#Welcome to Ooblterra! v2.0.0
1 messages · Page 3 of 1
huh yeah that's definitely not what a firstrun moon list should look like lmao
Ooblterra doesnt have weather conditions but I bet you that itd also have one if it supported them
LethalExtension and LethalExpension is 2 mod that break compability with Ooblterra (just saying it here)
LethalExpansion should work fine now, are you on Hotfix 2?
I didnt try on hotfix2
yep that's the compat patch
lethal extention messes with this? aww :(
its another dungeon mod
and they both to my knowledge use lethallib
Lethal Extension break Lethal Expension, Ooblterra and probably the SCP mod
expantion is working off another lib from scp and extention
off a fresh save my moons list looks like this
lethal expansion is off, worth noting
meanwhile lethal extension is letting me into Ooblterra fine
there being so many fucking LC libraries is so funny having a modded client is like try to balance 3 different card towers on top of each other
to be clear extension isn't a library, it's a mod
it appears the three leading libraries are LethalLib, LCAPI, and LethalSDK
extention is def having name problems :(
i think all the libraries should kiss
name problems?
almost every conversation ive seen about it has someone ask if/state its expantion
its pretty bad lol
honestly I think putting Lethal [BLANK] as the name of your mod needs to be done and over with
the mod community in general is kind of basically just particle heat chaos
no offense to anyone who does off course but it makes things real confusing
just wait till i make my hit mod, Lethal Explosion
Monster is stuck in place without moving. It only starts moving and kills me when I get close.
you blow up instantly upon starting the game
youre hosting I assume? cuz otherwise I'd suspect that to just be an animation desync
anyway Lethal Extension is fully compatable with no issues 👍
on my end anyway
nvm, your hotfix 2 fixed all compability I had yesterday
glad to hear it
Yes, it works well. I've been playing with SCP, LethalExpansion, and Ooblterra for 3 hours. But I don't understand how to fix the weather issue in the first round.
How can I send the mod list? I'm not using Thunderstore.
edit:I wrote a CMD program that reads the names of DLL files, and these should be the names of the mods
I'll look at a couple of these and try and get back to you, thanks
LethalExpansion Modules
Made it very clear when I was thinking of names if we do a riff on the game title I’m killing whoever came up with it
New mod name Welcome to Lethal Ooblterra
nah thats too easy
lethal to ooblterra
this is surprising because i didnt know you could add moons without it
personally i dislike expansion
the christmas moons it had crash the game when i go to them and it reorders the moons menu in a way i do not enjoy
they are bad
and it desynced my days left with friends
The current hotfix 2 seems to have solve issues with those mods
so it said i had one day left but they had 0 so we got ejected anyway
I been using my 40 modpack that has both and I been playing everything just fine
Im honestly surprised it was as easy of a fix as it ended up being
I had some old vestigal code from back when the interior was created by drawing over the mansion
I pretty much just had to rip it out
LethalExpansion even displays Ooblterra in the moon list despite the fact im not using their solution which is really nice
Mhm it appears right below titan for me on the list
yeah and it is still very annoying that there is no way to turn those moons off thru config, like seriously what is up with that lol
The creator gave some random excuse like “separating the content from the loader is too hard”
Idk man
But personally I hate apis that add random content lmao
It is the ultimate fuck you to any end user who only wanted to use 1 mod
If I have to do anything like this I’ll cry
I get it but at the same time I dont wanna ask the user to upend their mod list just to be able to visit Ooblterra
within reason, anyway
obviously im not gonna make it compatable with The Super Custom Moon Deleter 2000
Yeah I just don’t like having to add a ton of mod support usually cause once you do one you have to do another and yadayada
Unfortunately I might have to actually do one cause it’s lame
if you mean LCAPI I think they sorted out the assetbundle thing
I had issues with it, but thats because for some reason it doesnt like being installed manually
the best you can do is physically go into the plugins folder and delete the files for the moons
no super custom moon deleter 2000 support, it's fucking over ooblbros
😔
can we get super vanilla moon deleter 1000 support?
100%. its an API. SEPERATE IT FROM YOUR MODS!
people who dnt want to use your mod just. dont get to play a ton of other mods if you dont!
there's an unofficial version on thunderstore called lethalexpansioncore that apparently gets rid of a lot of the bloat that LE adds by default
and just lets you use custom moons only
i love it when modders do what other modders should have done intially
(im kidding)
@grim bridge get foundation'd
Gallenarma in the scp facility ⁉️
"The SCP foundation has already come, and already fallen. What threat do you think you pose?"
yea, very cool
just testing modded moon compat with scp
AYY THATS SICK
seems good so far
lighting is a bit weird? which iirc was something to do with the doors?
(unsure what the big mans did at the door but idk lol)
gonna be real, this is a DLC-sized mod, im extatic for it to be ironed out and in an officially releasable state.
iirc; there's supposed to be a trigger on the inside start room that turns off the outside lighting
notably Ooblterra doesn't actually have this trigger in its startroom. but the outside light is also so dim that it doesnt actually make a difference
so im unsure whats going on here
I remember that being tied to the time so weird that it hides that but not tweaks the lighting
id name a creature specifically but most of them in this mod are like this
https://www.youtube.com/watch?v=7hpFYz45Odg
🙏please like and subscribe im begging you
is there a way to config so custom mobs dont spawn on other moons?
or is it just custom moons they do? i was on 2 other custom moons and i had 2 mobs from oob
actually 3
they're specifically set to spawn if you fly to a level called OoblterraLevel
currently, anyway
hmmm
i was on the minecraft map and they were there
I assume these are custom moons added via LethalExpansion?
yes
I wonder if that's why
some more unexpected behavior between LE <-> LethalLib perhaps
ok so it should be fine on vanilla moons then?
vanilla moons should totally not spawn Ooblterra monsters
if they do, then I fucked something up bad
ok and one thing i noticed idk if it has been addressed
idk the names of the mobs but
||the one that scans wasnt showing the scan thing for client||
by "scan thing" you mean the blue scan triangle?
