#Welcome to Ooblterra! v2.0.0
1 messages · Page 5 of 1
you can disable em
i love disabling 500 things to change one thing
but its the most stable lobby mod + has a cosmetics ui + replaces most mods
nah, its just a generally useful tool for most of LC

only thing is its kind of limiting
you cant really pick and choose when it comes to (non-WTO) modded monsters with that solution
which is why I dont love it
m
so true
MoreMonsters, LethalQuanities is an alt I guess you could use but have fun setting up LethalQuanities @past venture
They wont join, they're in the Hall Of Shame xD
Anyway to install just the monsters/map?
Bc I somewhat feel like the other parts like the upgraded spray and some other small touches could conflict with other mods we have
upgraded spray...?
anyway to be clear mixing and matching isn't currently supported, configuration will be for 1.0
but I also don't know what you mean by upgraded spray, or what those other small touches are. I've went out of my way to make sure content is as segmented to Ooblterra and its ecosystem as possible
Thought I saw something about this mod adjusting the spray can and other parts of the game, mb
From what I've seen tho it's coming together great so far
perfecto
Isn't the mod finished yet?
still in dev, 0.8 coming very soon
Is the mod similar to other mods that create new dungeons? such as more moreinteriors, LC_office, ect?
Yes, as well as a new interior, WTO features a new moon, new monsters and new scrap items. Coming to 0.8 we'll also have new map hazards and some custom room behaviors
how wonderful
I can't wait for him to come out to play
wait wait
New interior and moon
on the new update?
or full release
no no to be clear the interior and moon im referring to are the ones that already exist in the beta build
I was basically just giving a feature rundown
correct
as well as one other custom room behavior
oo
Download link?
📌
It is compatible with diversity?
diversity only modifies things that do not spawn on ooblterra
Ok
(and also quicksand/mud fall speed but we dont talk about that 😋 )
quicksand is not on ooblterra
does ooblterra have any weather
not yet, will have custom weather eventually
Is this beta actually not available yet on Thunderstore?
aaa I see, got it, hoping it'll be there soon tho!
Where can you download the beta
pins

Its in settings for some reason
how is progress going
slower than I'd like, but still going
u think we will get it by next weekend maybe
current goal is this weekend but I cant promise nothin
protip for me: I work on valve time lol
All good man, take ur time
Just outta curiosity will this use LLL or LE?
LLL
working on LLL integration ahead of next update yep
promise ill get back to you on it soon batby 💔
im working on the shiny brand new features but im nearly done
ive been in the mines anyway
Ooblterra was already using LethalLib so the eventual integration of LLL doesn't surprise me w
LLL is founded on skullcrusher’s fork of LL
I sees
Surely oobl scrap 914 support :)
Oh shit I really should do that
definitely when I implement the custom equipment item
What now?
:)
btw if u ever have the time, do u think u can take screenshots of the new colored lighting
oh my god I totally forgot to show it off didn't I
consider this a general preview of v0.8, at this point
holy crap
this looks amazing
not sure if u have heard of "the fiend" creature
but it would go really well with this interior I think
especially the red area
but I love how unique the coloring is in every area
also if I share a code in thunderstore, will ooblterra also be shared as well?
or do they still need to manually install?>
it does
just tested it
youll still need to manual install
ive tested it
u dont
yes you do dawg
why the fuck would thunderstore save every instance of a local mod being imported on their files
i just tested it lol
idk but it worked for me
maybe cause I used it on my same r2modman
or something
its not gonna send over for the others though
to my knowledge your friend will also need to manually download WTO
yeah adding onto this it not even file sharing copies locally imported mods
You do the mod only shows up visually
If the person down import the mod locally after downloading it from github when you try joining it won't work
The way you know if it works is if the person has a image for the mod
bro this is so cool
are u gonna move it to thunderstore on 1.0?
no chance of adding to thunderstore at 0.8?
im considering adding it earlier but we'll see
alr thx, cause 0.8 seems like a major update
This will be dope
Poggers this be
if you do, you'll get a lot more testing
which will make 1.0 take longer, but it'll be a lot more polished
I really think u should imo
id much rather see it polished up and feeling good as much as possible 🙂
if the mod is released on thunderstore before 1.0 then people might complain about known issues alot
I would not but thats me
@grim bridge any chance the interior will spawn on other moons (vanilla and modded) and will modded ai work with the interior. Looks amazing. Cant wait for the thunderstore release
I would also rather just wait until it is polished before its release in Thunderstore ngl 👀
everyone's been cookin
by default, Ooblterra's ecosystem will be entirely self contained. However once 1.0 releases I plan to let you configure all of this to your liking
oh fuck yeeeee
actually, with the move to LLL, you will I think already be able to adjust where Ooblterra spawns? but im not 100% if batby has that exposed to the player yet
anyway I will asterisk and say other custom AI isnt tested but I see no reason why they shouldnt work
tbh im terrified of llls config file lmao, its so much shit im afraid if i fuck smth up ill forget what it was ive fucked
cant wait to try it out, looks awesome
Are the textures going to be updated?
some of em may recieve changes to normal mapping/scaling but for the most part the art style remains
0.8 should at very least fix the texel density issues present in older builds. The floor size being different from room to room, etc shouldnt be the case anymore
ooblterra art style my beloved
@grim bridge could you put this on thunderstore?
