#Welcome to Ooblterra! v2.0.0
1 messages · Page 2 of 1
Better be👿🟣😫
I woulda let my DEMON side out
Alright then..?
Okay have a good day
Na I’m off to bed
❤️
It’s 8:30 am
so excited to show yall how that 4th room works
ho what the fuck
Every time I read this mod's name I think of digimon.
Ooblterrimon!
this looks amazing, any idea on like percentage to being finished out of 100?
i cant wait
Moon Exterior..........100%
Suits..........................100%
Moon Interior...........50%
Custom Rooms..........30%
Custom Enemies......50%
Custom Weathers.....0%
give or take
Nice!
Hey @grim bridge do your enemies have footstep sounds / plan to?
It's something I have zero clue what the game is doing to handle it. I tried looking into one of the enemy AI and just couldn't figure out how it was doing it lol, it's the only sound that's done differently somehow
wanderers do
I looked at how the Mouthdog prefab handled it
had to stitch a bunch of footstep sounds together into one file and add silence in between
actually... I think it might even be on an animation event
if youre asking about footstep sounds that are dynamic (respond to different surfaces) itd probably be the same with animation events, just with some custom scripting to check that surface type
oh huh, I thought it was using IK or something to detect the foots stepping
it feels like some things have it timed that way
btw, did you implement IK for any animations? lol
hmm... is it in the animator?
its in the prefab somewhere I think
the anims arent ik'd most are ported from unreal so
Is it not just the same as players?(using tags)
it is
||👌 gottem||
I dunno how it works for players either
I haven't deep dived into any game's system for it yet
OOOOO
I didn't know that exists in unity
omg
whaaaaaaaaaaaaaaaaaaaaaa
that is so cool
Yep haha
I was looking for where it was animating the audio source or something lmao
It’s not just for traditional model animation either, you can use it to lerp any public variables (audio, positions, lighting intensity settings etc etc) it’s extremely powerful
= Big Problems
one last room for the road
Fucked up in the ooblterra drinking dr perky
Love how fucked up these rooms are conceptually to play in
AI progress report:
Wanderer fully scripted, needs to be able to ||drop his corpse on death|| before he can be counted as complete
||Adult Wanderer|| fully scripted, needs animations
Gallenarma fully scripted, also needs anims
Baby Lurker scripting in progress, in a pretty good state though I'll likely switch gears soon
TODO: Enforcer, EyeSec, Lurker
Whats its actual name
guarana fruit
guarana is hittin
one good thing about a brazilian ex lmfao
is this using lethal sdk? its super dope
Lethallib wants you to do most of the work making the assets in unity
so its like decompile the scripts, slap em in, use em as needed, put that in a prefab, load it when u select the proper moon?
and then put ur custom components in as needed as well?
standard stuff?
yep you pretty much got it
Looks cool, definitely gonna have to check this out
Gaba goo
Giggler suit😔
if the walls are actually lava, 100% gonna be some people running into em to see if its got easter eggs,
and im gonna be one of those people as well lmao
i'm that someone
🤝
It's not lava sorry 😔
But honestly that's a p good idea now I wanna hide something behind a waterfall
of course, you cant have a waterfall and NOT put a secret behind it
it is divine law
that's fair haha, but yeah! Hiding a possible room with extra scrap would be fun! Or even no scrap just as a cool easter egg
guaranteed waterfall room with a dramatic mask behind it
trying to remember that old doom easter egg but all i remember was its behind a wall :v
Thst doesnt narrow it down thats like all of doom's secrets LOL
I KNOW xd
hey did you ever make tutorials? I'm trying to get into making a new moon and I'm trying to figure out LethalSDK but it assumes that I already know a lot about Unity, which I don't 😭 I come from Hoi4 modding, which is way different, and also easier!
custom moons are in a very early state rn
skullcrusher's implementation isn't public as of yet
thank you
I've been helping Holographic stresstest lethalsdk's current implementation of them, might be worth glancing through #1184848349619310652 and #1184823349285765180 if your interested
feel free to hmu with questions but again rn theres a lot that needs fixing
It's very possible that I'll ask questions but I will learn as much as I can on my own about this
very exciting stuff
Alright well we're getting pretty close to the projected release and while im happy with the amount of progress I'm at, i definitely don't think it's ready for 1.0
I'll throw this question to everyone paying attention; would y'all rather a private beta, or for me to hold onto it until it is ready for 1.0?
private beta would just mean me throwing the mod files in here and anyone in this thread can dl it and give feedback
cannnnn you do a reaction voting msg
A private beta sounds good if its not ready for 1.0
💻 : release in private beta
💾 : save it until it's ready
a private beta would significantly speed up the pace at which we all can find bugs and whatnot
that's my main consideration is that I would like to be able to iterate on feedback so that it's the best it can be
at the same time there is a part of me that wants to absolutely blow everyones minds the first time they play it which would mean having it fully polished prior to any kind of external showing
which is why im putting it up to vote
ill let this sit for about a day
I'd be hella down to bug test the mod
id love to test it
Same
would love to test this with my group if we could
It would be so fun to test it out
i'd love to test it as well, if you don't mind
Private beta would be cool
I would love to see this, I've been silently following this mod since I saw the thread open, love how its the first mod (that I know of) with a custom interior and enemies
im hype
btw does ooblterra use any apis?