that's probably just an animation sync issue
yep that
my hacky last-minute networking replication at work
lol
will address over the coming days
no worries just things ive noticed so far
I'm surprised even the host could; none of the hostile monsters can be whacked with shovels yet
I think this might be related to an existing problem where the Gallenarma will enter a bugged state after scoring a kill, I assume that person who died was killed by him?
oh yeah it happens right in the video nvm
Yep dead guy is host
so that's what you mean by interact
Other people saw t-pose mobs and do noting
anyway yeah this is just a big of broken AI and broken network replication those are noted
thank you for your report
Me (real) foaming at the mouth to have this added to the thunderstore so I can quietly drop it in a mod profile
oh yeah, upon full release, will the ooblterra suits/poster be able to be disabled via config?
that's the plan
more specifically, the posters are on [HarmonyPriority(0)] (now they are anyway) which should mean that any other Postfix that modifies the poster should run AFTER WTO's
IE, if you have any other custom poster mods, they'll automatically overwrite ooblterra's
I am currently experiencing a wierd bug. im on experimentation after doing a run to ooblterra, and the ooblterra exterior never unloaded, so now I have both maps loaded at once
huh... what version are you on?
hotfix 2
possible (but honestly unlikely) I might've accidentally broken that with hotfix 2
yep okay let me check
im not getting this; did you by any chance close the game and reload the save before going to experimentation?
i did yes
Ah, satan. Also you got the female model to work with cosmetics?
ah gotcha
thank you for your report this should be a fairly simple fix
yeh it works fine lol
Weird, the cosmetics just float above the head for me
Whats the issue there?
two guesses;
A. the call to unload ooblterra was never made before exiting the save
B. and this is the scarier one: SceneManager_OnLoadComplete1 is being called upon game start
Oh yeah I also experienced the infinite killing eye I didn't realize that was a bug LOL
I suspect I just botched my attempt to decouple the Eyesec killtime from the framerate
It basically became a jester and hunted me down with only stuns
Hotfix 3 is definitely going to be fixing things I didn't expect it to, but w/e
can confirm, loading ooblterra, then leaving, then going to another moon and landing fully unloads ooblterra
when you got the bug to appear, I assume you first pulled the lever to leave Ooblterra and THEN closed the game
yes
left to get another player, then loaded back in, and the map was stuck loaded
i also had an issue where i(host) cannot enter the fire exit but clients could
and not seeing the time as the host but on client side
this is on Hotfix 2?
also I just realized this is them on experimentation. lol fuck
hmm
now why the hell is that happening
do you by any chance have the log for when this happened still?
btw: I was half right
what was going on here was that when a client connects, they call SceneManager_OnLoadComplete1
and so Ooblterra is loaded on the host
I've fixed that in my implementation (and pushed it on github), yours may need to be updated
sadly no 😦 just been running rounds with friends
i know i get this alot
my game lags all to hell just for me after a few minutes of playing
If it ends up happening again it'd be a huge help if you throw me your log
you're running a bunch of mods alongside WTO, yeah?
throw me your mod list, assuming you use thunderstore
Ah then just take a screenshot of your plugins folder ig
is this playable with friends without having them manual upload ?
it's not playable at all without manual upload
er, manual install
thunderstore release is for when we hit 1.0
at some point I'll try taking a look at all these
no promises but I will at least give it a shot
sorry lol
no worries I do indeed want this to work for as many people as possible
i mean if i can manually upload it and share my code in r2modman
or will it not work for my friends if they didnt manual install it
since they get my files if i share it with them
through the code
Oh im not sure I don't typically use r2modman
atleast some files not all works
its a scuffed way but it works on a good amount of things
but I suspect they'll have to also upload it on their end
It will not, only mods from thunderstore and configs gets transfered.
Didn't know that, through file or code?
end of feb is the current target
hopefully before then; but the rule of thumb with programming projects is to take however long you expect it to take and double it
try info eyesecurity
lets c
also idk if its a compat issue but my friend got inside through a fire exit and then couldnt leave through main
Badham has confirmed that LethalExpansion makes fire exits act all fucky
still not working
not running it
oh huh interesting
and the fire exit was, in fact, working
i can post the mod list
how do i post it so its readable for you
AHA
nvm
lmao
AlwaysHearActiveWalkies by Suskitech
BepInExPack by BepInEx
BetterSpraycans by boxofbiscuits97
BetterTeleporter by SirTyler
Coroner by EliteMasterEric
CustomTranslatorCharLimit by boring
DiscountAlert by akechii
EladsHUD by EladNLG
FasterItemDropship by FlipMods
FlashlightToggle by Renegades
HideChat by Monkeytype
HookGenPatcher by Evaisa
ItemQuickSwitch by vasanex
JumpDelayPatch by monkes_mods
LateCompany by anormaltwig
Lategame_Upgrades by malco
LC_API by 2018
LC_Masked_Fix by kuba6000
LC_Symphony by alexanderjoe
LCSoundTool by no00ob
LethalCompany_InputUtils by Rune580
LethalLib by Evaisa
LetMeLookDown by FlipMods
More_Emotes by Sligili
More_Suits by x753
MoreCompany by notnotnotswipez
MouseBind by zatrit
NecoArcHoarderBugMod by Chdata
NoSellLimit by ViViKo
Pinger by MoreLethal
PlayerDogModel by MonAmiral
SaiCosmetics by Sai
ShipClock by ATK
ShipLoot by tinyhoot
Skinwalkers by RugbugRedfern
SpectateEnemies by AllToasters
TooManySuits by Verity
Welcome To Ooblterra by SkullCrusher
YoutubeBoombox by steven4547466
or 018cbc55-9741-0783-97f8-c3f04d339ce1
right of the bat none of those seem like they should be causing issues unless maybe the friend joined via latecompany
ill try and take a further look regardless ¯\_(ツ)_/¯
overall had fun with the mod, strong xen vibes
hi were i can download this mod ?