be patient
🔫
if you want it right now, manually import it
i was talking to the actual mod delevoper
i wanted a potential timeframe it released on thunderstore
etc
it'll go on thunderstore when it's not in beta
WTO will be put on thunderstore with its 1.0 release
current ETA is by end of feb but imma keep it a buck we're probably gonna go over that
👍
It being on thundersotr would@be nice
Especially for sending codes to friends and stuff
Oh lmao to make it easier on the testing side I took the other enemies out of the display list. I didnt expect an end user to ever run into it
XD
I believe this is actually possible but extremely rare on 0.7.5. Unless its happening literally everytime you go in, then thats a problem
has there been a recent update?
im not sure which version im on
oh no, 0.7.5 is latest
k
0.8 is coming very soon and should take mansion out of possibility completely
you can check which version you have at the top of your bepinex log
can you concider adding back other monsters so the game isn't just weird name planet monsters and the rolling giant?
wait... are vanilla monsters not spawning on vanilla moons?
not that im aware of?
thats definitely not intentional
im not too sure though
i haven't really been to other planets besides like 1 with that mod
ooblterra should not spawn vanilla monsters. Thats gonna be configurable later but for now it should only be its own custom monsters
vice versa, vanilla planets should never spawn ooblterra monsters
again both of these will be configurable come 1.0's release but for now this is how its set up
does it set off the meltdown if i have that mod
not in its current state I'd have to look into how to make that work
given the way our apparatus eqvuialent works, having it set off the meltdown would honestly not be very fun but ill try and provide the option anyway
the apparatus is replaced with a model of skullcrusher and if you pull it out he dies in real life
It's just labelled "Life Support" when scanned
I would never do this. actually if you pull it out one of my enemies dies in real life
its also worth 12 billion credits smile
@grim bridge do you plan on adding other enemies or is it just the few we got?
W map btw
Currently Implemented:
Gallenarma
Eye Security
Lurker (will be reworked soon)
Wanderer
||Adult Wanderer||
Planned (Pre 1.0):
Oobl Ghost
Yagulf
Planned (Post 1.0):
Hunter Bot
Enforcer
Grinder
So what your saying is W content
WTO will ideally be the most feature-complete thing on the market
What did bro mean by this
I do not have the dog in me to work on udv enough to beat you sob
what would the grinder do-
||nothing set in stone but the current plan is for him to at first be a mimic scrap. if you try and pick it up he unearths and starts hunting you down||
My time would be better used in game dev or finishing up ror2 mods :)
cool
Oh right we were discussing this right
I had a heart attack reading it for a sec
would their be any way to tell if it's a fake?
Why was noop boiled
thats what I have to work out
dating app I’m pretty sure
maybe when you scan it theres some sort of tell that you need to pay attention for... maybe it scans red instead of green?
maybe you can do what the mimic mod does and have it make a sound when you clobber it with a shovel
something that you have ti be paying attention for
noop killed people (multiple)
In that case why dont I have the role yet
do I need to dm my killin license to a mod
Me
My friend actually translated every crime on the list
Lemme see if I can go find it
Means good content
accused of
- mass killing
- forced cannibalism
- crimes against humanity
- vandalism
- cannibalism
- genocide
- kidnapping
- illegal arms trafficking
- theft
- fraud
- production and sale of counterfeit documents
- drug trafficking
- piracy
- corruption
- trap on the road (dunno what that means, crosswalk thing prob)
- robbery
- blackmail
- political threat
- car theft
- rape
- human trafficking
- copyright infringement
- cybercrime
- sexual violence
- violation of environmental protection laws
- organization of fake authorities
- war crime
- loss or destruction of evidences
- tax evasion
- organizing or participating in a rebellion
- promotion of terrorist activities (or collaboration with terrorist organizations)
- following racist or xenophobe views
- collaboration with a criminal organization
- human rights violation
- (not sure here, something like "breach of professional duty")
- conscription evasion
- illegal acquisition of confidential information
- financial misconduct
This cat fuckec up
😭
he doesnt flinch at torture, human trafficking, or genocide
maybe have it have like some ambient sound because i doubt anyone would scan every single piece of scrap they find
Mimic things are kinda like
I mean tbh I thought itd be too easy because pressing scan is basically second nature
im right clicking like all the fuckin time
A feedback loop imo cause if you don’t make it obvious enough people will be annoyed at its existence
i don't think most people will scan every 5 seconds
like with everything ill test and iterate
what if you just had it so that grinders would start dancing to the boombox music
just like stops trying to trick people and have it hit a jig
ideally dont want it to be something that requires an item
as an optional thing to identify since having a boombox play 24/7 isn't the best thing to do
besides ||Gallenarma are already tamed by the boomboxes||
I wanna compete with you on this 😛
I will actually probably make flashlights a good secondary method for it since that has nice interplay with the Tesla Coils
the grinder thing was just a random idea ngl
good luck ive got a hell of a head start
tesla coils?