thats good to hear
any update on private beta?
the ayes absolutely have it
so yeah all goes well youll get your hands on it by christmas
lets goooo
a gift to all
i would be down to beta test
all i want for christmas is private beta access
yo, we still on track to get the beta by tomorrow?
probably late tomorrow but yeah thats the plan
got to run it with that group of friends this was made for and everyone absolutely freaked out
theres some framerate issues im gonna clamp down on
not that it isnt deserved you did a stellar job
oh god i just did a double take
every single time I saw their name in the member list I freaked out for a second
LMAO
"OH SHIT WE'VE BEEN COMPROMISED"
YOU THOUGHT I WAS ONTO YOU
me and you both coming here to make our super secret mods
"huh?"
the only server this has happened to me in was the terraria calamity discord
ran into someone i had a falling out with lul
oh THAT sounds like fun
I've mentioned it offhand
this exact situation basically happened with laz lmao
he came in here to debug the LC_Construct map from the ancient times (1 month ago)
Yeah i'm here cause I worked on the mod LOL
thats not why you joined
well yeah i know that
OH yeah
I also recorded it i sent him the clips
Yeah james sent me a recording but I do still wish i was there
it was awesome
I'm glad y'all liked it
I'm wicked happy with my work on it
I think its genuinely my best environment art work ever lol
His recording didnt get his mic </3 mind sending urs too
dm it to him and me as well im curious how you reacted when you entered the place
I didnt catch it
cannot wait
hey no pressure to answer or anything cuz ik it’s probably annoying to have to hear but would u wanna give out a time when ur gonna drop the beta? me and my friend r trying to plan when we can play it
no worries. Current idea is prolly somewhere around 8PM EST
subject to change since we have quite a lot of family stuff going on today
okay no worries, happy holidays man :)
MERRY CHRIMMAS
Hello guys, i just found out this WIP mod. It seems very interesting. Just wondering if the interior structure has a fixed pattern or random per round?
Its randomized
Oh thats great thanks
christmas festivities went on way longer than I expected
probably gonna be tomorrow, sorry yall
No worries! Enjoy the holidays 🔥
merry christmas everyone 🎄
no worries hope ur xmas day was good :)
what time were you thinking today?
Let my mans cook, it's the holiday season
same hope as yesterday, 8PM (likely later)
believe it or not I dont mind the constant when mod I think it's cool that people are excited
I get it though
He getting his ass beat rn ^^^^^
Im on vacation <3

worm!? like earth leviathan?!
he wishes he had that kind of power
🪱
posting selfies in chat now are we

ok but thats a cool looking worm to be fair
Go back to the dirt hole or you’ll be swimmin with the fishes!

All good I've just seen my share of projects where dudes wind up hurting things trying to adhere to a deadline and didn't want to see anything close happen to this, I'm also excited for this release and will force my crew to suffer in Xen 2 explore it with my friends
every time people call ooblterra xen 2 a smile inside my soul gets a bit wider
I haven't checked, there's no way to mess with a moons gravity is there?
I do vaguely remember there being a gravity variable somewhere around here
not for certain on that though
well, it checks out. i'd adore to make a xen moon but i don't know if it's possible
I mean I don't see why not
lethalexpansion i don't know if that'd work with it and i have no idea how lethallib's moon making functions work
I mean it'd just be the same process as making Ooblterra no?
Is there anything in particular that'd be harder about Xen?
Maybe how much there is to render? cuz black mesa xen specifically is like crazy visually
I guess yeah, but you could also just do HL1 Xen
modifying gravity values, making spinning geo etc is probably just extra scripts and code
The only thing that makes it questionable is that xen is skybox all around, where would the dungeon go
I think you could block off the dungeon generation with fake skybox plane or something
It'd prolly be barely noticible
Or you could hide it in a faraway Xen island
dungeon always generates below the map so eh
fair. i guess i'll try it at some point.
also, lethallib is getting moon making capibilities once ooblterra releases, right?
That's the plan
along with some tutorial writeups, hopefully
that's after 1.0 release to be clear











so true?
vortigaunts in lethal company would go hard though
Houndeyes scared the crap out of me when I first played Half life
They just go weep woop
Weep woop 
such a cute couple you two ❤️
What timezone? Just wondering
EST
Cool thx
Checking your profile to see if I knew you only to get jumpscared with the "i made the buttplug mod"
LMAO
It's an honor to have you here 🫡
🫡
If we dissapoint you I'll be devasted forever
I won't 💯
nothing against you I just wanted to make laz look pathetic
You dont need to try very hard for that
I can't tell whether you two like each other or want to stab each other
both it's our dynamic
god damn
minor update for y'all: just taking some time to refine what's already present atm while I wait to receive word back from a collaborator. they may be asleep and I don't wanna release without their greenlight so keep that in mind
Let it be known the violence is 1 sided i've never done anything wrong ever
shut up laz
Wait you're already almost release ready?