check the pins
Looks cool but the moon itself looks a bit hastily crafted from what I saw
The repeating floor texture is very off putting
laz spent a good amount of time on it
any weirdness with the textures or models is prolly just cuz theyre "ported" (most of the models are unique at this point) over from a different game with a lower poly art style
but that texture definitely is from there
I personally vibe with the aesthetic we have enough mods trying to make more lethal company type stuff I welcome the alien and strange
alien and strange is good, im specifically glad its not like aesthetic breaking either
you can thank the shaders for that tbh
it doesnt look like anything IN LC, but if it was in LC it also somehow doesnt really look too out of place
like its not memey or super-duper-hyper different, its just different enough to be very interesting but also feels alot like how the rest of the game feels to be in
im glad we managed that cause the assets themselves are way out there for LC lmao (since they're made for another game). Without the shaders doing the heavy lifting they def are way off from what LC is going for.
i think the only thing that feels out of place is that entities and items have less polygons than in base lc? edges are sharper than normal
but again, if something like this was plopped into base game, i wouldnt question it
fair nuf !
what is ooblterra from actually?
Ooblterra is from our horror puzzle game On Your Hands :)
oh huh, ooblterra is fully original technically. that's sick
i should buy this it looks cool
the laws of these lands dictate i cannot post the link here but it's got a buncha cool shit in it that we may or may not end up adapting
also ayy thank :3c
Imma have to check this out omg
laz you fuckin shill lmao
ahhhhhh c'mon you gotta hand it to me tho i've got a good turnover rate
yeah yeah fine
listen its not shilling if its just telling the truth tho
this mod is based on a game that yall made
Yeah he just has more shame than me so he doesnt wanna advertise that :)
i mean its good to be humble
its also good to let everyone know you made a bomb-ass game
Exactly thats what im sayin!!!
i mean you diddnt tell anyone to get it you just told em it exists
their fault they found the steam page lmao
This is true but this is also mainly because the server has rules specifically against that LOL
well yea fair enough
laz actually has a girlfriend surprisingly
the even more surprising thing is that she isnt blind, deaf, and illiterate
NO WAY
is this playable?
check the pins
you can't view pins in threads on new discord mobile UI 
it's this one
oh god things are not working on the discord mobile app rn
every single thread is just this one now and new messages are not showing
yay it shows messages after reloading
🔥💯💯
what UI are you using? i still can
Reason why I don't update discord anymore lol
just tap on the thread title
then go to settings
there you have the pinned messages
i had no idea i just found out lol
but yeah discord mobile sucks
pins are my favourite setting 🗣️🗣️
Nothing like discord forcing a horrible redesign
Right after I send that message I go into another thread and the chat doesn't change, awesome
does this mod change scrap value? i got a 141 value stop sign
Do you have a mod like Employee Assignments installed?
I don't
I don't think stop signs are supposed to spawn, but regardless I'm guessing the scrap scale factor is 1 unlike all the vanilla moons
does the stop sign spawning refer to vanilla moons or just ooblterra?
ooblterra, pretty sure only its own custom scrap is supposed to spawn there
oh, i'm probably experiencing some type of bug then because I experienced the 141 stop sign on assurance
Just tested ooblterra without other mods besides its dependencies and got a 138 clown horn on assurance
Game's giving you goated loot lmao
Lol yeah
I also got a 255 cash register and an 82 egg beater
Somehow scrap values remained high after disabling the mod
there's a way of reverting it (in vanilla discord), ill send the link
Discord's new mobile update is not well received by people. A lot of people hate the new UI and wish they could go back to the safe and comfortable old UI. WELL GUESS WHAT, MERRY EARLY CHRISTMAS BOYO I GOT YOU.
Using a bit of technical Discord nerdiness, you can turn back the old UI. Now I don't expect this to work forever (nothing gold can sta...
I talked about this I think in the Scoopy's thread; WTO sets the scrap value to 1.5x for Ooblterra. In order to keep everything vanilla consistent, I have a function that checks if youre on a vanilla moon and if so, I set the scrap value to 1x.
The problem is that lethal company's default scrap multiplier is actually 0.4x. So yknow, whoops
this has already been fixed ahead of next release
Ive taken a bit of a break for New Years but work should be starting back up today
might be a smarter idea to change the object values on the scrap items themselves tbh since I want them to retain their values on other planets
Sweet thanks for the clarification and I agree
Probably, seems a bit strange that the default is x0.4 to me when most typically will think that x1 is the default
If I had to guess its prolly so he could change treasure values on the fly to adjust balancing
0.4 is just what it ended up on
is there a thunderstore release?
No
coming in 1.0 :)
👀👀
If you wanna load it up and test it early, check 📌
r2modman has an option that allows you to locally import mods
It's what the RoR2 folks did for the Starstorm 2 Unofficial mod before it eventually got added to Thunderstore
So when can we cause a resonance cascade on Ooblterra?
all this half life comparison is really funny knowing the next enemy im gonna add lmao
I just found this and this is so sick
Nice job this looks incredible
cant wait to test it
I think you said something about a tutorial how to do a mod like this?
yep, once the mod hits 1.0
ETA?
end of feb
noice
hopefully before then but that's what im expecting
I wanted to make a moon and an interior like this, really looking forward to that, keep up the nice work
You're mandated to make a crowbar melee
also funny considering i wanna make a xen moon once the tools are available
Is there anyway to change the cost to go to the moon?
not currently, will be configurable by 1.0
Perfect.
That gives me plenty of time to play HELLDIVERS 2 before coming back and grinding more hours on Lethal.
where link>?

Just to confirm, there are no rooms that look like this right? 
wanderers are the most evasive thing in the game i swear
I was going crazy wondering why Item values were so crazy high, I found a painting for like 448. I kept disabling mods wondering why nothing was working. Glad this was talked about here, actually went mad trying to figure out what was going on lol
all i see
does it have the poster and the suits? cuz if not it may have been installed wrong
it was a local import
from r2modman
ive done it with the mod before but not with hotfix 2, should work there though
you did download the zip file and not the source file from git, yeah?
ofc
not my first time using github
fair enough
we've had a couple people make that mistake before
does typing in route ooblterra at least do anything?