one of the two new map hazards coming in 0.8
I got one or two things in my back pocket to stunt a little 😜
you know what else you have? LLL
Me sitting in my unmotivated corner
This means you should sabotage skull
score two on inadvertantly crippling my competition with less-than-perfect tools that they cant help but massively improve
Actually true lol
Got rid of all your competition by pawning off your tools
I’ve like got a dope ass modeler that’s it
ok now youve lost me what emotion does this image convey
tesla coil
OH
||bro my friend killed a wanderer and an adult one came behind him and he didnt see it i screamed "behind you" and he got 1 tapped lol||
LMAO great thats exactly the interaction I wanted
though they have since been nerfed to not 1shot you anymore
K lol
what even are those things? they look like blobs of meat.
theyre a not-unintelligent species whos curiousity dominates their actions
named wanderers for their tendency to travel great distances over their lifetimes... which are typically pretty short because curiousity is a bad trait for prey animals to have
adulthood is rare but they actually become pretty powerful if they reach it
youd be correct
Bro its sound yucky af i always laugh when my friends go on it for the first time
the description does literally warn you that the ground is alive
Oh nah 💀
You'd just be scanning and all of the sudden the scanner detects the planet-
Hold on so your telling me we are gunna land on a life form?
thats exactly what im telling you
What if you added like holes in the planet and those are just how the thing eats
Just like having things fall down them
Can you scan the planet?
I like to think the tentacles would grab and pull things under
not currently but admittedly its a really funny idea I might make it sometimes come up if you scan on the surface
So the acid water
Nice
I do think getting a "new creature discovered" popup and having mission control check and just see Ooblterra could be funny
id imagine the holes would have like teeth
somewhere between 0.8 and 0.9 ill be implementing something along the lines of what yall are talking about
I dont think ive even told the dev team about this yet lol
No I dunno what you're talkin about
This channel got randomly active lol
Guess I'll find out
Yo skull crusher
hello
sorta like this
Also I've tried to tell plenty of people about the mod
I have had a few misc ideas but current plan is to go back to making Real Video Games™️ once this is done, as I need money in order to survive
You could always look into commissions for modding this game
So it goes
comms arent a bad idea and ill probably take some on the side honestly
thank you I appreciate that
I researched a little and found it
Nice puzzle game look
I might get it in the future who knows
maybe you can add like one of those little recorders that are found in official moons?
the "lore" things?
data logs? also planned
k
itd be a lot I think
how would you even do that-
What if you add a new dude instead of sigurd and make him say its insprird by sigurd's idk
Inspired*
the reason the dropship, player, and the little landing area are all in the style of lethal company and not WTO was kind of intentional. The company are invading a completely new planet instead of just a new moon, so thats a visual reflection of that
some of the logs will be from the aliens who lived/worked here and some will be from the man who discovered this planet first
Cool
I forgot to ask earlier but do you think there'll be some way for the oobl language to be in the logs or is that just straight up not possible
we were going on about scanning ooblterra and I thought itd be funny for its bestiary node to be in the oobl language, but that is logistically easier said than done
I have no clue how unity's UI system works :)
if its anything like unreals it will suck to learn :)
in theory I could do some trickery and just render a gif on top of the screen... akin to what the doom mod does
Doom mod?
Ik another doom mod in the works
It basically let's you pick up a controller and turned lethal into doom
The ui changes and a ton of mons spawn
It's pretty neat
try running WTO and its dependencies on their own
do make sure that youre actually on the latest version. If you installed manually, make sure all of the assetbundles are present
i currently have 0.7.5
yeah in that case check any mods that mess with interior spawns
does that include custom interiors?
maybe? they havent been known to conflict but better safe than sorry
k
Yo skull is there a release date for the update
nope, still mansion
0.8 is pretty much ready, pending some minor bugfixes and internal feedback. ill say wednesday
ill give myself some buffer and say the new expected time for 0.9 is mid march
I work on valve time dont take any release dates I give you seriously
have you tried with just WTO?
try just WTO see what happens
mod conflict then
Leaving this here to check back later, keep up the good work :)
the ghost of ooblterra past
meltdown just patches LungProp.EquipItem and checks if isLungDocked is true, then itll start the meltdown. if your apparatus triggers something on obblterra though dont worry about adding meltdown support
Could say that during rainy weathers (or a custom weather replacing rainy weather) the masses become active and adjust themselves at different locations to pull the unfortunate into the planet for consumption.
Aka TotallyNotQuicksand
that's simple enough, I'll probably just make it an option on the eventual config file™️
uhh
so i wanted to test if you kill an adult by shooting it with a rocket launcher
it died
and i shot a baby wander with it
and uhh
for some reason baby wanders can tank multiple shots from a rocket launcher
an adult died by one
@grim bridge how is this possible
is this why they aren't extinct?
they are just super stong
this is a bug I identified a couple days ago actually his health value is actually somewhere around -1000 surely
if his health is too low he'll refuse to die
which would have insane implications if I didnt fix it already
oh yeah the dev test map does that
when testing collisions on everything I ended up with an awesome shovel collection
@grim bridge are wander's allergic to mushrooms by any chance?
because uhh
oh dear
it was a joke question since i found a corpse right by some mushrooms
well I mean I figure thats what happens when you eat food from another planet
especially when its uncooked
considering the teeth, i think you'd need to do a little more than cook them
and those spores might be a problem... yikes
and to awnser your question, yeah there's a mushroom mod https://thunderstore.io/c/lethal-company/p/PloufJPEG/CompanyCreatures/
The teeth are so unsettling tbh. Kinda surprised they dont bite other crewmates when they get to close to a infected person
my curious question i have is, is this interior just for the moon or are you able to set it to other moons aswell?