Does that include custom enemies
5 of the custom enemies are already implemented; Wanderer, ||Adult Wanderer||, Gallenarma, Eye Security, and Lurker
they need extensive networking testing which will hopefully happen with the beta test
I am hopefully gonna add one more before 1.0 release and then I have ideas for 3 more after that
there are a few other things on the pre 1.0 to-do list like the custom security but yeah im in a good state for the beta
holy christ, I didnt check this for like 2 weeks and you are already near beta test???

Custom enemies too holy shit
Will some custom enemies also spawn on vanilla moons and vice versa?
as of the beta, all Ooblterra content is exclusive
1.0 will (hopefully) ship with config options to adjust this to your liking
when do you think the mod will be released?
if you mean 1.0 release im giving myself a maximum deadline of feburary
and will the mod be available any time before that?
a beta version is coming very soon, and several betas in between then and full release should be coming out fairly regularly
Can I sign your walls
ah that’s great, i’m excited to see what kind of new stuff this mod has
what did he(?) mean by this
Im gonna Ooblterra all over the walls when the beta drop
Ayo???
did I say something about walls or smthn
I will not be ashamed
Lemme sign your wall texture :D
[visible confusion]
[Invisible Confusion]
A
Hey so heres a question; will the new enemies be able to spawn on all moons, or just this one
see here
^
Damn it
this is so cool to see some more unique mods now that custom moons interiors, and creatures are being figured out
Welcome To Ooblterra Beta Version [0.7.0]
Oh god, I'm really releasing this huh
PREFACE: Remember, this is a BETA version. There's going to be some bugs and some unfinished things scattered about. Please be wary of this! If you want the absolute best experience of this mod, please be a bit more patient and await the 1.0 release. The download link can be found on the linked github page, in the releases section.
KNOWN ISSUES
-Enemy animations don't always replicate properly
-Spiral stairs in start room currently require you to jump to get up them fully (LAZ!!!!) Fixed!
-Lurker (spider) AI is inconsistent
-Eye Security (scanner) kill beam doesn't always display the correct color
-Fog doesn't get thicker as the day goes by (unity is making this a really big problem)
-Spray Paint doesn't work on custom enemies or interior
-Wanderer corpses spawned via killing Wanderers may incorrectly display 0 as their value
-||Adult Wanderers|| don't chase properly if the player enters the ship or gets on the facility entrance ramp
-||Adult Wanderers|| do not have to be facing the player to attack them
-Hostile enemies currently can't be hit with shovels 💔
-When leaving, some of the mountain comes into the ship (I wanna scream at laz again but it's only half his fault the other half is zeekers because why isnt the leave animation just the reverse of the entry animation) Fixed!
-Routing to Ooblterra is currently free (this is a trivial fix but I'm gonna keep it free for the sake of the beta)
-Light bleeds into the ship, so it'll be brighter than usual if you turn the ship lights off
TO BE ADDED (pre 1.0)
-Openable Doors
-Hanging Electrical wires
-Bear Traps
-Puddles
-Baby Lurker AI
-Baby Lurker Eggs
-Frankenstein Room Behavior
-Custom Weather conditions (at least one)
-Scan nodes/terminal entries for monsters other than Wanderer
-Arachnophobia mode support for Lurkers/Baby Lurkers
TO BE ADDED (post 1.0)
-Enforcer AI
-Hunter Bot AI
-Grinder AI
-2x Usable Scrap
-Decoration Item
The absolute best places to report any bugs, issues, feedback, or suggestions are. A: This Github Page, B: This very thread, or C: My DMs.
DOWNLOAD LINK: Go read the preface again
wooo yeah baby
WOOO YEAH BABY
not yet, 1.0 will be
Installing manually is doable even if you're using the launcher. You just have to manually add it to the BepinEx in your Thunderstore profile
ah alright thanks for the tip
Waw
[BETA] Welcome to Ooblterra!
tell all your friends and your friends friends and your parents and your friends parents
I wish we could pin messages here lol
👀
Surprised that's not a thing
yeah it would be very good to
yo should pin dat
will def be checking out, congrats for the beta release !
ill ask in modmail hang on
custom discord android client
and oh. curious. thought it was a feature in general to be able to atleast pin in your own made threads but I guess it gets permissioned out too... (or I misremember hard)
a pin in the thread is usually nice for getting to the top for most too... kinda surprised only advanced company pinned their starting page to easily get back up to it.