I used GitHub before but my brain went to grab source because that's what I was use to doing with archipelago
When Is gonna be out in r2mod there Is a release date?
current ETA is end of february
Top
beaker :3c
wait this is so fire
Pog
playtesting next beta release
oh man ooblterra's going to show up in a ton of random videos upon full release
It wanna be skeepy
Nope, Lethal Lib
Yes
When wll this be release on thunderstore
If i add this mod onto r2modman
Will it sync with other player
If i give them the code
And they can download it with r2modman code
Or they will have to manually install it too
right now the goal is late February
and i believe they should also have to manually install it
Rip
not sure if anyone has reported it yet, but WTO significantly increases the value of all scrap items in the game
like an item that would normally sell for 20-30 is selling for like 80
noticed and flagged, will be fixed in next release
havent touched the mod, but how exactly does the new interior work? does it only spawn on the new moons?
its a new moon with its own interior
same havent seen the mod, what kind of difficulty rating would the moon be?
Difficulty currently unknown right now due to only having a few of the planned monsters in so far.
WAKEY WAKEY OOBLTERRA GANG
Welcome To Ooblterra Beta Version [0.7.5]
Networking, now working!
-Enemy behaviors now sync properly across clients
-Enemy animations now sync properly across clients
-Improved AI functionality across the board
-All currently implemented enemies now react to shovels, zap guns, stun grenades, and shotguns
-Note: Eye Security ||may only be stunned if they are attacking a player||
-Note: Gallenarma ||will simply be angered by your weak attempts to stun them||
-||Adult Wanderers||:
-> now deal 40 damage (down from 80)
-> now have a spawning sound
-Fixed a bug which caused clients connecting to load Ooblterra on the host, even if that's not where you were going
-Eye Security:
-> now kill the player after 2 seconds instead of after 120 seconds
-> laser now resets its color fade every time the beam is broken
-> now have a 10 second cooldown on their stun attack
-> will now stop attempting to attack a player who leaves the facility
-Gallenarma:
-> are now more punishing
-> ||now have a random chance of starting awake||
-> ||now interact with boomboxes||
-Fixed scrap values accidentally being raised globally on other planets
-Fixed an accidentally broken behavior where ||Kitchen Crushers|| would always activate (were actually intended to activate only 55% of the time)
-Outdoor fog now gets thicker as the day progresses
-Changes to Outdoor navmesh
-A fair number of code rewrites (mostly production side, but this may cause issues with things that were working or previously fixed, so be wary)
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!
Coming Soon:
-> Integration with LLL, ModSettings, and SpectateEnemies on subsequent patches (0.7.6, etc)
-> Lots of new dungeon mechanics on 0.8.0
if y'all have friends please test this with them and let me know how things go in terms of networking stuff
The 120 second thing was too rich lmao
certified Time.deltaTime moment
Will give it a shot with friends next lethal night and send a whole video of gameplay 👍
(and probably my thoughts to go along with it)
Also will kidnap my friends into here when we next play
cant wait to report a trillion problems in hopes this fire mod will be compatible with other fire mods
Hey I'm trying to play with my friend the beta by r2modman and we can't join
Everyone needs to have the exact same mod /mod(s)
i've imported the mod but the moon is not showing up in the terminal
my dependency string is here
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.11.1
ZG-BetterSpec-1.1.2
Owen3H-IntroTweaks-1.4.2
Jamil-Corporate_Restructure-1.0.6
Spyci-CozyImprovements-1.2.1
akechii-DiscountAlert-2.3.0
Backrooms-Backrooms-0.1.3
OE_Tweaks-Possessed_Masks-1.1.2
Jordo-NeedyCats-1.1.1
darmuh-ghostCodes-1.1.0
x753-Mimics-2.3.2
Suskitech-AlwaysHearActiveWalkies-1.4.4
HomelessGinger-MaskedEnemyOverhaul-2.4.1
blink9803-DimmingFlashlights-1.0.1
kuba6000-LC_Masked_Fix-0.0.2
NutNutty-SellTracker-1.1.0
BepInEx-BepInExPack-5.4.2100
NiceHairs-NuclearLib-1.0.4
Woecust-Immersive_Visor-0.2.1
mrov-LethalRichPresence-0.5.3
FlipMods-TooManyEmotes-1.7.8
EliteMasterEric-Coroner-1.5.3
saint_kendrick-Lethal_Doors-1.0.3
NiceHairs-Symbiosis-1.0.5
TwinDimensionalProductions-CoilHeadStare-1.0.3
RickArg-Helmet_Cameras-2.1.5
RugbugRedfern-Skinwalkers-2.0.6
Monkeytype-HideChat-1.0.0
Monkeytype-HidePlayerNames-1.0.2
Drakorle-MoreItems-1.0.1
5Bit-FPSSpectate-1.0.1
IntegrityChaos-Diversity-1.1.10
NomnomAB-RollingGiant-2.3.0
linkoid-DissonanceLagFix-1.0.0
Caseuhdeeyuh-MolesterLootBug-1.1.0
Kittenji-Dont_Touch_Me-1.2.1
legoandmars-WhimsicalWeather-1.0.0
Uprank-Silent_Turrets-1.0.1
Azim-LethalPresents-1.0.4
kyxino-LethalModManager-0.0.2
Skeleton Studios-Welcome To Ooblterra-0.7.5
Kittenji-Herobrine-1.0.0
xilophor-LethalNetworkAPI-1.0.0
Piggy-MaskedAIRevamp-0.1.1
Uprank-No_Turret_Laser-1.0.0
Bobbie-WhimsicalWeather-1.0.0
PotatoePet-AdvancedCompany-1.0.104```
are you able to route to it by typing the name in?
i'll try that right now
route oobl and route ooblterra shows [There was no action supplied with the word.]
strange, try it on a clean install with only WTO and its dependencies
👍 will do
if that works I'll comb through this list and find the incompatability at some point between now and 0.8
sounds good thank you
also send me your debug.log
i'm currently in a game right now, should i send it after we get fired or right now?