currently the ooblterra dungeon will only spawn on the moon ooblterra. 1.0 might add it where you can configuire the dungeon spawn chance on certain moons i think
cool
I'm so hyped for the release on thunderstone
same
@grim bridge where download
Not out yet
(beta download can be found in the pins)
what does this add
new moon, new interior, new monsters and scrap
I dont think the new interior works
how did you download the mod?
make sure you downloaded the first zip file
if the moon worked but not the interior it may be a conflict with another mod
ah fuck
alright everyone there's a known incompatibility with LLL
this will be fixed with the 0.8 release, which will depend on LLL
lol
what the fuck is happening here
newer versions of LLL apparently overwrite some LethalLib code
lethallib code which managed WTO's custom dungeon
yeah and i run into a lot of issues with the new LLL updates
1.0.7 seems to work the best rn
is this on thunderstore yet
no
I keep just getting mansion interior for some reason 😔
yeah i think its some other mod's update that did that
it didnt before
this is a known issue with LLL
it will be fixed in 0.8 coming so soon i can almost taste it
how soon
I have to fix an issue with some lag spikes that happen occasionally and I have no idea where the hell they come from
after that it ships
this weekend soon :)??
im done holding this back
you know me and release dates
but literally ASAP so yes if its fixed this weekend itll ship this weekend
I’m so excited for this mod
github or?
as usual
any update on when it should be released on thunderstore? i remember you saying once its 1.0
thats the current plan indeed
what version is it on now? havent really been active on discord so i got no clue lol
current build is 0.7.5. 0.8 will be out soon
Welcome To Ooblterra Beta Version [0.8.0]
Back to the Lab again...
-Doorways now (sometimes) have doors that can (sometimes) be locked
-Oobl Laboratory now spawns keys (these keys are styled after Ooblterra but will work in vanilla dungeons and vice versa)
-Start Room now spawns multiple paths instead of just one
-Rooms now have colored lighting that loosely indicate depth into the facility
-Some large doorways ||will now begin to incrementally close the more a player passes under them||
-New suits :)
-Frankenstein Rooms now spawn with 4 chemicals
-Frankenstein Rooms are now usable
-Cafeteria room now spawns
-Machine rooms now spawn
-Machine rooms are now usable
-New Trap: Floor Spikes
-New Trap: Tesla Coil
-New Scrap: Empty Battery
-New Scrap: Charged Battery
-New Scrap: Chemical Beaker
-New Scrap: Sprint Totem
-New Scrap: Totem Of Undeath
-All scrap are now held properly in first person
-All scrap now feature a full suite of sounds
-Gallenarma:
-||Will now scream and beat their chest before they begin attacking a player||
-||Now feature a different footstep sound||
-||Are now more likely to wake up on their own after a while||
-Eye Security:
-||Now have a random chance of performing a 'Deep Scan', indicated by a red scan ray. Deep Scans check the player's entire inventory, not just their active hand||
-||Will always perform Deep Scans if in range of a Tesla Coil||
-||Will now shut down for a few seconds after performing a scan and failing to find an object||
-Adult Wanderer:
-Various minor AI tweaks
-Lurkers:
-Removed from spawn list, pending rewrite coming in next version
-New Enemy: WTO Mimic/"Ghost Player"
-Spawns circumstancially
-Addressed an issue where Wanderers killed by players would have a value on the host but not on connecting clients
-Addressed an issue where vents would spawn in awkward places (requires more testing to confirm)
-Days on Ooblterra now last longer than days on other planets
-Sunlight no longer bleeds into Oobl Laboratory
As of now, Welcome To Ooblterra depends on Lethal Level Loader (v1.1.6). 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!
kept yall waiting huh
new version should have a much better turnaround time than the >1 Month this took, as we're essentially just working on new enemies and a few other amenities
Is this still incompatible with other mods?
ymmv
it's definitely now compatable with LLL, which had issues where it'd accidentally spawn the manor instead of the Oobl Lab
but other than that it's up to user testing
Gotcha, I'll go ahead and give it a test then. I'm super hyped for 1.0, but if I can get it early I'll gladly take it
So cloooooose!!! 💜
@grim bridge what do tesla coils do?
WOOO I am so hyped to go back in to try out the new stuff
any object you're holding that can go off, will
k
walkies, boomboxes, flashlights, etc
also what do mimics do?
the ones mentioned in the update log
i tried finding them with devmode but didn't see anything
||they're both just reskinned masks||
||the wto mimic can be spawned by failing a frankenstein sequence and the ghost player can be spawned if you die with a totem of undeath in hand||
so they're just ||masked men||?
but they spawn differently?
will the maskedenemyoverhaul mod fuck with the 2 enemies?
uncertain, but im sure someone will say so at some point
I will be able to find out it's in my mod pack
wait do fire exits have custom door models?
they do not
are the indoor fire exits the same size as normal interor ones
yep
what im trying to say is, is the mimic compatible with this mod?