Ty 🫡
spicy
Discord moment. We can't give modders the permission to pin only in threads they own so it would be chaos since we'd have to give them perms for all threads in this forum, rip
Weird that isnt just a feature
yea, and weird that its been ages and we still don't have a "jump to top of thread" button
aye
discord has a habit of releasing a new snazzy feature and barely iterating on it
--Please note: we've had a confirmed case of conflict with LCAPI (and any mods that depend on it) and/or LethalExpansion. I can try to add compatability with these but currently they will not work with the Ooblterra 0.7.0 beta--
my screen gets stuck on showing what the seed is
this happens when trying to load any moon
i'm currently on a profile with alot of new moons
As said we've had reported conflicts with LethalExpansion
odd, didn't think there'd be conflicts since we both use lethallib
I believe both of ours set the chance to appear to 99999, may have something to do with it
could be lethalexpansion though
ill do a compatability pass At Some Point™️
is it intentional that some part of the ground outside seems to be moving and another part not?
Which parts aren't?
parts that are not dark it seems
the fire exit also seems very big, i can only interact with a smaller part
I think they just mean the path
the path is meant to be static but I guess we can make it all move
the fire exit and main door are indeed bigger than usual
No it sounds like the red parts
oh I assumed that was also meant to be static but I guess I never asked
no i meant the whole floor that's gray
is this metal?
well the left half of the picture is moving, the right half isn't
The yellow part is dead, the blue part is alive. (The color is prolly hard to pick up in the dark but yeah its intentional)
ah ok
well my game just crashed, the only thing i caught a glimpse of in the logs before they were gone was something about minValue greater than maxValue
would that have to do anything with new scraps?
your BepInEx folder should have a LogOutput.Log file
go ahead and dm it to me when you get a chance
i'll dm you once it happens again, already restarted my game
ah alright
Will there be a ooblterra trailer when it comes out
honestly I have a cool idea for one I wanna put out before then
not super high priority so it may not end up happening but it is in mind
or paywalling it and only updating it twice, or just straight up killing the project like their store 💀
also you use aliucord?
based
switched off of Vendetta from aliucord but might go back to it or go to enmity
should my plugins look like this
I assume you guys used DunGen?
im confused about lethallib and hookgen but is this installed right?
that looks... right enough? bepinex doesnt care about directories I think
I just used thunderstore, installed LethalLib and Hookgen with it, afterwards dragged the Ooblterra file into the profile's Plugins and it works fine
yeah that should work just fine
ever plan on making a tutorial? 😆 once everything is done of course
should be noted: you can import the mod to an r2 profile by going into settings and selecting it as an offline file
for those who don't wanna install it manually
Oh shit nice
ignore the grey text, it installs just fine
yep, though custom interiors was always a bit more of @zenith nebula 's side of things
but I do plan to write tutorials for basically everything
oh
I should really just make a template custom dungeon, I think batby was doing it using SCP as a base but the repo is a bit outdated now
oh hey @dull ore look
Wait what's this
the planet's named ooblterra it must be silly and not scary at all
i mean
its named
ooblterra
it soujnds
wacky
and zany
until you go io n
you hear groaning on the other side of the wall
and its pitch black
the ground sound is so horrible this is horrid
hey if lethal company (zeekers' games in general) has proved anything, you can be wacky and zany AND terrifying
are the wanderers supposed to just chill out or are they supposed to run when you get near
also sometimes theres just light
oh theyre not scared of you
not unless you whack them with a shovel
I'll probably make it so that they look toward you if you get near them while theyre standing still
Oh lmao
WHYU DOES THE PLUG DPO THAT I HATE YOU YOU'RE HORRIBLE YOU'RE WICKED THIS IS THE WORST MY HEART CANT TAKE THIS
Teehee
I drew that :)

it's named OOBLTERRA why is it the scariest thing in the game
things can be both horrifying and funny at the same time; youre horrified and I think thats funny
what
theres some breathing
on other side of my wall
in oobl
i dont want to mvo!
he's sleeping, dont wake him up
i cant even get to him
actually wait this gives me the idea of a moon that has pretty much no enemies but is filled to the brim with traps. IWBTG moon
i think this moons is perect for the modjam!
its pretty, colorful, and not scary at all!
True!!!
its based
does the item dropship work on the moon?