I don't know if it updates until after you close the game, so go ahead and wait till you get fired
whoevers hosting does also have WTO, right? You probably know this but just in case; the mod doesn't automatically get sent over via thunderstore/r2modman codes or files
yeah, i'm hosting right now and send everyone the import code
i retried it with a bunch of mods disabled
i also tried it without advancedcompany (not this log) and the moon showed up, but others could not join
it said an error occurred with nothing in the console
Well okay that at least flags advancedcompany as a potential issue
did you end up trying it on a clean profile?
i tried it on a clean profile with morecompany + lethallib + welcome to ooblterra just now
the moon showed up, but friends couldn't join with "an error occurred"
obviously you cant play in this state since you have more than 4 people but try exempting morecompany
I actually just today also had it throw me that error when playing on an unrelated profile that didnt even have ooblterra on it
👍 will try after another game
sorry we had a pretty solid run
just tried with only ooblterra, lethallib, hookgenpatcher, and bepinex which resulted in the same "an error occurred" error (playing online)
my log
their log
they said the quit button does nothing and they need to alt+f4 or close the console with the mod installed
hey,h thsi mightve been asked before but is a thunderstore release planned?
when it hits 1.0
based on this log it seems like your friend did not also have WTO?
none of its loading messages printed
Is there going to be a WTO discord server?
Are there still only three new enemies?
5
more to come hopefully
I've been kicking the idea around it might be wise
after this do u think you’ll make another big mod for lethal company?
If anything, I'll likely link to it on the thunderstore page since idk if you can promote external servers here
I've also had a few ideas in my head in that department but nothing nearly as large in scope
I have to get back to making Actual Video Games™️ at some point
Fair! That’s how Diversity promotes theirs on thunderstore
What kinda games
they had Ooblterra in their installed mods
i'm guessing it's something to do with giving them the import code? maybe i should have them import the mod themselves
Yes
they have to
offline mods are like that
no idea why it showed up in their mod list
Ive been thinking about trying to get into coding games, how long has it taking you to learn how to code consistently
out of context, this is hilarious
Thank you for your work
Mr. Buttplug sir
I've been programming since I was like 10-12, but I only really started doing gamedev stuff 3 years ago
Well like what level were you at 10 - 12
oh I was terrible I had just started
I had a text based adventure python game I never finished to my name and thats about it
Well i feel like the bar is pretty low for beginning if im gunna compare to you
No offense
or at very least you should be challenging yourself at a decent pace
modding is a very good place to start with learning gamedev
Been watching brackeys tutorials
Yeah but all the tutorials ive been watching has been in c+ and not in unity
So idk how to implement 3d elements
im sure there's plenty of unity modding tutorials you can find. regular ass unity tutorials are also oftentimes applicable
all the unity tutorials are an hour long😭😭
well set em on 2x speed and hit the books brother
You could also help us :3
typing here to keep an eye on it, really like what you plan to add, keep it up
sure fuck it why not
I am at this point doubling down the idea of adapting and publishing WTO's enemy framework
Ye just let me help maybe :3
at some point soon I'll publish it as a seperate repository that you can feel free to contribute to
there's pretty much just one thing for me to figure out at this point
hey guys I'd actually like to playtest this mod, I've been looking through all the msgs and lowkey just from a player perspective I can give you some recommendations granted I wont have the proper naming for systems and stuff but can be specific enough to help!
woah thats epic
It’s on the GitHub
say less wheres the github link?
Download is in the pins
Pinned
thank you what specifically you guys want me to feel for cause I do big groups often but might be a bit different since my friends would have to manually install
Do whatever lol
It’s just a beta iirc
I gotchu, just to be honest tho you guys caught my eye as soon as I saw the fleshy interior
the biggest thing I wanna make sure of for 0.7.5 is that all the network replication is working properly
other than that, just lemme know how it is to play

will this new interior and stuff be available to generate on other moons when complete?
I am optimistic that 1.0 will be highly configurable such that you can choose to mix and match elements
IE, spawn the custom scrap and enemies on other planets, spawn the laboratory on other planets, spawn other interiors on ooblterra, etc
most of this stuff will be in the config file
at present though everything's self contained for the beta
thumper with canned soda
this cat is literally me
NEW ITEM: Sprint Totem
||The sprint totem is a new item coming to WTO 0.8, and the first of the mod's functional scrap. It's a rare, high value scrap item that grants players infinite stamina and a slight speed boost while they sprint with the totem in their active hand. This comes at a literal cost, however; the sprint totem will gradually break apart and lose value as it's used, before eventually shattering completely.||
HYPE I love scrap that has risk/reward
seems like a really good panic button if you're caught in a tight spot
looks cool, also visual indicator like the sticks breaking off would be handy
||the body of the totem gets progressively more damaged as it breaks||
will try to add a particle effect to make this a bit more clear once I decide to grit my teeth and learn unity's particle system
I can help with vfx if you need :3
what if the little prongs broke off? 🤔
how did I not see this mod before
on god if youd be willing to teach me I would not be in any way opposed
im so mad cause you're incredibly correct and idk how we didn't think of that lmao
hi wanderer
we love wanderer
How rare is the totem gonna be?
current plan is somewhere between 1 and 5 rarity
I ideally want it spawning once every two or three visits
Hey big dawg from early impressions I really like the fact that you optimized your map for anyone to explore, I think the mods dope af so far tho. First thing I can recommend tho but think you're already working on it is the animations of some of the creatures you run into seem slightly robotic or key framed which breaks immersion if someones just paying too close attention so that tbh is a bit of a nit pick
I really like the ambience and the overall facility is so good in design, I know you said these assets were originally made for a game so I'm not too upset that things seem to be extremely pixeled or just entirely made out of the N64 art design. I figure you guys are working on these things on your own time, Last small thing I noticed is just making the actual mesh of the map around the entrance and stair areas should be worked in better into how players would play and proceed going up those inclinations or just small terraforming fixes to make the flow feel better and more fluid.