753's mimic mod should be plug and play, yes
we kept the fire exits the same as the default ones for sake of readability
same with the doors, vents, etc
@grim bridge can you release the thunderstore thing soon? i don't want people avoiding my game hosting things because im asking them to download a sketchy ass zip
current plan is still to release to thunderstore for ver 1.0
can i be allowed to release an unofficial 0.8.0 so more people can see your work and so i don't have to tell people to download a random ass file? I'll definitely credit you
not the first person to ask, but please refrain for now
ok
I want this to remain a (semi) private beta until it's good and ready
Welcome To Ooblterra Beta Version [0.8.0], HOTFIX 1
-Fixed it being a bit too bright
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!
respectable, most people would just say "no fuck off" lmao
I understand why people are so adament and i really do mean it when I say I'm giving consideration to releasing on thunderstore prior to 1.0 but it's matter of weighing my options
the 0.8.0 !!! the 0.8.0 israel !!!!
lets gooo
Is your next big update 1.0? or are you planing on doing a .9 update first?
each new enemy will likely be released in a successive 0.8.x update. 0.8.1 is the next planned and will add either the Oobl Ghost or the Lurker, depending on which one I finish first
by 0.9 all (pre-1.0) enemies will be implemented and then the 0.9 update will add any other amenities. custom weather, etc. once that's out I'll synthesize any remaining user feedback and release 1.0 to thunderstore
hey if I use AC on ooblterra, can I spawn other enemies on it
not sure. Now that we're on LethalLevelLoader, you should be able to use its config to toy around with spawns
bet, I was just curious if some how oobl completly disbaled vanilla spawns or something
hey skullcrusher when i go to other moons i can still hear the ooblterra slimy ahh walking sound
when i walk
ah yknow actually thatd make sense
im curious if that was an issue present in older builds. based on the way the code is written it mightve been
ill publish a hotfix for that tomorrow
if my understanding of the issue is correct, this should only happen on grass moons? snow moons and sand moons should still be normal
i dont think so
i mean i saw that lcsoundtool is abandoned now or something idk
idk if u even use it it might be related tho
i think lethalresonance broke a lil
i was on orion
and i heard the slimy ahh sound
Im gonna change oobl price in the config, what would you say is a good price for it?
its gives insane loot
so maybe 650-750
cant say I agree
dawg i found a 200 loot once that shit was insane lol
wait it got fixed or something maybe its only when i go to ooblterra then other moons
bc we did that
also is this the mod that adds mach suits?
I think AC kinda messed up the weights for outside enemy list
what is the adult wanderer supposed to be at
as well as wanderer
or any other enemy that spawns there
@grim bridge i was right it only happens after i go to ooblterra first then diff moons and also it breaks ship landing noise
||he is protecting the wanderer at all times||
we plan to make it somewhere north of 1000 when we launch
Ooblterra's haul values can actually be incredible if you have multiple players and also ||if you power on The Machine||
||what is the machine||
we add 7 new suits at this point. one of them is named "Mack suit" if thats what you mean
im talking about the weight number
cause in AC, everything is 0 for me
for outside enemy list
||new room tile for 0.8, spawns once per day. If you find the charged battery, you can power up the machine and itll unlock a scrap shelf with 10 scrap in it||
||DAS FIRE||
adult wanderer is meant to be at 0, since they ||only spawn conditionally||. Wanderers are in the daytime list and should be at 50
||Yeah my idea for how to make an apparatus equivalent was to just invert it. power the facility up instead of down. Makes for a nice alternative objective I think||
ok ty
this is to compensate for how large each tile itself is. but feel free to tune it to your liking
oh yea in daytime, it says wanderer is 50
ok thanks
it would be cool if blobs could spawn, but they change colors depending in which "biome" area there in. Like if there in blue area. they become blue, if there in a red area, they become red
ect
whats up with the ship landing noise?
its gone
I doubt thats me, tbh, since I dont really touch that sound
i dont hear it after going to ooblterra
or the ship landing event etc
idk it works when i dont go to ooblterra
i mean its just a ship sound
ill look into it regardless for all I know maybe im accidentally throwing it into the assetbundle somehow
once you fix those, then I will add to my main packl
why would you do that
||compatibility with meltdown, once you land you have two minutes to find the machine before the moon explodes||
no i meant imn a good way
oh I wasn't quite sure how you meant that
this could be possible but given how the spawns work, ||I sincirely doubt you are plugging the charged battery into the machine within 2 minutes||
that said I can add compatability with meltdown such that ||the countdown starts the moment you plug the battery in||
damn its not out yet that trailer was sick
||was just being silly, would definitely not be fun getting 10 scrap out in two minutes||
its amazing how much better the mod looks now compared to that old trailer
def keeping this moon on watch
I agree. Unless you get really lucky with the fire exit placement youre probably fucked
what if ||the light colors changed when you plug in the battery||
1.0 release is still slated for end of february but the jury's still out on if that's at all likely to happen. hard deadline of end of april
maan i wanna go test out all the new stuff but i wanna keep most of the ingame stuff a surprise for full release for me
understandable. tbh I think waiting for full release is the way to go
but I also want player feedback for bugs and stuff. tough balance
ghhhhhhhhh oh whatever i'll get to see my friend's reactions when it fully releases, i'll test it
woahhh ooblterra has a custom moon texture in orbit
the weird dropship tower hasn't been fixed yet
yeah
Whats up with it?
