends

sudden ravine
median ingot
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here are some themes i found on google that looks a bit more aliien planet like i think

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i dont like the trees especially on the planet you made those look not very good

alpine crypt
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skullcrusher i love u thx for your help

grim bridge
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:)

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glad to help always

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trees are probably staying the way they are unless we can find a good way to leverage unity's foliage system

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absolutely terrible compared to unreal's

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Well not completely the way they are

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but I'm not spoiling what im changing youll see soon

median ingot
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yeah i hate unity as well

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yeah gl

merry canyon
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it sits

alpine crypt
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also @grim bridge how did you add a script to the enemy? whenever I run it it says the script is missing

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I have it added to the prefab, and a script in the mod with the same name

smoky sigil
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this makes me very excited for the future of this games modding scene.

grim bridge
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this honestly represent a culmination of a lot of what we've learned so far

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a few things here are new (last custom moon was LC_Construct which didn't support interiors, being able to navigate an outdoor enemy on custom level geo as well)

smoky sigil
grim bridge
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thank you

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I hope the release will entertain everyone

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I'm putting just about the next two weeks into custom AIs. Want them to really sell the idea of this being its own unique location

true magnet
grim bridge
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:)

civic pelican
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Some of those outside textures seem to tile pretty badly, and also seem like they are lacking mipmaps. But overall this looks really cool, especially that interior shot

grim bridge
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Yep, those are settings I'm gonna be playing with tomorrow

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yall will be the first to see 🫡

steep thistle
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i'm blown away, custom moon already

devout hollow
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now this is cool as hell wow

brazen ocean
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@grim bridge How did you go about adding doors and the shop to moons?

dull ore
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Hi I'm the artist I was eeping so I couldn't input on the conversation. As far as jarring art styles goes it's a pretty unavoidable problem. We thought about making the art style blend into LC's better towards the begining, but it'd require tossing our repository of models and textures we already made and working from scratch, which'd significantly hinder the scope of the project. So I wouldn't expect that aspect to change all that much.

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In regards to the tiling and bland-ness, we had a solution for this back when we were making the game all these assets are from but it utilized Unreal's not dogshit foliage system. There is something I'd wanna give a shot but Unity def makes it harder. But hopefully we can fix that issue

median ingot
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i see well gl with that

dull ore
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That being said there's def a few aspects I can probably tweak. The trees texture in particular was made in mind with the trees being way smaller and more clustered. We ended up scaling up the trees and making the sparser and I thought that'd be like, ok. But yeah we can def touch that texture, make it a bit higger res to match the texture density

steep thistle
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I like the trees tbh, I just have a hard time imagining the overall color palette outside with LC

I don't think it's impossible to make it work though, and maybe it might be more of a thing of that tiled texture to me, I'm not sure

dull ore
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Yeah nah you're totally right

steep thistle
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I think another thing is the barrenness of the land. It's glaring that there's not more plants and rocks and stuff compared to even the game's normal barren desert maps

dull ore
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Normally we have a kinda funky alien fungus grass to cover the tiling but I cut it cause Unity's foliage system sucks

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Though it'd be good enough but I can def see now that it isnt

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So yeah there WILL be grass

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I just dont know how we're gonna implement it yet

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LOL

steep thistle
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The inside area is nice. Personally, I think it would look nice if you only made a section of the center pillar rotate, so it's less like a disco ball.

Like, keep it still, but have maybe the top or middle with a section with bigger windows that does spin, it'd give a look akin to a spinning emergency alarm/police light.

Whatever that thing is lol.

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The outside area does give me an alternate planet vibe. Kinda like Zanaris in runescape, which also had blue land.

dull ore
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That's a p good idea actually, yeah. Shouldn't be too hard to do either

steep thistle
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Based off the name I expect colorful bubbly masses of slime or plants like that waterfall you got going on.

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Oh, here's a fun detail

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The game also just simply tiles textures

But there must be some reasons players never notice that...

dull ore
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Oh def

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Line of sight blockers, texture size, and also the fact thst the textures don't have mich detail work in its favor

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Line of sight blockers is also one thing I wanna improve on here

steep thistle
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yea, also the black spots in your terrain create a noticeable contrast, compared to LC's terrain

median ingot
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is that march

steep thistle
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yes

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forgot to mention I love the weird zigzaggy square construct inside the building to the left

median ingot
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why did this game have to be made in unity

dull ore
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Yeah I feel that

median ingot
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its going to rob the dev because its popular as well

dull ore
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Makes it especially hard for me cause for some reason Unity won't actuslly work quite right for me.

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So I have to do most of my level design work in fuckin blender and import that LOL

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I will never complain abiut Unreal ever again after being forced to use Unity

steep thistle
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hahaha

dull ore
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Anyways anyways, I'll try and iterate on it and see what y'all think

steep thistle
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Love to see artists who can take feedback <3

median ingot
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based

dull ore
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Also hopefully line of sight blockers will make the level feel bigger and denser.

sinful vault
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Damn the mod look so nice :>

sweet bough
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Keeping thatr in mind

pure vessel
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This is fire

smoky sigil
grim bridge
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nope, LethalLib actually

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Havent heard of this

steep thistle
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ooo

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I will maybe definitely use something like that when I get there

grim bridge
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oh yeah goes without saying but dont expect very heavy cross compatability with other mods. thats like bottom of the priority list rn

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hey can yall actually see the second half of the OP message btw?

grim bridge
smoky sigil
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Yeah we can see it, looks neat

grim bridge
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not showing up on aliucord for some reason

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ty for verifying that

smoky sigil
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i am curious what the new "custom security" is 🤔
is it a new trap like the turrets and the mines?

grim bridge
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exactly right

steep thistle
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discord forums are weird, they start you at the bottom of the discussion so it's hard to get back up to the first post without it being pinned

grim bridge
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bit ambitious but hopefully I can get it working

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yeah for real

slim folio
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this looks amazing, I really can't wait to see more!

narrow wind
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bro this looks great, keep it up

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especially that interior

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this game needs tons of new interiors to keep it feeling fresh

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any idea on how long until you plan on releasing the first version of this mod to the public? @grim bridge

grim bridge
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Current hopes is a christmas release, or sometime around it