Yes
It's cause it's just vow's dropship unaltered lmao
Thats why there's a big ass obelisk in the middle of nowhere
Didnt wanna change the terrain
where on github should i report any issues i find? on the issues tab?
correct
i genuinely can't do this alone does anyone wanna play ooblterra with me
I am putting this message on a frame and hanging it up in my office
||gallenarma|| has the same issue as the ||adult wanderer||, ||If it kills you it just stays on your body camping it rather than wandering around the facility||
at least i assume thats not intended
I remember eyesecurity formerly had this issue but we caught it before release, I probably just fucked up trying to unassign the target player
noted, thank you
please/
IKAYHA
WHAT THE EHELL
I JSUT SAW
THE SNORING
THING
ITS COMING
AFTEr
CHAISN
THERES SPIDERS
WAHT THE HYELL
theres these thigns but i think their ai broke idk they dont mopve
I cannot wait for messages like this
It’s the one thing that keeps me going in life
Did you ||kill a Wanderer? because if so he should be chasing after you||
oh yeah
@grim bridge The mod is awesome :)
interesting
you may have stumped his pathfinding, though honestly if Im reading that screenshot right that shouldnt be the case
Youre playing solo, right? online or lan?
let me kill another on e
OKAY
this one is chasing m e
'i got somehwre safe
they need a noise of when they leave the ground
you killed a wanderer D:
they go for a shitload of cash
good idea, and a particle effect
😭
there won't be a thunderstore version till full release i think
im gonna use freecamer to find a bug
uhb
yeah
this is my entire facility.
this tiny little area
skill issue?
and there are alot of these
LOL
Ok thats prolly why it generated so small
Those prolly shouldnt be able to chain, @grim bridge can we fix that?
Yeah the tile can be set to prevent immediate repeats, can also tune it's rarity
@grim bridge i should be able to use wanderer feed to feed the wanderer thoughts
AND I CANT ELAVE
oh i got the cannot leave gamer bug too
trivially. I already fixed it once I think I lost the fix when we transitioned everything to use DunGen proper
getting a good few reports of the main entrance not letting people out
That's an intentional mechanic it means u lose <3
gonna pop that to the top of the priority list I think its worth hotfixing
yall whove got the bug; are you playing on singleplayer or multiplayer?
ooblterra, the advanced alien moon, has regular human vents. i know they're required because they're how enemies spawn but would it be possible to override their model? maybe to just make them invisible
LAN or Online?
singleplayer
i survived this encounter
the vents and entrances were purposefully kept the same model for sake of visual consistency
We talked about this before, rn at least the intention is to keep gameplay critical stuff like that the same for gameplay cohesion. Same reason we didnt change the entrance or fire ex-
Yeah
If enough people say it looks bad tho its prolly worth trying to change it
this can be adjusted if enough people ask or if laz really really has extra time on his hands we can make a config option :)
a LURKER (the spider i think) came up to me and rode me all the way through 3 BIG SLEEPY GUYS
and right towards the fire exit of which i could finally get out
the luckiness!
okay so
i have a shotgun
with 5 shells
could i kill the big sleepy man?
it took me days to get those shells
kill a wanderer
Wanderers are currently the only enemies who process damage properly
the others will be vulnerable to shovels, shotguns, and zap guns hopefully by 0.7.1
yeah i tried hitting that lurker that saved my life with a 56 shovel
not really a question about ooblterra, but with custom enemies, is it possible to make them fire projectiles? just a simple harmless question in no way related to me having plans to make a xen moon at some time
are you outside? or inside
teleporter machine broken
yeah this needs to be fixed
hm. i've only seen that prompt happen when a fire exit fails to generate inside
teleporter....
literally run ender
i should try to inverse teleport into ooblterra
both times it happened was when i did the moon twice in a row if it helps
I was going to ask I suspect thats part of it
i basically have the ultimate tester modpack
so
also
why would the fire exit not work inside i mean
who's hungry
yeah absolutely
custom enemies can do basically anything unity can
anyway guess whos back at his PC
gonna target a hotfix for that door issue ASAP
surely this doesn't mean they're harder to code :clueless:
honestly the worst part is just the iteration times are way worse
no editor testing environment you have to pack assetbundles every time
that sounds so terrible lmao
if there's no editor testing environment, then how do you actually test the enemies?
I run into the interior and then spawn them in :)
terrible idea
how
what would happen if i host a public server and go to oobl?
ah
or else they'll just see nothing
i thought i would genuinely
just
crash their game
or we would land in the void
black hole
you locally would probably still see it
Write your own tools :3
:(
I feel bad for hitting the little ones with a shovel.
in my defense everything else in the game wants me dead so I had a positive bias to do so
I'm only human
I am surprised by how clean the code of this is oh my
is this mod public?
private beta ATM
check the pins
looks fantastic anyways, ill deffinaly keep an eye out
it's not on thunderstore if thats what you mean, not till 1.0
no worries mate, keep up the amazing work
tysm
check your logs, i've had a similar experience
yep ^ make sure there's no red text in there
if so check your mod list
if you dont have any other mods, send me your log file
that's the error I'm getting, with mods though
Oh It'd probably be the backrooms mod
Doubt that plays nice with custom planets
yeah that is similar to a bug that someone else got I think either with SCP or LethalExpansion
Yeah seems to be the LethalExpansion one?
at some point ill speak to holo about cross compat between LethalExpansion <-> LethalLib
it was lethalexpansion yes, i haven't tested with scp or the backrooms mod, but i suppose those could also hinder each other
__Welcome To Ooblterra Beta Version [0.7.0], HOTFIX 1 __
Door's stuck! Door is stuck! Please!