I'll probs come back a few days after playing but those are the niche things that I've personally run into a few hours of just running scrap but damn good job on genuinely adding a ton of content and then some in the small little clips I've been seeing.
can you give us any specifics on the inclines and stuff? I'm not exactly sure what you mean by that
so you know when you have runners with friends just going back and forth from the door to the ship?
by entrance do you mean on the inside of the facility or the ramp that leads up to it?
aha
theres not a real route besides already knowing and the stair cases for the drop ship and entrance slope feel jutted into the map kinda thought of as an after thought
def not the entrance moreso the drop ship on that one
I getcha
the idea behind the dropship spawn was that installation was put in by the company instead of being part of the world
hence why it uses default game models and textures
so yeah it makes sense it feels bolted on that is in a sense what we were going for
I see I completely forgot to take the lore aspect into account
justified lazy, what I was more going to ask is if there was a better way to communciate that idea diagetically
my bad but ye I'm def gonna be playing it more since I still dont know a ton about the custom security only that it jump scared me and I just ran not to find out what it does
obviously theres an issue if I have to explain this to you instead of you just getting that by looking at it
i wanted to put the Company logo there to represent it
but when i asked Zeekers if the company had a logo he said no
so i was kinda shit out of luck there lol
Definitely visual story telling would be amazing but if ya'll remember the company's been in space since the 1950's so you could play off of an old rendition of the company losing contact with this planet years ago
or moon*
or make a reference to Sigurd and his squad from years past
hey this is a big request, but for anyone going to play the mod, can one you record a video and send it to me. It can be without audio. Just wanna see gameplay
@noble yacht stated interest in recording some sort of YT video for the mod at some point
here's a very short joke clip me and a few testers got
nice
wanderer?
for the beta
route ooblterra
did you download the right zip file?
should look like this in r2modman
oh yea mb
I feel so dumb lol
and this mod shouldnt be played with other mods right?
you can feel free to try some of them and see what happens
I know AdvancedCompany rewrites the entire terminal system and thus ooblterra won't show up in the moons list
other than that I would love to find and test other incompatibilities
oh my main modpack has liek 66 mods
ooblterra shouldnt mess with other mods tho right. mods will only mess with oobl?
idk if I feel like the resolution of the textures all feel way to low and pixelated
¯_(ツ)_/¯
one way to find out lol
also do vanilla spawn on this planet/dungeon
okay
check the pins
oh ok thx
how expensive will going to ooblterra be on full release?
yo how do i download from github
will it ever be on thunderstore?
probably, its in beta rn, so its on github for that reason
download the zip
then go to r2modman or thunderstore
settings > profile > import local mod
do i need bepinx or anything
yes
you also need LethalLib and Hookgenmpatcher
depends how hard it ends up being, scrap values will also be adjusted to compensate
it's either gonna be in the 100-200 range or 800+
cheers g
do you think you will ever have it so the interior can spawn on all moons. I can see why it wont, since there supposed to work in symbiois
like with the monsters and items, that will be a config option
come full release
so not by default but you can change it if you want
so is this allg for me to run it
It shouldn't say Unknown
make sure you downloaded the right file from github (the first one on the list)
yeah that should be populated automatically
hmm
those results mean it wasnt recognized properly
ah
hello. i'm trying out this mod with alot of other mods in a huge modpack. this really might be the best moon mod out there.
are there any known mods incompatibilities?
just AdvancedCompany, and it's only a soft incompatability to my understanding; that mod entirely rewrites the terminal, and so Ooblterra doesnt appear in the moon list there
you can still route to it via route ooblterra though
cause sometimes i land and the performance is just fine, capped at 144fps, outside and inside. other times it's fine when i land, but the a few minutes later the fps drops to like 30 💀 . and other times it's 30-40 as soon as i land. not sure what's causing this
I do remember that back prior to WTO's release, I was showing it to a few friends and we had a problem where as the day progressed the game started to lag really really bad
aha. that mod, in my opinion, should be played by itself 💀
the culprit ended up being some snare fleas I was accidentally spawning on the outside for some reason
aha
that is to say; something like LethalEscape could possibly be why, or anything else that adds custom/modified monster functionality
if the monster has trouble pathfinding
interesting
i don't use LethalEscape
but i have other mods that alter bracken's and masked ai
were brackens/masked spawning on ooblterra?
and i also use the rolling giant. can it be the culprit?
i think rolling giant was spawning because i saw skinwalker mod logging it in the console
I'd say if you managed to actually find any of them on the planet is completely possible. Idk how rolling giant determines its spawn and whether it locks itself to vanilla moons or not
aha
I say there's a possibility thats it then
i'll do some more testing now
im not sure how that mod handles pathfinding but WTO's interior might for whatever reason be incompatable
i have no idea what's causing this 😂
i guess i'll have to disable mods progressively
try running with just WTO and its dependencies and see if you still have the issue at any point
cuz if so thats my fault and ive gotta figure it out
does your console end up getting spammed at any point?
no, no errors or unusual warnings
huh
i think it's just that with a lot of other mods, the performance hit of this moon is alot worse. i tried this mod alone, fps ranges between 130-155 on it compared to march (eclipsed) being 230. but idk why, with all of the mods, sometimes i get 144(capped) and sometimes 30-50 which is weird
i'll try to figure it out
I died to some gallemerna thing, but it was frozen at first but then it started to attack and it 1 tapped me
kinda op
also If ound this spider creature that just flew around
no animations or anything
can't figure it out. i give up 💀
makes sense, creatures can't navigate an alien interior
Oh I assumed this was just a clean profile + unityexplorer
no this is with all the other mods
i tried so hard even by progressively disabling mods but couldn't find what's causing this 😂
looks like multiple mods play a role in this or smth idk i'm so confused
thank god cuz im sitting there like "what the hell, the little freak never caused this much issue for me"
you can try doing it in batches
also, sometimes masked spawns in weird places and gets stuck and the game lags
these guys were both stuck
hopefully thatll be dealt with once I actually support masks lmao
wait wtf is that venting doing up there
probably the exact issue
this is a known bug vents just like to spawn in unusual places for some fuckin reason
gallenarma getting stuck here is I believe due to an issue where auto-awakened ones wouldn't start patrolling properly
what kind of mod do you think could break wanderer?