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depends how long certain things take

narrow wind
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sounds good man no rush

teal linden
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THIS IS GOING TO BE EPIC thorlarPOG

grim bridge
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Alright chat, got some new footage of the exterior for ya

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I reduced the saturation on a lot of the textures (mainly the floor), made the old trees smaller and gave them a new texture, added a new tree type and some other foliage (thanks @dull ore )

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if we're happy with this I'll call the exterior a day and fully shift focus to AIs

alpine crypt
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way better

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also would be cool if there was more volumetric fog maybe so you can't see so far? rend, titan, etc do that to hide stuff in the distance

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which adds a lot to the mystery

grim bridge
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that would actually do a lot to make the walk to the facility less brisk, which is something I remember us talking about

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@dull ore thoughts on that?

steep thistle
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the tiled terrain texture still gets me

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but it is looking better with the new foliage

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and colors

grim bridge
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I think someone above posted a good way to break that up

steep thistle
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you might also consider toning down the contrast in one tile with the black spots

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I think that's a big factor

grim bridge
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oh you mean reduce the contrast of the floor texture?

steep thistle
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yea, because LC's terrain is also tiled just the same way, but it blends in a lot more because the texture is mostly a blend of one color

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#1182523433221902376 message

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same thing I mentioned here

grim bridge
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ah that's what I was thinking of

steep thistle
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the black lines on your brown terrain show a lot easier

dull ore
grim bridge
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how long ago was that

steep thistle
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no way to retain marsh's fog?

dull ore
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Like a few weeks

grim bridge
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I probably thought it wasnt possible at the time lmao

dull ore
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Vow's fog is brownish

grim bridge
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it's vow not march we're using as a base

dull ore
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Wouldnt fit

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We'd wanna set the color ourselves

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Anyways the way LC does fog is really weird. It dowsnt use post processing volumes it uses triggers

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Iirc

grim bridge
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might be a unity vs unreal thing

dull ore
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Unity my beloathed

alpine crypt
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is volumetric fog a post processing effect...?

grim bridge
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depends on your implementation

dull ore
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I dont think most LC moons use volumetric fog?

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Rend and Dine do but I dont think vow does

grim bridge
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I think rend and dine use a 3d texture for fog actually

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maybe

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don't quote me on that I've just seen a texture that looks vaguely correct before lmao

dull ore
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I should prolly wait till im home to actually crack Unity open before I keep yapping

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Lol

grim bridge
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if you are good with fog I will look into adding it

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which is what it sounds like

dull ore
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Yeah Ixve wanted fog from the begining

dull ore
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Not exactly what I wanna do but idk how much more we can afford to hide it with foliage

steep thistle
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what about recoloring the black part to be closer in shade to the rest of the texture

grim bridge
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to be clear Chdata you're talking about the path texture, right? the one on the left here

steep thistle
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mainly that one yes

grim bridge
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honestly laz maybe we just remove the mulch? or replace it with something

alpine crypt
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idek what that is

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snakes?

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spaghetti?

grim bridge
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on the right is tentacles. the ground is alive

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the left has been walked on so many times that the poor thing has been squished and doesn't move around anymore

dull ore
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If that's case I totally can just touch u0 the mulchy one

steep thistle
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Yeah the blue seems alright

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tiling is much less noticeable there

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the brown looks like an excel spreadsheet however

dull ore
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Aight bet

grim bridge
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works for me

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up next I will hopefully be showcasing the AI for the little guy that's appeared in both videos

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won't be giving away everything, but I will spoiler tag it all anyway

steep thistle
dull ore
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I wonder if maybe also a third texture varient might also help? @grim bridge

grim bridge
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couldn't hurt

past venture
steep thistle
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lol

grim bridge
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we discussed this, the fog is coming

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the fog is coming

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the fog is coming

past venture
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Ooblterra (Foggy)

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can't wait

steep thistle
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This conversation suddenly becomes very funny if you replace Fog with Frog in your mind

dull ore
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the frog is coming

steep thistle
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Oobleterra (Froggy)

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there is a distinct lack of frog

grim bridge
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@dull ore do we put in the frogpoles

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I wonder if they'd work

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theyd be a great way to test if I can get lurkers working

dull ore
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god no

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the frogpoles are my second biggest disgrace they look like dogshit

grim bridge
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still probably gonna use them for testing :^)

steep thistle
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oh boy

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I can't believe I'm hearing that term again

dull ore
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my 2nd least favorite child

grim bridge
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hi frogpole :)

fiery rune
# grim bridge What do y'all think? Better (👍) or not Better (👎) than the original?

Better, I feel like it should have some more dense foliage and/or hills and rocks that block sightlines and stuff to make it feel less flat and direct. Also could use some more dense lighting with fog and stuff.
On a note with the texturing, it could really benefit from textures that feel less repeating and looping, with more variation and stuff like the main game maps

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The current plants could use some more "fluff" like leaves and stuff, so they feel less like dev spheres and stuff, giving them some depth

grim bridge
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fog and looping textures are what we're currently targeting

fiery rune
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ok yea I probably shoulda scrolled up slightly and saw your message lmao

grim bridge
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brought up the fluff on the trees I think that's a good idea

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no worries I appreciate the feedback regardless

alpine crypt
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hey @grim bridge how'd yall get your enemy to move reliably? mine keeps going thru walls

grim bridge
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are you working with exterior or interior stuff?

fiery rune
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I was thinking of some ways to make the outside feel larger than it is(like the vanilla maps do), and had a neat idea for some future modded moon, were you start off close to the fire exit, but the way to the main entrance is dangerous and much harder, and leads to a room with extra loot in it

rigid lily
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@digital lagoon

alpine crypt
grim bridge
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I would say investigate your hitboxes

alpine crypt
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but exterior too, it started going thru the floor

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its using a navmeshagent

grim bridge
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but otherwise I have no idea im not at interiors yet

alpine crypt
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ok 😔

grim bridge
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anyway yall if you want help with something youve seen here feel completely free to ask me, but I would prefer it be asked in #dev-general

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would like to restrict this to feedback for the sake of making looking back through it easier thank you

alpine crypt
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ok 😔

dull ore
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improved tree model, should be less dev orby

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smh you guys are forcing me to stop cutting corners

winter cairn
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If you need any help with models/testing let me know ^-^

civic pelican
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@dull ore Apologies for my texture, but I'm not an artist. I do like the textures and concept, it's mainly just that some of them contain low frequency information that tiles a bit.