This is a simple hotfix to address the major issue that many players were facing with the Main Entrance and Fire Exits. All other issues are currently being worked on, but this seemed big enough to warrant an immediate fix.
This update along with future ones can be found on WTO's Github Releases page. When in doubt, download the one at the top of the list!
huge
Do turrets spawn?
makes sense had the turret event from brutal company and 0 spawned
Good moon though so far
me when i am the phantom, me when the exterior is like fish eggs
I will hit them AGAIN
I can't wait to meet ooblterrimon
Does the .NET runtime just not see this as an invalid program? Because this doesn't seem right :P
oh LMAO good one me
I'm fairly certain Harmony doesn't care because I don't think I ever use that param anywhere in the function?
Really wondering how no one's game has crashed from this yet, because you would really expect this to be invalid IL
I guess so yeah, only once you use it does it see it as invalid cast or IL
No problem! :)
oh yep, that's intentional
Oobl are meant to be about 1.5x the size of human beings
ty :)
yea ok but then would it make sense to make them equally large inside the dungeon as well?
Maybe they are a people that shrink when indoors
is it also possible for the hitboxes to be the same as the entrances themselves?
was playing this all night with some friends soooo much fun, we had not a lot of glitches/bugs which was cool and the ones we did encounter ur aware of or have already fixed. you guys have seriously outdone urself great mod
I didnt realize they were mismatched lmao
will fix that
stairs are offically fixed
and by "officially" he means "we havent actually put out the update yet"
well yeah im just saying it's fixed
just stuck on the seed screen
known conflicts with LCAPI and LethalExpansion
dont have either of those :/
compatability fixes are hopefully coming soon but for now those mods will have to be turned off
well i have lethalexpansion disabled as opposed to uninstalled
try disabling everything except ooblterra and its depedencies, see if it lets you load in
OK
its also been stated that Backrooms and SCP possibly cause problems
ooooo
scp
i will report back shortly
oob error
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].set_Item (System.Int32 index, T value) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
Welcome_To_Ooblterra.Patches.ItemPatch.SetItemSpawnPoints () (at <76586008fa9f47a0b0254b09cb12a47b>:IL_001E)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <44743d9474784365a095189c76175301>:IL_0009)
RoundManager+<LoadNewLevelWait>d__106.MoveNext () (at <44743d9474784365a095189c76175301>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
gonna try with scp disabled now
tbqh the code thats giving everyone that error may not even be completely necessary
might see about just straight up removing it
still not working
huh
i do have like
50 mods
but nothing that should touch moons and interiors i believe
new content mods and serverside mods are highly likely to not play well
send me your modlist, if its not any of the ones listed I will still need to compatability check whichever one is causing the issue
kk
for now if you really want to play try just getting rid of any other mods, creating a new profile or whatever
or just give me a day or three and I should get that compat patch out
018cb1fb-49f4-7691-64d0-26a459d12509018cb1fb-49f4-7691-64d0-26a459d12509
current profile code
thats for r2modman I assume
yeye
not sure if anybody else had issues with that but after i tested it nothing weird happened, scp just doesn't spawn on ooblterra even if you force it to.
got it to load with a light mod profile
018cb209-f675-b644-b576-0a287b9a9b20
everything in here works fine at least on first glance
The mod is out in r2d?
after extensive binary testing i have found the problem mods
https://thunderstore.io/c/lethal-company/p/OE_Tweaks/Possessed_Masks/
and
https://thunderstore.io/c/lethal-company/p/Jordo/NeedyCats/
both of these cause the moon to not load
rip cats
not until 1.0, but you can add it there as an offline mod
this here
alr thx
I add the zip directly on it ?
yes
I found 2 things that might need to be fixed
the first: https://streamable.com/2yn8f5
some weird flickering at the staircase
and you can get stuck between two boxes
only took this photo
forgot about what kind of room it was in
thankfully i recognize the wall texture and only one room uses it
Lmao delete it
its fine lool
Hopefully 😂
what is the incompatibility between lethal expansion and ooblterra? i didn't see any issues when i played
@bitter rapids i have needycats in the profile i sent you so make sure to disable that as well
You didn't have any issues?
not that i saw but i didn't go too deep because if i saw anything move i would've had a heart attack
I tried only once with LE and it was just stuck at the seed part so I didn't do anything and just removed the moon for now
oh
nope
Install the cat mod and see if you can still load into the map
I mod my game manually
and it works with just the cat and ooblterra
if i can find a cat i will send a screenshot
I do too ;P and okay awesome!
I believe you lol...just was curious which mod I had that was causing the issue
how rare are cats?
what does that mean?
Idk maybe like 20%? Lol I'm guessing 0-100
do you have a config regarding the needycat mod?