that's what i was doing 💀
Not sure, honestly. I know that someone mentioned there's a mod that attempts to "fix" ai navigation so if you have that its possible thats messing with em
you probably know those other mods better than I do so I'm sorry im afraid thats about the extent I can help ya
yeah it's ok. the inconsistency is what is making this so hard to find 😂 😭
i guess i'll just remove wanderer everytime they spawn until i find a solution 💀
please add this to thunderstore would make it 10x easier to play with friends
Thunderstore release is coming to version 1.0 at the end of february :)
😭
its out on github
but i cant put it in a modpack and send my friends the code
quite sad
just send them the archive and tell them to use the import local mod button
its like 2 more clicks
you can i believe
nah too complicated with like 8 people
download the zip, go to your thunderstore profile's settings, Import local mod
i think it will get exported with code but not 100% positive
can any1 confirm this
you try bruh 😂
two clicks is complicated?
yes for some 💀
Im gonna be honest
exporting your code won't carry over local mods
the other players will still have to import them manually
importing a local mod is the simplest thing ever
Yeah then you go explain it to all of that dudes friends
It is easy
I do appreciate just syncing codes without having the extra step is more convenient and I get the desire, but I wanna save the TS release for when WTO's really ready to face the world
IE not still in a beta state
if you release it now, then people would whine about known bugs
Honestly I wouldn't really mind that if these were bugs I could fix quickly, but balancing both fixing bugs and adding new content as a solo programmer is quite the juggling act
always has been lmao
Especially when as a whole the community is pushing up against our knowledge of the game
I'd much prefer to zero in on the remaining content right now and then worry about fixing everything over time
hey @grim bridge lovin the progress on the mod, quick question though, will it be availabe on thunderstore once its ready? or will it be manual download, tbh im down to wait for like a year for this, looks really promising lmao
that is correct it will be on thunderstore (hopefully) by end of feb
oooo, cant wait
really looking foreword to it, love mods that add new moons, new enemies, new dungeons etc
makes the game feel more fresh lmao.
@grim bridge can you add a config to disable wanderer? 💀 it looks like a lot of mods conflict with its AI, i'm not sure why and i can't seem to find one specific mod. i tried to remove every mod that i thought was altering some entities' AI but none of them fixed the issue. something else that shouldn't change AI is doing this. i removed mods in batches and every time fps increases gradually if that makes sense, ik it's weird and i'm so confused.
All enemy spawns will be configurable on release
but hmm
let me try and push the adding of config stuff a bit further up into the beta schedule
i think i'm just dumb cause i'm not a programmer
i gotta add that to the LLL trello too
to be honest with you
aight ty
with that large of a number of mods, I'm surprised youre even at 60 at all
its weird that the little orange freak in particular is responsible
but
yeah i'm surprised as well lmao
well i tried to edit a lot of config to make everything as compatible and stable as possible
except wanderer 💀
boomba and rolling giant work fine even tho they're from mods
I think it’s its AI because when i disable its AI with unityexplorer and make it not move, fps becomes normal.
I know you said the framerate was high on Ooblterra when playing with only WTO + it's dependencies, but does the Wanderer still lower it?
even if its from like like 200 -> 150 or smthn
Didn’t check that sorry and can’t rn. It’s 4:21am here rn lmao
no worries whenever you have the opportunity
Aight
Idk if this might fix it but everything was very glitchy before I installed the lethalexpansioncore mod which debloats lethalexpansion
I’m using LECore. But it’s not LE because i’ve tried to remove it and the issue still persists
Well damn then
In my modpack I have like 60 mods but never got that issue
Maybe u should read the logs idk
Also I use lesslogs since it removes some spam logs
Maybe try that idk if it truly works tho
i have 129 mods 💀
relatable 💀
but this LC modpack is kinda stable tbh
except for this creature idk what's messing it up
Lethal company Is stable. Its just mc does some weird shit with the code that's makes it hard to mod and unstable pretty sure
So you trying less logs or reading the logs?
no errors or unusual warnings 🙂
also using less logs
tried without it tho. no change in the log
The wanderer looks like it will have the most simple ai
And here it is causing lag
yeah it's so weird 😂
yes
just tried
with 2 wanderers
without wanderers
why does bro need the 200 fps lol
that's not the point here 😂
imagine someone with low end hardware playing this mod for example
i mean ive played with ppl playing on a literal box and it was fine for them
ye ig ill ask my box computer friend about it
i mean if his game is bottlenecked by his gpu with and without wanderer, it's not going to make any difference 💀
wanderer takes a lot of cpu resources
true lol i watched him stream the game once and it was a literal square bro was playing on a box monitor
idk if bro even has a gp
u
he says not really
#1182523433221902376 message @grim bridge not sure if you saw this already or not. No worries if you’re busy. Just leaving this just in case
Aha! forgot to say but yep I saw
im curious to know if youre getting this with any monsters other than wanderer
wanderer's AI is in the middle of tweaking anyway
Never noticed anything like this from other monsters except from log spams but that’s a different story
I am going to pray and hope that it's a consequence of not using the inbuilt search coroutine, which is what im trying to change anyways
Nice! Hopefully the issues get fixed
I’m going to pretend i understand what you just said but hopefully this fixes the issue with mods. I really like this mod and hope it becomes one of the best
could you give me a really dumbed explanation on hoe the new enemies work. Are they enemy replacements like the rolling giant mod. Or like new enemies like the moonsseern
theyre entirely new and exclusive to ooblterra
they all have terminal entries that give clues on their behaviors
ok so they have their own ai?