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I took my example texture in gimp and used the Wavelet-decompose filter to remove some of the low frequency info, it still looks roughly the same, but the tiling is much less noticeable.

dull ore
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wavelet-decompose?

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i don't use GIMP so idk much about this

civic pelican
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Yeah, I do not remember if it's preinstalled in gimp but for me it's under the Enhance -> Wavelet decompose section, but any tool that can help remove low frequency detail would help. If that is too flat then there is also the Detail map in Unity that can help add some variation back to it

dull ore
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low frequency detail?

grim bridge
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visible islands I think

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anyway I can download gimp and give this a shot

dull ore
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nah i'd rather try it out if it's something we can apply in general

grim bridge
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@civic pelican , which textures do you think this is specifically a problem for? I assume the floor, are they any others?

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sure, that makes sense

civic pelican
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Yeah apologies I don't know how to explain the idea of low vs high frequency detail, and it's mainly just the brown outside texture I noticed in the second preview

dull ore
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oh well we replaced it anyways

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LOL

civic pelican
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ah understandable, then don't worry about it I suppose

grim bridge
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we could also apply this to the blue part of the texture though

dull ore
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it's now just a tinted version of the blue one

grim bridge
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probably still good to look into for future reference anyway, so thank you

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seems highly applicable

dull ore
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i'll give it a look see next time im making textures

civic pelican
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This is essentially all I did, with each layer less you get only finer and finer detail, but at a certain point it looks odd so I usually just do layer's 7 and 6

dull ore
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huh

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interesting

past venture
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what difficulty will ooblterra be?

grim bridge
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TBD, it mostly depends on how hard the AI actually end up being

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what I'm targetting is for Ooblterra to fit nicely in the in-between for the free and paid planets

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somewhere around March/Offense difficulty

past venture
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👍

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also, once it's a bit more developed, would you happen to need testers for it?

grim bridge
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Yep, that'll probably be closer to christmas

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I will pull from here dont even worry abt it

digital galleon
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Looking forwards to this mod release, awesome undertaking, good luck!

red spear
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would shading/lighting be possible for this? It just looks, a little odd.

digital galleon
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Some fog would probably help a lot

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Extra fog

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Can hide a lot with fog

grim bridge
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we are planning on adding fog yep

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there are lights I might try making them brighter

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I do prefer the darker look of the scene so no promises

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more pictures tmr 👍

digital galleon
red spear
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i just feel like fog and more lighting would add alot.

grim bridge
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I agree that's why im addin it lmao

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I think actually adding local lights instead of playing with the global directional one might be wise

grim horizon
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release it

grim bridge
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well yeah what am I gonna do make all this and then not release it

median ingot
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Its looking a lot nicer

rigid lily
steep thistle
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release it, but just the graphics files. so it's "released"

dull ore
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some room progress

median ingot
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first room is cozy

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it looks a little big though but maybe its fine

dull ore
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all rooms are the same size as the ones in the mansion layout

median ingot
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i dont understand what im looking at in the 2nd room

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oh i see

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is that a portal what is that

dull ore
median ingot
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oh i see

west flame
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yoo we can make maps?

dull ore
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2nd room is a sorta giant fleshy plug

median ingot
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have you seen the sdk tools someone made

grim bridge
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the layout honestly reminds me of those bfg test fire rooms in doom 2016

west flame
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no

median ingot
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maybe it can make ur level design more free instead of being limited by presets of current maps

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refering to this

grim bridge
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this seems to just be for outside layouts

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I do actually have an acquaintance or two working on fully custom dungeons

median ingot
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that very well might be true i didnt look much into it i just know what an SDK is

grim bridge
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we havent fully cracked it yet

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getting closer

median ingot
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i see i hope you will be able to do so

grim bridge
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WTO will prolly just use this solution unless we manage to get that working prior to christmas

dull ore
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tweaked the materials and mesh so it's a bit more obvious it's a plug

grim bridge
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Laz lemme see the machine room

dull ore
grim bridge
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:)

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Do you know if the scale is near what it is in OYH?

dull ore
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almost certainly not

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but idk really

grim bridge
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unfortunate but still cool

dull ore
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i'm kinda freeballing with the scale unless i can figure out a good way to make a reference

grim bridge
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Might be able to just throw you the scavenger model

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wait

dull ore
#

i have it, but it's not to scale i don't think

median ingot
#

damn cool design on that room

grim bridge
#

right

dull ore
#

actually wait rq

#

how tall is the scavenger compared to doorways

grim bridge
#

It should be I just stole it from the prefab

#

I mean he should at least fit and take up most of it

dull ore
#

My favorite part of doing this btw is that the origins for all the rooms aren't the same lmao

#

There is 0 consistancy

winter cairn
grim bridge
#

We do already have his model we're just not sure if it scales properly

#

we are working in blender yes

winter cairn
#

If you ripped it from level 4 it is to scale

#

The model is hidden below the map and referenced as “scale reference”

#

It’s what I’m using for Aquarius and the height hasn’t been an issue

grim bridge
#

huh no shit there he is

#

fog is finally in, we would love to change its color but the script isnt loaded in Unity so I cant tell what variable that'd be

steep thistle
#

the fog adds so much

grim bridge
#

with everything laz threw in the overworld + the fog it honestly feels kinda like a jungle now

#

and im not knocking that Im actually really happy with it

dull ore
#

i do wish the fog played better with flashlights

#

but

#

nto much we can do about that

median ingot
#

wow its so much better

steep thistle
#

that feels like a place with toxic air

#

just like the info says

obtuse raptor
#

Hey friends! Not sure if all the stuff your messing with is unreleased sauce ya'll are cooking up or not. I'm looking to add new rooms and stuff to the pre-existing layouts in the game and would love some advice. (I have a history of development in Unity but new to modding)

grim bridge
#

its unreleased

#

someone is working on getting custom interiors working and I'll get back to you on how we're doing that

#

a

obtuse raptor
#

Ah I see! Yeah I'd love to know how that progresses. Would love to practice some level design with this game.