Yeah
Make sure the names.txt is in your plugins folder too
I had this issue and didn't get a config
And the mod didn't work lol
The .dll and .txt in the plugin folder
lowercase names?
I didn't know at first either until I was reading my console for errors
sadly it doesnt work now :C
sorry for wasting your time
i thought i had something
All good, I'm glad that's the problem then for me lol
Weighting is proportion based, each thing has a different weight which increases or decreases it's chances relative to each other
Maybe it was a combination of things that made the map not load and removing the cat mod happened to clear it for me?
Strange
So it must have conflicted with another mod I have
probably multiple
Maybe possessed masks as well
and best way to tell is look at the console while running the game
uhh i think cleanerlogs can help
because itll move unity errors to yellow
and make your mod errors easier to spot
a lot of times an error can be a long string and you wont see the mod name in there until the 3rd to last line
can confirm, ooblterra breaks lethal expansion
says at the top of this chat that its incompatible with most things
was shrimply confirming
does it break the scp dungeon any?
didn't really test alot but the scp dungeon didn't spawn on ooblterra even though i had it configured to always spawn on every moon
Partially intentional, config is specifically for all vanilla moons
There's not an "all but March" level type mask, so I manually masked all the vanilla moons except March for the config
the way custom moons work with lethallib I suspect it'd be very difficult for it to be configurable on either of our ends sadly
since currently it just takes strings
I guess what I could possibly do is reference the list of custom dungeons that lethallib keeps and if you set a config flag, iterate over that list and add them all to ooblterra
That depends on how long it lasts as just strings 😛
this is way better than the original solution
hardcoded enums
because that didnt support custom moons at all really
forsure
Yeah I'm still using the enums, if that's holding stuff back I can swap to the string
I'm... actually not sure how that'll play
are you using Lethallib v0.9? because if so that should be just fine
probably wont require any extra work on your end
I mean if enums is supposed to be a legacy thing I'll swap to using strings if that's the newer method of setting which moons a dungeon can appear on
And here we have the problem of there being 2-3 libraries doing the same things but everyone used a different one lmaooo
Does LE have custom dungeon support yet? Last I checked it didn't
Nah I've stuck with lethal lib
no we're both on lethallib
im unsure if lethalextension(?) is as well but anything using lethallib should be cross compatable
because its a well written library lmao
Yeah it's lethal lib too and is compatible from what people in that thread have said
Genuine question, From your perspective, What would you want this to be
aside from enums I guess since ideally it would be semi dynamic
I think strings are probably the best for both mod compatibility and ease of use, just means working with lethal expansion might be a pain depending on how that integration goes
Idk how the string stuff is currently set up in llib but a CSV of moon names is fairly sensible
Also means there'd need to be convention on internal moon naming but that's not too hard
__Welcome To Ooblterra Beta Version [0.7.0], HOTFIX 2 __
Everyone play nicely together, now!
-Rarity of many rooms has been adjusted
-Slight reduction on dungeon size
-Vent placement issues have been addressed (I honestly have no idea if this fixed the problem lmao)
-Fixed random invisible walls in Start Room
-Fixed buggy spiral stair collision in Start Room
-Fixed problematic collision and normals on Security Station (Note: Located outside, near the fire exit)
-Fixed mountain coming into ship when leaving the planet
-Plug Crusher now has a taller hitbox to prevent jump cheesing
-Restored an accidentally cut behavior where Eye Security will stun flash you before attacking
-Wanderers now run faster after being hit, not slower
-Currently implemented enemies now all have scan nodes and terminal entries
-Fixed a bug where the Time Of Day would not display on the HUD when the player exits the facility
-Ooblterra now unloads when the ship leaves (so now you don't hear the level music while in orbit anymore)
-Compatability has been confirmed with the following potentially problematic mods: LethalExpansion, Backrooms, Possessed_Masks, LC_API, SCPFoundationDungeon, NeedyCats (Note: It has been checked that these mods will still allow you to visit Ooblterra and enter its dungeon. Further unexpected behavior is still possible.)
This update along with future ones can be found on WTO's Github Releases page. When in doubt, download the one at the top of the list!
wooo you going ham
oh you even got a cool image for the mod on the mod manager now very pog
its just the pixel art of ooblterra that @kindred saddle drew
oh gotcha
same one thats on the poster
yep
figured I might as well set all that stuff up now since I'm gonna put this mod on thunderstore eventually
ah ok
and also LCAPI would only work for me if I used it through r2modman for... some reason


Hi!
hi leah
hi leah
Hi Laz 
so first bug: i scanned the eye security and attempted to pull up it's entry and it's telling me i need to scan it even though i already did
what did you type to bring up its entry?
first i type bestiary
info eyesecurity worked for me
and then eye security
huh
two words or one word?