it exists, just kinda awkward to go to
i forgot how soul rending being in ooblterra for 5 seconds is :(((((
and a preview video :)
though I may get it retaken. I hear its a bit hard to actually see whats going on
ooblterra enemies don't seem to be spawnable with dancetools, which makes testing them more difficult
I know for a fact they are via lethaldevmode, but I had to add them manually to the spawn menu there
perhaps I will have to do the same with dancetools
plug room seems way too common
dancetools usually adds enemies automatically, so it's odd they aren't there
I remember spectateenemies had a problem with spectating ooblterra monsters before it suddenly started working so perhaps a similar thing is happening here
the ambience is horrific i don't need the ghosts of oobl's past whispering in my ear
||re-inserting the drained battery inserts it at a really odd angle||
||do the drained battery and charged battery use the same item? if so, they're also unspawnable by dancetools and i'm not going through the ooblterra hell maze to find the charged battery properly. half because it would take forever, half because ooblterra is scary||
||batteries actually spawn as map hazards, not items, but yes they do. if dancetools lets you, there is a boolean you can flip to switch a battery from drained to charged. I normally use UnityExplorer to this end, though||
@tall shale :)
that was his favorite sound and for good reason
I am gonna try and make it play a little less frequently maybe
easier said than done as a cursory glance of the code revealed
||i think adult wanderers should have a slower spawn animation/spawn a bit further away and chase you a bit slower. when i first killed a wanderer it was pretty much impossible to tell what was happening until i was already dead||
||dancetools does not let me do this unfortunately||
||Finding the battery does indeed take forever. like I said, alternative objective.||
||Ideally youd have two scouts, one looking for the battery and one looking for (and marking a path toward) the machine||
||jumping into the machine seems to not do anything. i believe it should probably instantly turn you into slag if you have the smart idea to jump into it.||
I went back and forth on this internally because while it does have ooblterra's acid water, it doesn't actually go all that deep. its kind of just a very thin layer running over a basin
gameplay wise its not like it actually adds much of anything
but that said its kind of just a matter of adding a damage volume so fuck it, might as well
you also walk on the water in it
what's the spawn weight of the oobl lab on ooblterra?
will it be able to be configged with other moons, such as its interior, or is it just stuck to this moon
LethalLevelLoader should allow you to change a lot of stuff in its config
enemy spawns, interiors, etc
gotcha, thanks
that's chance, not weight
You can check that in simulate if you change the config btw
last time i checked 300 was 50%
if something else is 300, yes
300 doesnt just mean 50%
ig this can have different values its just most LLL interiors have 300 as 50%
no
you misunderstand how it works
if theres only 1 dungeon option
it having a rarity of 1 means 100%
if theres two dungeon options and both are at rarity 1, both are 50%
weight is the amount of times a dungeon is added to the pool for a planet. all percentages are relative to the other weights
i was talking about something like this
yes, 300 is approximately 50% on other planets because all of the other planets have one dungeon at 300 weight. this changes as soon as you throw more than one dungeon into the mix
in vanilla under the hood, facility had weight of 300, and if you add another interior with weight 300 it's 50/50 to get either one
that's why it's a common example to say that 300 is a 50% chance
is there still audio issues with oobletarra
wdym by audio issues?
if youre talking about the footsteps/ship, I'll be looking into those tomorrow
yep those
what exactly were those issues, do those always happen?
the footsteps issue happens when you land on ooblterra and then leave and go to another planet. youll still be hearing the squishy steps
as for the ship door sound issue, im not sure. ill have to investigate further
Probably safe to wait on me
works for me
doin a small update today or tomorrow ideally
eyyyyyy
although yeah would be super grateful if it was less frequent
I got it like 3-4 times exploring one branch of the lab
it was lethalresonance that the ship landign thruster sound doesn't work
its been fixed
you're damn right it has👏🏻
Batby?
IAmBatby, LethalLevelLoader dev
see
Custom footstep support from LLL? Interesting
Like in a choose which sound from vanilla way
Or like new sounds?
it makes sense given what the tools are designed for. I never asked for it because I didn't think anyone else needed it
you weren't the first person to ask 😛
oh no, Ooblterra has a completely custom footstep sound
no shit
ok well apparently ooblterra and some other moon also has a completely custom footstep sound
😭
Well either way I’ll just hope it ends up compatible with our footstep sounds once they’re out
i think both kay and matt asked first but you had it in oob first
explain
Nothing particularly, I just didn’t know you could do that and since it has to do with sound I hope it wouldn’t interfere once we add our footstep sounds
I doubt it’ll be an issue
oh yeah like from looking at the code new footprints might be the easiest addition periods
the entire class is
[Serializable]
public class FootstepSurface
{
// Token: 0x0400092C RID: 2348
public string surfaceTag;
// Token: 0x0400092D RID: 2349
public AudioClip[] clips;
// Token: 0x0400092E RID: 2350
public AudioClip hitSurfaceSFX;
}
If you take a look at the ooblterra code you will see I just replace the grass footstep sounds with the squishy ones
I probably just need to cache those sounds and restore them when the player goes to a different planet
no idea why orion played those sounds but for all I know they have their terrain tagged as grass too
oh good job discord
¯\_(ツ)_/¯
outside of the context of lll doing it
to add a new footstepsurface
you make a new footstepsurface, add the string, add the clips
and add it to the array in startofround
thats it
right but the problem is that surfacetag is compared to the internal tag list
which you cant modify
no
you might have misread?