Out of curiousity, What are the big pain points with custom interiors?

grim bridge
#

it seems to be working for them

#

they haven't reported back on whether monster spawns work properly, but they can generate a custom dungeon and enter it

abstract reef
#

looking sick soo far tho

elder garden
#

fricking slick, was drunk last night when I was checking it out but its beautiful, can't wait to see when it's out

solid sentinel
#

I need this in my life

past venture
# grim bridge new video ‼️

i noticed in certain dips in the terrain, the fog doesn't actually reach it, making it look quite odd. also, perhaps the fog could just be maybe a little thicker? i feel like more fog could make the place feel more mysterious, though less fog improves the reveal of this moon being far more alien when you first land

grim bridge
#

The biggest issue is that I cant really access the fog class so I cant play with very many of the variables, at least right now

#

that said I am at least happy that most suggestions are of this nature because at this point all of its is just tweaks

grim bridge
#

If I manage to figure it out I'll actually maybe consider tying the fog to the TOD system, given the planets brightness never changes

#

IE the fog gets denser the further into the day you go

stable walrus
#

Does Ooblterra have a consistent design inside or does it have random generation like vanilla moons?

grim bridge
#

nope, its a random layout

#

obviously the start room will always be the same, but

stable walrus
#

awesome, looking forward to it

obtuse raptor
grim bridge
#

when I click into LocalVolumetricFog it gives me a missing script

#

I suspect its because its made with a plugin I dont have or something of the like

#

If I knew what the class was I could try and see all its member variables via code but no such luck

#

I can look into it, UABE might help

obtuse raptor
grim bridge
#

I have not, I am very new to unity

#

thanks, I will follow this down see if it helps

obtuse raptor
#

👍👍

#

Very interested in messing with custom levels so lmk if there’s anything I can help with

obtuse raptor
#

Is the developer working on custom interior prefabs/ layouts in this discord?

grim bridge
#

they're in the unoffical community discord

#

I'll probably throw them an inv here since they're quasi on the team

dark cradle
#

i really like this mod

grim bridge
#

thank you! hopefully the release will live up to the hype

#

new monster demo tomorrow, hopefully

dark cradle
sweet bough
#

Hey, was wondering, does the moon have a fire exit and if so, how hard it is to access?

grim bridge
#

It does! I can talk about it tomorrow underneath some spoiler tags

sage moon
#

just wanted to say this mod looks insanely promising, all teasers so far have been crazy, looking forward to release 👀

sweet bough
#

Also, will it be for V.45 or V.44?

#

just wondering if im gonna get noscoped by a nutcracker even on new moons

grim bridge
#

its for v45, but Ooblterra by default will only spawn its custom monsters

#

there will ideally be a config option to allow all monsters to spawn there, and one to allow Ooblterra monsters to spawn on other planets

sweet bough
#

aah interesting

#

May I ask why?

grim bridge
#

why what specifically?

sweet bough
#

why not let the other fellas spawn?

grim bridge
#

since Ooblterra is its own unique planet with its own unique interiors I also want that to reflect in its enemy roster. Really feel like a completely different place instead of just another moon

#

also reflected in the art style, lack of a day-night lighting difference, etc

sweet bough
#

Btw I love the art style

grim bridge
#

@dull ore hey look

#

thats our artist he does fantastic work

sweet bough
#

Yeah I saw, that fella does great work, really can't wait to get my hands on that moon with my friends

#

And I understand what you mean, the red interior is a tad weird with Ennemies like Loot Bugs or Thumpters

grim bridge
#

of course if thats what you as the player want, you can have it, hence the config

sweet bough
#

Also, how hard is it to make custom moons

#

I have never modded and can't barely make a Donut in blender but LC has made me want to mod

grim bridge
#

Most of it was just figuring out how at first

#

when WTO launches it will hopefully come with tools + tutorials to make the process easier in future for others

#

but its modeling, texturing, and unity mainly

#

some c# ofc

sweet bough
#

Neat ! Well thank you SkullCrusher

grim bridge
#

cheers

tardy flower
grim bridge
river plume
# grim bridge but its modeling, texturing, and unity mainly

Man I got a ton of experience in modelling and texturing (and other languages than c#); but nothing with Unity at all, if you ever want another modeller/texture creator (for misc models) I'm totally down to help. I'm gonna search for some information now on how I could even start modding, but have fun! Looks like an amazing project.

tardy flower
#

Didnt know it said thst

#

Also that wasn’t directed towards anybody

river plume
#

lmao

river plume
#

i'll make sure to subscribe

tardy flower
river plume
tardy flower
#

Bruh

river plume
#

i mean tell me, is it not why does a random gif of a guy smiling have racism in the tags

tardy flower
#

The clip in the gif is just him smiling

grim bridge
#

this mod is so popular we already have totally unrelated shitposting im so proud

#

wish it were something less racy but yknow its what I can get

river plume
tardy flower
#

2

empty hearth
#

where can i download

dull ore
#

In the future (it's not finished yet)

dark cradle
stable walrus
#

Are all enemies already thought of? Like the ideas/models

dull ore
#

A lot of their gameplay is tentative right now, though we're heading towards a clearer picture. But as far as models go they are all pretty much done, since they're just ports of monsters from our game that we're pulling from for the moon

#

I've had to make one new enemy model and I might have to make one more and make some adjustments, but I visually they're more or less done

stable walrus
#

Ah I was hoping I could suggest a mechanic for a monster, a monster who barely peaks its head around a corner, and if you get too close or stare for too long it attacks/eats you whatever

lost skiff
#

Thats just like the bracken with some added steps

grim bridge
#

A lot of the conceptual work is making sure the monsters arent just rehashes of existing ideas, or at very least that we put some kind of spin on them

#

that said I just watched Predator and Aliens yesterday with a friend so if youve seen either of those, expect some familiar concepts

sage moon
#

ngl that sounds horrifying given the game's context

#

sounds good lmao

zenith nebula
#

Ayo, custom dungeon fella here

grim bridge
#

alright cool

dull ore
#

Actually on the note of monsters, I guess since all the monsters are more or less predesigned i can show some of em off

grim bridge
#

hold off

#

I dont wanna show off anything till its implemented

dull ore
#

fair nuf

tardy flower
grim bridge
# sweet bough Hey, was wondering, does the moon have a fire exit and if so, how hard it is to ...