I mean the terminal shouldn't care
i do 2 words
i type it out exactly how it shows on the terminal
i get exactly this i went back in to scan again and it didn't change anything
huh interesting
as 1 word is working for me
as 2 isnt
in fact, I think anything other than the exact string isnt working
I wonder if it isn't getting "eyeless dog" from "eye" when you put a space
maybe we should rename them to EyeSec?
though info eyesec doesn't work for me either
avoid the issue entirely
it seems like it only wants the exact string
huh
okay so putting it as one word did work
I suspect the way that the misspelling handler works is that it first checks if your input is spelled exactly correctly. If it isn't, it then parses each letter one at a time until it finds a suitable match
interestingly, info spider returns [There was no action supplied with the word] while info bunker returns No data has been collected on this creature...
so I think the conflict is indeed because Eye Security and Eyeless Dogs both start with Eye
Yea that makes sense
all that is to say this is gonna be a pain in the neck to fix lmao
the terminal class is a huge unweildy mess
regex my beloved
I guess the easiest fix is just to instead call them Security Eyes and call it a day
you could have multiple keywords maybe?
or whatever that noun list in keywords is doin
im fairly certain the compatable nouns list is for cases where the terminal keyword is a verb and you need to tell the terminal what works with that verb
IE info, route, etc
however adding a new keyword that is Eye Security instead of just eyesecurity might work; but thats highly dependent on A. my assumption about how the terminal works being right and B. that the terminal doesnt strip whitespace from command inputs
ill try that first thing tmr
the good news i now finally know how the eye works
still need to make preview videos to put in these here threads
at this point more for posterity than anything
this got buried (me posting at 1am moment) and I figure a few people wont see it so ill bump it just in case, hey guys check what im replying to out
i wish this server had the feature archipelago has where you can be given permission to have a bot pin stuff
next bug report: Both ||Lurkers and Adult wanderers|| have no supplied action when trying to pull them up in the bestiary
info also doesn't work
you said you spelled it exactly as it appeared in the beastiary list
correct for each creature
this time it's for the other 2 creatures i wanted to pull up
regular wanderers pull up just fine
and the error is different too
was it singular or plural? try changing that. I dont assume its an issue with case or whitespace so thats the only thing
well ok actually for adult wanderers it MIGHT be whitespace
adding an s does not fix it
yep okay thats fucky
actually if i do adult wanderers it only grabed wanderers
that one at least makes some sort of sense but it does poke a hole in my exact match theory
at any rate thank you for your reports
i'm going to go find the last implmented enenmy and check out it's scan!
ye
Gallerma's bestiary pulls up fine
bug found vent is misplaced in this room
this seed i'm in is apperantly a goldmine this lurker is stuck underneath the table.
it's also so stuck that i can't even properly scan it
sorry if it's been asked, but has compatibility been confirmed with https://discord.com/channels/1168655651455639582/1189848033110798346
i know it's compatible with scp and scp itself is compatible with lethalextension so by logic lethalextension should be compatible with ooblterra, but has anyone tested it
Nope! Do you wanna be the first
lol we just got done playing, but now that the beta has had a good amount of bugs squashed i think we'll probably test it out next time we play
Wow,It works well; I have many mods, such as SCP and Deadly Expansion.
ye i'm trying it with my 40 mod pack now and it's been functioning so far
you guys have outdone yourself with this masterpiece. keep it up : D
Will Titan generate dungeons for this mod? I can't wait to play this dungeons on high difficulty.
for the moment it's only on the moon ooblterra
i believe config to change this will be an option eventually TM
what is the incompatibility with backrooms? i didn’t find anything
Where is it.
^
in the thread man lmao
I didnt see it
lmfao
it do be working in game tho
manually importing is a thing iirc
it is manually imported
i jus thought it woulda showed up
well
¯_(ツ)_/¯
if you just put it in the folder it wont show up in the list but it'll still load
ye
there is a way to import it via the launcher
but idk how to do it i've never done it lol
someone else mentioned it
testing oobltera planet and vibe super dope 1st landing, entering it spawned a regular mansion full of cats from another mod, weird lol maybe compatibility issue, gunna try it again rn
glitches i noticed: no mobs come at night outside, -Eye Security (scanner) doesnt do anything but blind me but i just left the facility alive, spider enemy doesnt attack
absolutely amazing work though cant wait to see this at launch
no enemies at all? not even the wanderers?
Why is the exp map always foggy in a new save?
like do you mean it has the foggy weather condition or that it has the blue fog from ooblterra on it?
the former is... a strange bug because exp should be clear when you start the game but idk what would cause it
if its the latter thats just me not deleting everything correctly (though its strange that didnt replicate on my end)
Moons's weather
did you add it via Settings > Profile > Import local Mod?
because it should parse the json file automatically that way
noted, I will test this in a bit
that's very very strange though
No, I placed it directly into the 'plugins' folder.(I'm using a Chinese translation mod.)
are you sure thats not because of any other mods you might be running? it does seem you have other custom moons there
I have other moons from Lathal Expansion, but after removing the oob mod, the weather changes.
when adding new moons, it changes which moons have what weather.