correct
oh sick, I only saw the wanderer and the garuanthala or what ever it was called. But it looked hella cool
Lurkers (spiders) aren't as functional as I'd like them to be but theyll have their improvements prior to release
yea i just see em floating around super fast lol
Moonsseern dropping soon 🛐
Nice
Don’t actually get your hopes up too much lmao
I was making fun of the way they typed it
hey guys I got some free time on hand, gonna do some rounds and play test if you got a new build out 👐
noticed values of scraps from other mods are too much only on ooblterra. their values are normal on other moons
Ooblterra has a global scrap value multiplier of 1.5x (up from vanilla's 0.4x)
this is highly subject to change
honestly right now its only still in because im too lazy to go in and raise all the scrap's custom bounds to be what they should be
why is value of ooblterra exclusive scrap so much lower tho?
huh?
idk i found some alien thingy scraps and they were alot less in value
Whatever random number in range is generated gets multiplied by 1.5x so if those custom scrap have a bigger range, or a higher upper bound, theyll be given a higher scrap value
The custom scrap values is prolly made with the normal 0.4x multipler in mind, so they're gonna be really high compared to the ooblterran scrap
yep
that's kinda an issue isn't it? 😅
its a very minor one its just a matter of tweaking a bunch of numbers
alright
It'll almost def be fixed by 1.0, if not before then
Is this out to public ?
It's on github, check the pins o7
thanks'
`lol
WHAT
IS THIS A JOKE
WHY IS THIS IN THE WANDERER CODE
NO WONDER THE LITTLE FREAK LAGS THE GAME BY LIKE 50 FRAMES
THIS LITERALLY DOES NOTHING WHY IS IT HERE????
Incoming wanderer ai break in 5...
this is I guess where the fuck all those lag reports were coming from legit WHY IS THIS HERE
were you posessed
I DONT KNOW
actually, why does ooblterra have a 1.5x scrap value in the first place?
^
Yeah originally when I made all the scrap ages ago I was encountering an issue where all the values were lower than the bounds I put in
IE I set a scrap's value bounds from 60-120 but in game it'd be only 32 or what have you
I found out about the scrap value multiplier variable and I thought "this might be fucking with it somehow". I assumed the default was 1.0 and so to test I set it to 1.5
that worked the values were much closer to what i wanted
the default is actually 0.4 though so yknow lol
ah
guys is here a link to mod or it in progress? i just dumb and i can't find link 😭
it look so cool
in the pins
it?
oh oke
it mod for host right? People this out it mod can join to me?
i just new on it
All people need it
@digital lagoon
😭
its not that bad
this is a normal thing for most mods lol
thats just how it works
the code cant just magically download itself on other peoples computers (and if it did thatd be a little bit of a security risk)
It's Alive!
Regarding "Frankenstein Rooms"
|| Experienced members of the company know that sometimes, accidents happen while on the job. The company can recover and even revive downed crew members... that is, at the end of the day. But lucky for you and everyone else venturing to Ooblterra, the good people of the FSD were testing very similar technology. If you need to bring someone back to lend a helping hand before that clock strikes 12, then you need nothing but one of these rooms and the right set of chemicals to get them back on their feet and reporting for duty. ||
||Take note of 'right set of chemicals', though. The science isn't exactly perfect, and there may end up being consequences if you don't end up getting the right combination...||
Little rough on the visuals, but I'm too excited about this I wanted to show it off asap
hi lurker
||is the lack of the mask from ooblterra? or is this with some mod like masked enemy overhaul?||
||nope, any mimic spawned by Ooblterra will not have a mask :) I will try to make this configurable and may include a different tell for them, but I wanted to maximize the suspense for this sequence. The final version will have a particle effect and a good few seconds before you find out whether it's your friend or a mimic, and hopefully I can make them both do the same animation||
||Oh, and also unless you get the chemical pattern 100% correct, your friend will respawn without the ability to speak. So most of the time IF they come back alive, they come back mute, further adding to it||
||Masks do not spawn naturally on Ooblterra, however there is currently one more planned method for them to end up coming to life||
||will the ability to be speak be configurable? maybe with a delay if turned on, to keep the surprise?||
not a bad idea
it honestly sort of depends ||how difficult players end up finding the minigame itself. one of the ideas behind gagging revived players was making it so that death still had some sort of lasting consequence for the duration of the round||
||just an afterthought, are the chemicals consumed whenever you do that? It looks like altogether they cost 300 and I dont think a revive is worth that much?||
||the chemicals are meant to be consumed after but they aren't actually worth that much, that's just a bug because those are ones I spawned in via the dev menu||
||each one will be worth about 11-20||
i really like this
the artstyle kind of contrasts a lil bit tho cause its low reaaally low poly compared to everything else in the game
but ignoring that i think the mod looks REALLY good so far
also, ||will the check combination be removed? it seems too easy if you can just check if it's right before entering it||
There's limited checks, and the info you get from checks is p limited
John ooblterra will be in the mod
BAHAHA
these two videos dont explain the minigame very well but you will be greatful for those checks. they arent as helpful as they look here
if youre familiar with ||mastermind or codebreaker it works exactly like that||
the chemicals can be shaken to change their color, out of 7
once I get everything working exactly exactly right on that front ill have a video detailing it a bit more
Yeah, seems virtually impossible to do if the checks didnt exist
is the eye monster broken it doesn't attack at all
Yea, i agree, its cool, but doesent fit
Yeah he’s Cooked on 0.7.5
Forgot to mention
He doesn’t register that anyone is there lol
Ok, so then What “fits” lethal company
I don’t see how this can’t fit or be it’s own thing
Shrug
weird he attacks fine for me I wonder if it's a networking thing
does he at least do the flash stun?
Nah even in singleplayer he was doing nothing
No he didn’t even tell I was there with the scan lol
...while you were holding a scrap in your hand?
because the art style is way more low poly than the base games assets
Yeah
But it does add the unqiues of the moon
tf
Dude the base game assets fucking blow what do you mean
I gotta investigate this further ig
They didn't say they were good
Like I think the only thing I’ve heard negative about oobl is the textures being different shrug
It's not about that
It's the artstyle doesn't match
Yes but also there’s merit in other things being put into the game
No one said anything negative about the art style, just saying it contrast
than the base game
we don't gotta argue about the art style. it's different. if you like it, good. if you don't like it and im still getting you to play the mod anyway, I win