Safety First!
Regarding Ooblterra's fire exit.

|| The members of the Followers Applied Sciences Division (henceforth FSD) were faced with two problems. First, that they had lots of water waste runoff that they couldn't find a good place to filter. Second, that their building wasn't up to code and needed some sort of fire escape. Some genius thought, "Hey man, if you're on fire, you're gonna want water anyway, right?" and decided to put the fire exit right over the runoff.||

#

||This actually saved more lives for them than you'd think. For you, however, it means either using an extension ladder to access it, or having some confidence in your jumping abilities.||

#

||You'd better have that confidence, though, because Ooblterra's water is acidic. Very acidic. Taking any kind of dip will be very poor for your health.||

median ingot
#

this is cool

#

maybe you can add an after effect when exiting the water

#

since its acid

grim bridge
#

having it linger for a few seconds isn't a bad idea

median ingot
#

well normally you would prob just die touching that

grim bridge
#

most of that is down to balancing

dull ore
#

Seeing this fire exit function in its intended purpose as we talked about on paper is better than sex imho

median ingot
#

parkour to fire exit is cool

grim bridge
#

simple risk reward relationship, I also want ||players to think twice when they're carrying a lot of stuff on taking the fire exit home||

median ingot
#

on Dine you can cheese ur way up to the fire exit with just buffering sprint jump

grim bridge
#

||weight doesnt ACTUALLY effect your jump height but not only do most players not know that, not being able to run out of the water if you fail is terrible||

median ingot
#

oh yeah thats smart

#

yeah i like it

#

very cool idea

dull ore
#

Otherwise a player can always make it out as long as they wait for natural health regen

grim bridge
#

that's pretty advanced tbf but I guess that's true

#

in that clip ||I got hit about 10 times so a damage value of 3 should be a good balance||

#

actually that's lower than its current value so I'll keep it where it is

dull ore
#

Ok baller

topaz bison
#

ayo this looks sick!

sweet bough
#

Are you sure the fire exit is up to code?

#

I mean, Im not sure It’s very OSHA approved

grim bridge
#

im fairly certain osha prohibits fire exits perching over pools of deadly acid water

#

luckily theres no osha in space

sweet bough
topaz bison
#

like the physical door off its hinges

grim bridge
#

mine now

topaz bison
#

xd

#

only thing im worried about are my friend's pc's on whether it can handle the new moon

grim bridge
#

If you can run lethal company you can run WTO

#

Honestly I venture to guess the scene's poly count is probably lower than your average lc planet

topaz bison
#

lmao

#

any vids/peaks on the new enemies you mentioned?

#

or is that gonna be a surprise until release?

grim bridge
#

like I told laz I want to save any reveals until theyre implemented

#

but just like with the fire exit, theyll be posted here under spoiler tags

topaz bison
#

ah alright

dull ore
#

WOT has less polygons per model but it also is more populated than an average LC moon, and also most of the constructions aren't just stretched out cubes lol

grim bridge
#

that is true

tardy flower
#

When can i crank 90’s in lethal company

topaz bison
round minnow
past venture
#

hm, i particularly like the starting room with the red light, perhaps more lights like that could be added around the facility?

grim bridge
#

that is the hope

#

I love lighting tricks like that as long as they dont end up being too expensive to render we can definitely play around with similar ideas

faint linden
#

looks sick af

mild condor
#

do you plan to implement flooding to this moon?

grim bridge
#

if Ooblterra is to have any weather it'll be custom

#

I have two ideas for that

#

flooding may not work programatically and definitely won't work conceptually so I'm not huge on using existing moon weathers

#

that said, being able to use them on Ooblterra will be a config option, as well as being able to use Ooblterra's weathers on the other moons

topaz bison
#

acid rain

#

toxic air to replace flood. like your oxygen tank or gas mask has a certain amount of durability

#

btw, would ooble be a paid planet like titan?

grim bridge
#

Current plan is for it to be around 100-200 credits, so it fits nicely in the inbetween slot

#

also configurable

#

I like user settings in case that isnt apparent

topaz bison
#

ah i see

#

since its around that price range, im gonna assume its not gonna be like an S+ hazard level

grim bridge
#

honestly depends. I have no way of quite conceptualizing how difficult all the monsters are when thrown together in the same map

topaz bison
grim bridge
#

Oh the vanilla enemies will be off by default

#

again, configurable

#

but I really wanna sell alien planet. want the place to feel completely new

topaz bison
#

damn everyhting is configurable lmao

topaz bison
grim bridge
#

like I said I really like player options

#

Of course, this is all "If I can get it working". some of these config options might need to be added post-launch

topaz bison
#

idk how you'd do acid rain, but if you do, tops to you!

grim bridge
#

oh, some of those ideas are similar to things I've thought up already

median ingot
#

could be like a 350 $ A tier planet

grim bridge
#

could be yeah

median ingot
#

with a rare chance of being S

grim bridge
#

like I said, ideally mid range, between March and Rend

median ingot
#

like very low chance

grim bridge
#

I don't actually know if I can slot it in there in the moon list, I think it's possible via regex

topaz bison
#

really making it seem alien that even the company doesnt have it in it's planet list

grim bridge
#

not a bad idea but I like the little tidbit I came up with for the OP

topaz bison
#

the vid u sent?

#

trailer*

grim bridge
#

in the OP there's a short lore blurb explaining how the company found the planet

#

oh

#

OP = Original Post

topaz bison
#

ah'

#

tbh thought that meant as "opening"

lunar skiff
#

Unless the sdk doesn't support custom scenes, cause that's what I'm trying to build my sdk around

smoky sigil
#

There sdk does support custom scenes I believe but competition doesn't hurt

#

Also it isnt very good, could definitely be better for sure

#

Like I'm pretty sure it doesn't support custom interiors at all and it's pretty poorly documented last I checked

past venture
#

their sdk doesn't support the item dropship thebird

smoky sigil
#

Lmao fr??

zenith nebula
#

there's the custom moon API which was released pretty close to when the game came out that's pretty underwhelming, but from what I've seen the lethal expansion SDK is better and I think supports the drop pod

grim bridge
#

bizzlemip's MoonAPI was essentially a spring point I had to build a whole lot off of

#

I do still prefer my solution because adding in a prefab is easier to me than having to set up all the stuff that's required in the scene

past venture
grim bridge
#

I wouldn't be able to use fog for example if I was using a custom scene

#

since the script isn't loading properly

smoky sigil
past venture
#

hm

grim bridge
#

oh shit

#

competition

zenith nebula
grim bridge
#

are they all fully dynamic???