this.interactRay = new Ray(this.thisPlayerBody.position + Vector3.up, -Vector3.up);
if (Physics.Raycast(this.interactRay, out this.hit, 6f, StartOfRound.Instance.walkableSurfacesMask, QueryTriggerInteraction.Ignore) && !this.hit.collider.CompareTag(StartOfRound.Instance.footstepSurfaces[this.currentFootstepSurfaceIndex].surfaceTag))
{
for (int i = 0; i < StartOfRound.Instance.footstepSurfaces.Length; i++)
{
if (this.hit.collider.CompareTag(StartOfRound.Instance.footstepSurfaces[i].surfaceTag))
{
this.currentFootstepSurfaceIndex = i;
return;
}
yeah CompareTag right there
if the currentFootstepSurface tag isn't the one the player hits then it loops through the array and tries to find a match
you might have missed the ! on the first comparetag?
its 8am so maybe im reading this wrong but this code seems to only assign currentfootstepsurfaceindex if the CompareTag() returns true
so if that never happens itd just use the default value of that variable, which im fairly certain is 0 IE the grass sound
if the current selected FootSurface tag doesn't match what the raycast hits, it loops through all the registered FootSurface's and if there is one that does match, it makes that the current FootSurface
right but its checking the tag on one of the colliders
the collider that the raycast hit I mean
mhm
so that collider would have to have the tag on it
correct
how would it have my custom tag on it
unless thats a thing thats possible with nomnoms tools but I thought tags were determined when you build the game
ah there we go
tags are literally just like, tags
kinda fullstop
you can only have 1 to reduce the impact on findobjectbytag? maybe?
theres no limit
in total amount and/or dev/modding context
oh you know what
semi
im a little fraud
googling shows apparently assetbundles just don't unpack custom ones well
it was my understanding you just couldnt add custom tags
but you can programmatically add them
thats why my original solution which just used the SO didnt work. I tried adding a TentacleFootstep tag in unity and the built mod didnt care
whats the method?
lemme test real quick
gotta go to sleep but i will get to the bottom of this tomorrow
either im right and were gucci or im wrong and i will truimph to restore my honour
ill be waitin on ya
worstcase easy fallback for a quick update would be to have a footstep surface ref. in extendedlevel that overrides but i'd prefer a more natural solution
does the issue only happen on certain moons
Unsure. I predict it only happens on grassy moons - Vow, March, and any custom one with its floor tagged as grass
but im not sure
I haven't given it full scope testing yet
im gonna give Batby a day or two for his implementation and then push another hotfix
I will do some more testing
thatd be nice
to replicate; travel to ooblterra, leave, and then travel to another moon
alr
had a dream about an ooblterra enemy that doesn't exist, invisible guys called assassins that threw spears at you
generally I think showing up in people's dreams is a sign you made something good
yea, that means they are also thinking about that thing a lot
well clearly you gotta implement this enemy, it came to me in a dream
on the one hand that sounds terrifying on the other it sounds incredibly unbalanced
also a bit lorebreaking but literally only I care about that
could probably balance them by making them attack slow, making the invisible material have heavy distortions so you can spot them if you pay enough attention, and also give them very noticable noises. probably also make them not an instakill even if it's a giant spear
can confirm, forest planets grass sounds make the squishy sound
but can also confirm restarting the lobby fixes it
can you also confirm it doesn't happen on other planets?
my main consideration was actually the interaction for getting away from them, as that's kind of what im trying to build Ooblterra enemies around. most of them have conditions that you get punished for getting wrong
this matches the interactions one has with coilheads and nutcrackers for a vanilla example
it's not as rigid for but also applies to brackens, hoarder bugs, eyeless dogs
maybe having it act more like a bracken would be better. throws a spear, runs away, gets another spear, slowly sneaks up and throws another spear
that'd work but it's pretty basic
instinctual response would be that the way to defeat him is to find where he keeps his spears and destroy them
then he'll just charge at you and you smack him with a shovel
I want to make these interactions at least interesting and novel
let it be known: I take requests just not for free :)
oh yeah in my dream i found the spear storage and battled a group of three of them with a spear
sorry was busy will get back to it later
no worries, I appreciate the help
also is it normal for spike traps to spawn right in a fire exit
lke I entered and just died
yknow that makes sense and im kinda shocked it literally never happened in testing
I'll manually make that impossible in the hotfix
are there any images or videos of the tesla coil? i was unable to find one myself. also, how does it spawn? does it spawn like landmines and turrets?
bet
also
time feels really slow
I find it a lot
but nothing happens
that's because time is slow
for sake of balance. I think this is also exposed in LLL's config but if not I can add an option for it
yep, spawns like a map hazard. It'll only really matter to you if you have something that can go off. Flashlights, walkies, boomboxes, etc
I've toyed with one other idea for it, but it'll have to clear internal testing
hmm, they might conflict with hazardsoutside then
spikes do as well
WTO specifically modifies the spawnmaphazards function to ensure that everything spawns in a specific location instead of a random one, because that was messing with the placement of spike traps
so yeah I'd assume some sort of conflict
could I change it now
it makes it to easy
ah
like I said if it's in LLL's config feel free
its your game not mine
oh im dumb, alr thx
what should I change it to for a normal value
1
lower values are slower, higher values are faster
I do recommend setting it to something slower than normal because finding the battery + machine can take a long while, so I would suggest trying 0.8 or 0.9
but again, your game, do whatever you want
s/o batby for having config options for the grand majority of things I was gonna make config options for
oh oops wrong account
its 1 by default in lll, i have a global multiplier in ac for all moons, so oobl feels very slow. I changed it to 1.5. This also made it take way to long for enemies to spawn as well
oh so your time is already slowed from vanilla?