#

why????

#

couldnt they just be stationary??????

zenith nebula
#

I don't think unity lets you use stationary/static lights for spawnable stuff

grim bridge
#

ooooh

#

that's a really odd limitation but I guess I get it

zenith nebula
#

but yeah every light in the dungeon is a realtime light

grim bridge
#

Still though the entry room effect has more more concerned about shadows than the lights themselves

#

thems also aint cheap

smoky sigil
#

i have heard too many people say this games graphics being bad mean it can run on a potato, and as someone who plays on a potato, that is categorically false.

zenith nebula
#

yeah nah rendering all those lights are definitely not cheap at all

smoky sigil
smoky sigil
zenith nebula
#

eh sometimes that can't be helped if you've got a lot of complex stuff going on

grim bridge
#

AI is notorious for this

#

actually the if statements arent whats killing you its the debug logging

#

which there are 600 instances of every frame

smoky sigil
grim bridge
#

not that I know of. to my understanding thatd require a LOT of transpiling

#

although this should only be a problem if you have the console open in the first place? (IE like most mods do) maybe? I don't use unity much so I don't know

#

Unreal flags debug logs (print strings) as development only and automatically rips them out of consumer builds but obviously unity doesnt do the same

smoky sigil
#

i feel like i have never heard anything positive about unity ever lmao

grim bridge
#

Having now had experience with both teams I will say that the way unity does components is very very clever and prefabs are a very useful tool

#

most everything else is a drawback

smoky sigil
#

like i always hear "unreal has x feature that makes everyone life 100x easier but unitys alternative will make your life miserable" lol

grim bridge
#

so in unreal if you want to know where a sound file or texture or object is being used you can right click on it and bring up a "reference viewer" that shows you exactly that

#

unity has zero equivalent to this out of the box

#

which is devastating because thats very useful for understanding how things work

#

in context of modding a game

#

unreal also lets you alt click and drag to instantly duplicate and move an actor, which is nice if youre placing down, say, a bunch of trees in a scene and want to easily populate the map

#

unity needs you to ctrl+c and ctrl+v everything

#

speaking of trees unreal lets you paint foliage onto anything whereas unity wants it only on terrain actors it seems

#

all things that have made ooblterra development way more difficult than it really should be

#

that said I don't know how moddable unreal games are in the first place

#

they tend to have things locked down over there, encryption and shit

smoky sigil
#

simply remake the entire game in unreal next time lul

grim bridge
#

add a bunch of needless hdr and bloom and make the models super insanely high res

smoky sigil
#

and nanites benice

zenith nebula
grim bridge
#

gangsta until you get to blueprints though

zenith nebula
#

barring blueprints

grim bridge
#

surely there is some sort of decompile solution for blueprints right

zenith nebula
#

for blueprints I think it's pretty easy

#

though really depends how much unreal c++-ifies stuff

grim bridge
#

I believe as of UE5 they dont do nativization anymore

#

at very least its no longer an option you can tick

past venture
#

or so i've heard

steep thistle
#

you guys wouldn't happen to have done anything similar to...

spawn a custom interactable object (like a ladder or door or lightswitch) in a designated location in a certain map, or even a specific interior room?

I want to spawn a button in the bracken room that does stuff when you press it

grim bridge
#

are you talking about doing this AFTER the maze is generated?

steep thistle
#

yes

grim bridge
#

Because im not sure what you mean by the bracken room

steep thistle
#

that's the room that looks like it's from the backrooms

#

people call it the bracken room

grim bridge
#

Oh oh I thought you meant whatever favorite spot the bracken picks

steep thistle
#

people think it's related to the bracken

#

idk tho lol

grim bridge
#

all youd have to do is crack open that rooms prefab, find a unique mesh or something

rigid lily
#

I hate that room, it's always empty

grim bridge
#

then take your custom scripted object and place it at the location of that mesh (or somewhere RELATIVE to that location) via a gameobject.find or a component value comparison or whatever

#

something that uniquely identifies that room, maybe the name of the mesh

past venture
steep thistle
#

basing off the textures I think I found it... it just doesn't show up right in unity for me lol

#

mesh link is broken or something from my rip

grim bridge
#

the reason WTO draws over the manor preset is because the meshes are actually visible in unity

#

the factory wall meshes are built I think using probuilder

#

and thus dont survive being assetripped

steep thistle
#

eeenteresting

#

I guess before that I need to find a way to spawn my button in front of me for realistic testing

steep thistle
#

hm, I found what I think is the backroom room but I can't find any of those underground/pipe sections lol

wait maybe that's the HallwayClover... it was so piped I didn't recognize it

median ingot
tardy flower
#

The map is empty

#

Not really empty

#

But theres no terrain

#

And using it breaks the moons gui

#

Also it has a test world included with it

#

Also the entrance is just a white glowing rectangle

dark cradle
dull ore
tardy flower
#

They just “remade” the moon in new update

#

So it may be better idk

dull ore
#

I'll chekc it out now that im at home

#

Gotta scope out our enemy's power yknow

#

unfortunately i have to report it's fucking sick

median ingot
dull ore
#

yeah nah ur def not giving it enough credit it's cool

tardy flower
median ingot
#

Waterridge has a decent outside i guess

grim bridge
#

they played an older version

median ingot
#

orion is super wip

tardy flower
dull ore
#

oh ok lol

median ingot
#

oh lol

tardy flower
#

Also didnt know waterridge was a thing

#

What is it

median ingot
#

i think its Wateridge actually

#

its in the orion mod or was atleast

grim bridge
#

thats the one thats bundled with lethal expansion

dull ore
#

wateridge is from the SDK, it's not from Orion

median ingot
#

oh nvm then

tardy flower
#

Then y are u mentioning it😭

median ingot
#

it was listed in orion description before

grim bridge
#

its included in the download

tardy flower
#

Poopa

grim bridge
#

and shows up on the moon list

tardy flower
#

is wateridge cool

median ingot
#

he updated this

dull ore
#

yeah it's a test map but it's p neat

median ingot
#

it used to not say included in LethalExpansion

grim bridge
#

anyway I guess technically this would put us second

median ingot
#

its a few days ago i looked at this

tardy flower
#

Like in the gui

grim bridge
#

1.0 is still a race but I doubt we'll win that one

median ingot
#

not even 2nd

#

there is also a half life map

grim bridge
#

not nearly the same scope though

dull ore
#

no there's a seperate 3rd test map

median ingot
#

but orion isnt the first lol

tardy flower
dull ore
grim bridge
#

I mean technically the HL map is second and LC Construct is first

tardy flower
#

fupa

grim bridge
#

but they dont have interiors to my knowledge

dull ore
#

oh wait was there ALSO a HL one?

median ingot
#

the first map was gmod gm_construct

grim bridge
dull ore
#

oh shit

median ingot
#

by bizzlemip

#

its super ancient shit

tardy flower
dull ore
#

ok well, we're still in the running for 2nd place on functional moons

grim bridge
tardy flower
#

Or like in public alpha

median ingot
#

yeah it wasnt functional inside at all

#

xD

#

and dropship didnt work either

dull ore
#

Orion is really cool though honestly, like the aesthetic is gorgeous

tardy flower
median ingot
#

i have only seen the super wip of it

grim bridge
#

Honestly I'm just optimistic we'll be the first thing of a comparable scope

median ingot
#

the more moons the better

grim bridge
dull ore
#

it's got missing collission and the doors aren't modelled yet but it's looking great

grim bridge
#

around 5-7 so far

#

i expect that to take up the rest of the week and then hopefully next week will be alpha testing

tardy flower
grim bridge
#

laz your ass really needs to get in gear on the interiors

dull ore
#

my two other jobs are kicking my ass

#

but yeah i'll get em done

tardy flower
grim bridge
#

I think we've cracked custom ones completely so you should have more freedom in that regard now

dull ore
#

this weekend will give me a lotta time

#

oh shit sick

tardy flower
#

I remember i made a railgun model thing cuz i wanted to make a railgun mod but i didnt have time to do it:(

dull ore
grim bridge
#

youre no longer restricted on the shape/layout of the room

tardy flower
#

Could gaggleland be a possibility?

grim bridge
#

the doorways still need to be the same size

dull ore
#

right, but i assume i need to accomodate for connections

grim bridge
#

yep

median ingot
#

oh we are getting custom insides?

#

thats huge

dull ore
#

there seems to be 2 different types of "doorways"

tardy flower
grim bridge
#

some are for doors some are for hallways

#

Ooblterra's solution that was shown in the video was less than ideal

tardy flower
#

How

#

So

grim bridge
#

@zenith nebula managed to get a completely new solution working for their scp mod

#

Ooblterra simply took the existing rooms and drew new models over them

#

for the mansion layout

tardy flower
#

Ohh

#

Pineapple mod

#

1/100000 chance to spawn

dull ore
#

btw not relevant entirely but here's Orion

grim bridge
#

huh

dull ore
#

insanely cool aesthetic

tardy flower
#

Looks alot better

grim bridge
#

honestly a lot emptier than I expected

dull ore
#

yeah but it's def intentional

tardy flower
#

They need to fill in some gaps

median ingot
#

i wouldnt judge it yet

tardy flower
#

Or add fog

median ingot
#

its also a good atmosphere

#

it just looks like a vibe

tardy flower
#

Yeah

dull ore
#

yeah i was kinda blown away but how much of a vibe it is

grim bridge
#

not a judgement, just that the store page made it look like it had a bunch of scrap cars and shit everywhere

median ingot
#

imagine a sandstorm

dull ore
#

tbf that might be the eventual intention

#

but just judging it as is I do like the desert look

tardy flower
#

Like it chips away your health?

#

when in sandstorm

median ingot
#

yeah it looks decent for wip project

zenith nebula
#

I think if it was compressed down a bit to make the empty space less bland it'd be great, the aesthetic is already there

median ingot
#

i like the intentional spacing of open area

tardy flower
#

Yeah i could do it too

#

I cant cuz i broke my leg

median ingot
#

and he will prob put like a scrapyard somewhere

#

because of the cars

dull ore
tardy flower
#

Or like a crashed airplane

dull ore
#

also i gotta say LC shaders are like

#

really really good at making literally almost anything look in art style

tardy flower
#

Wym

dull ore
#

you don't need to do too much work to a model to make it fit cause most of LC's style comes from its shaders

tardy flower
#

Oh

#

I dont realize it has shaders

#

I feel like if your trying to make a new moon and ur gunna make a custom dungeon, it’ll be hard to get it to make sense of why that dungeons a thing

#

Like without rehashing other ideas

zenith nebula
dull ore
#

yeah! like it genuinely looks lik you significantly tweaked that from containment breach

#

even tho i imagine you prolly didnt

zenith nebula
#

yeah it's basically a model rip with custom lights

dull ore
#

btw speaking of, I haven't gotten a chance to talk to you since Skull has been the middleman but holy shit good work on the dungeon stuff. SCP is a good fit

magic geyser
grim bridge
#

that's already a mod aint it?

magic geyser
#

(make it spawn there)

magic geyser
#

he can make his own

dull ore
zenith nebula
# magic geyser he can make his own

Probably not gonna have any custom SCP enemies, did want to have some fun reference stuff though like the mask having a guaranteed spawn in 035s room

hard mango
#

any links to download?

magic geyser
#

is it gonna have a control room with apparatus

magic geyser
hard mango
#

i know

#

didnt know if there was a test map

grim bridge
#

depends which mod youre talking about. and by that I mean no it doesn't theyre both WIP

zenith nebula
grim bridge
#

it'll be on thunderstore when it's out

zenith nebula
#

Ready when it's ready etc

grim bridge
#

ok sorry Ooblterra will be on thunderstore when it's out

dull ore
#

OH that reminds me

#

Skull are we back on for the aparatus concept?

grim bridge
#

lmao

hard mango
#

yeh sorry just didnt know if it was posted somewhere

zenith nebula
#

Oh yeah got off topic lol

grim bridge
dull ore
#

LETS FUCKINGGGGGGGGGG GOOOOOOOOOOOOOOOOOOOOOO

grim bridge
#

now that we have custom rooms

#

very low on the priority list tbh so we'll see if it actually gets implemented, but

magic geyser
#

sorry

grim bridge
#

no worries

#

discord thread visibility is weird

zenith nebula
#

I'll try and get an alpha for the SCP stuff out by the weekend, then I'll work on ooblterra and see where we can go from there

#

Was having some lighting issues but I'm assuming that it was just from crappy mesh export so the ooblterra assets should be fine

grim bridge
#

I am so fuckin excited to show off the laboratory

dull ore
#

don't be so sure

#

i am also dogshit at making and exporting meshes

grim bridge
#

fun fact laz we don't need to export them

#

unity supports blend files

dull ore
#

wait yo ugot that working?

grim bridge
#

yep

#

the main terrain just refused to work but it works fine with the interior meshes

zenith nebula
#

Whatever you do can't be as bad as dealing with .3dw files

#

Half the trouble of the SCP mod has been mesh shenanigans so we should be able to hash out ooblterra dungeons super quickly

dull ore
#

hells yeah

zenith nebula
#

Though dealing with a fun and not aggravating bug where adding the fire exit has seemingly caused the main entrance to teleport to the world origin point

lunar skiff
gritty yew
#

@grim bridgehi me again! this still uses the replace vow method of making new moons right

#

also i see you all figured out custom facilities/dungeons

grim bridge
#

yep that is correct

#

there's an alternative method around at this point

gritty yew
#

what is the alternate method and is there any documentation on how to get started?

grim bridge
#

no idea on documentation

gritty yew
#

does orion have a custom interior?

grim bridge
#

nope it's the standard ones to my knowledge

gritty yew
#

huh ok

#

well good work btw your stuff looks really great

#

do you plan on making this open source so i can crossreference if i do make a moon

grim bridge
#

Yep! the mod will be open source, Moon tools will be added to LethalLib, and I'll hopefully even write up some tutorials

gritty yew
#

sick! good luck

stable walrus
somber shell
#

Does Orion crash anyone elses game?

stable walrus
#

i dont think this is the place to ask

zenith nebula
sweet bough
wise knot
dull ore
tardy flower
grim bridge
#

as long as you get it scripted in unity, yeah

dull ore
#

Also be nice to them they're definitely working hard on something they're passionate about too and imo it's coming out really sick.

obtuse raptor
tardy flower
gloomy light
grim bridge
#

strictly speaking yes it won't be required. Really just comes down to which workflow the mod author prefers

#

if they want custom scenes they'd use lethalexpansion and if they want to use a prefab they'd use lethallib

obtuse raptor
lunar skiff
#

i looked at it

#

seems to be replacing built in as well

grim bridge
#

for real?

#

huh

#

i thought that was the advantage of it

lunar skiff
#

i mean its an entire sdk

#

if you ask me thats a pretty big advantage

grim bridge
#

not an exclusive one though

#

we've got like 7 entire sdks already

#

not shade or nothin

#

Still probably gonna merge into lethallib anyway, but

lunar skiff
#

you realize theres kind of an issue with having everything in one api right

#

it just becomes kind of bloated

grim bridge
#

oh we've had discussions on that

#

doesn't matter to me that much a tools a tool ¯_(ツ)_/¯

lunar skiff
#

and what was the resolution

grim bridge
#

lmao you say that as if there was one

lunar skiff
grim bridge
#

we have had discussions on it though

lunar skiff
#

if someone uses the library for one big thing theyll have 500 other little htings

lunar skiff
#

oh yeah its kind of just unorganized too

#

it sounds like itd be better to work on (to me atleast) if it was split up like r2api

zenith nebula
#

Well lethal lib already has custom dungeon support and I worked with Eva to iron things out with that which is why I'm using it for SCP

#

And I'll also be working on the custom dungeon here so it just makes sense to keep all the same workflow

#

Ultimately it's just a preference for which one people will pick up, though if the first major addition mod is built on one or the other it does incentivise using that one for future mods that add stuff to avoid compatibility issues

obtuse raptor
#

its just me out of the three moon threads here using lethal expansion right

grim bridge
#

there's yours, there's ooblterra, was there another?

obtuse raptor
#

my brain went to scp but i realised thats only dungeon stuff

zenith nebula
#

Yeah SCP for now is just dungeon, maybe when moon API is added to lethal lib it'll be expanded out

obtuse raptor
#

yeah

#

very curious too see what youve been cooking with all of that

zenith nebula
#

Targeting a weekend release right now for that

obtuse raptor
#

sick as

zenith nebula
#

Then it'll be on hold (unless there's major issues) till ooblterra release

obtuse raptor
#

I'd love to mess with some light editor tooling/visualisation stuff for custom moon scene stuff

grim bridge
#

timeline works out well on that since laz is throwing us more internal models this weekend (hopefully)

obtuse raptor
#

would be super easy to hook up visual stuff to see the path of the ship landing and a bunch of other stuff

grim bridge
#

after a couple of days with my head in the sand I am pleased to announce I have first drafts for ||7|| new AIs

#

going to spend the next 2 days fully setting up the prefabs and iterating. then hopefully by sunday I'll have at least 1 preview to share

spiral walrus
#

Don’t even act like it’s good

spiral walrus
spiral walrus
grim bridge
#

transitions are just so much easier to wrap your head around

lunar skiff
spiral walrus
#

Tbf I did kinda preface why I was eating shit on getting stuff done lately

lunar skiff
#

It's good to me, what's wrong with it LOL

spiral walrus
# lunar skiff ???

Split assemblies sucks, any mod dev worth their salt will tell you as much

lunar skiff
zenith nebula
spiral walrus
grim bridge
#

if we're gonna have another argument #dev-general please yall I like to use this thread for reference

lunar skiff
spiral walrus
# lunar skiff Why are you dodging the question tho I asked u how it's bad 😭

At best we get separate sub module updates which means updates for the api can come out a little faster but it fucking makes it so annoying to work on mods because you have to add alllll the modules to your mod and also 90% of people still depend on the core which means it loads all 30 sub modules regardless of if they’re being used

#

It clutters modpacks so bad 😭

#

I’m done now

grim bridge
#

tbh its not as if this thread isnt a total mess anyway

#

ideas are written here sometimes though

spiral walrus
grim bridge
#

colored fog is working!

#

this opens the door for at least one custom weather condition that I should have more than enough time for, if not the two I have in mind

sweet bough
glossy wind
#

how does one instal this? i cant fine it hannahstress

fiery bobcat