yeah thatd probably make it glacial then lmao
wait a minute
hey @prime reef update: I'm wrong
you will have to wait for the next hotfix
I completely forgot that I abandoned using the default selectablelevel timescale because it was causing an error where days would skip
I will come up with a solution in the meantime
oh yea also, we finish a day in oobl, and the day doesent pass
keep in mind i have 100 other mods too
I suspect that's due to AC's global multiplier but I can't say for certain. I did a lot of fuckery to fix that mentioned issue and it might not have been perfect
i will reset ac global multiplier
dont really need longer days
so the lll config wont fix it?
yeah for now I suspect the lll config won't do anything
you can still try it if you want but don't expect anything good
alr thx
how do i download this mod?
i just read that myself, imma just use this one sadly to much work to play with randoms when i cant just send them a code
*not use
@red spear
yea
It's currently in Beta, that's why it's not released on Thunderstore yet (or so I assume)
yes they are waitin till 1.0 to release it
totally downloading this when on thunderstore
im fine with its current state, only issue is no weather, it feels pretty OP that I can go all 3 days. Im def gonna increase the moon price, cause this is supposed to be the ultra end game moon
how much would the normal moon price be?
@grim bridge maybe acid rain could work since im pretty sure the river is acid
already planned i think
how is scrap value rn?
i'm sure the performance is a lot better since the last time i played it
i mean for custom scrap
on release the moon will be worth somewhere north of 1k
scrap values are indeed pretty high though I did long since fix the bug that raised them on other planets
thats neat!
first of the three planned weather effects is pretty similar to acid rain but its a bit more fair I think
Fuck it. Add a tornado that can sweep you up LMAO
@grim bridge another bug that might be minor is it making lethaldevmode spawn only ooblterra creatures and rolling giants
actually not too sure if this is ooblterra
can confirm this is ooblterra, I intentionally strip the vanilla enemies from the dev menu in order to make my life a tiny bit easier
I will try to take this code out of future builds though
I really didn't expect people who werent modders to be using LethalDevMode lmao
i test my modpack and shit to see if there's glitches if i add a mod lol
that makes sense
this would be perfect for the green biome
and would be cool for the frankenstien room
and the appertus can spawn in this room
Why is this not on thunderstore
Because no full release, and the beta is on their server if Masa recalls correctly.
and on github
at here
Ohh, right yeah forgot about that part
this will eventually come out on thunderstore right?
this fina be so fire
i always get confused with version stuff, since its on 0.8 does that mean in 2 updates its 1.0 or does it switch to 1.0 whenever you want. like you could technically go to ver 0.629
semantic versioning typically goes Major.Minor.Patch. that's about the level you can expect from the content of the updates, but it's different what these specific categories mean from developer to developer
to answer your question directly though, current release plan is this:
0.8.1 will add a new enemy
0.8.2 will add another new enemy
0.8.x will add any further new enemies until im satisfied with the roster
0.9 will add some amenities like weather effects
between 0.9 to 1.0 I will be pretty much exclusively synthesizing feedback
then 1.0 will release
I expect a max of about 4 or 5 new enemies before 0.9 so the max number of updates you will be waiting is 6
tentatively
Its like almost done and they prolly burnt out🤷♂️
yeah ik
im just saying ill wait for 1.0
cause my team stupid as fuck and it takes them 10 years to download locally
Zamn‼️
spent a whole day tryna figure out one guys problems and turned out he aint even download the fucking modpack 😭
sounds like my friends
this gonna be a hefty mod. hopefully my load times can handle it.
ill probably be fine.
new moons and enemies never caused issues for me.
unironically this mod isnt that big despite adding alot of new content
b e t
its about the same size as Celest
at around 90k
maybe lower i forgot
more or less
thats incredible
- yes
- not currently, but will be configurable as of 1.0
did the new hotfix come out yet?
still in progress
(though I guess its hard to call it a hotfix with how long its taking lmao)
I took the time after 0.8's release to transfer over to a new unity project environment, one that's up to date with v49 (my previous one was v45) and one that lets me test in editor via nomnom's patcher. I just finalized the transition yesterday
bet
1 fear
im never modding a video game I like again. I miss being excited for updates instead of scared of them
does this mod add suits?
yep
7, currently
I say that as if I have plans to change that number I absolutely dont
mhm, just saw that they are there and wasn't sure if it was intentional
kinda true
thankfully my stuff is cosmetics so I dont have to do any work as long as the main dev of the api I use keeps updating lol
but have had this in other games that isnt just cosmetic stuff
black varients would be cool tho
ok actually a black variant would admittedly be kinda cool
In theory a lot of potential basegame changes would target LLL's stuff for the most part
yeah if zeeks embraces modding, imo he should put funds into servers so everything just needs to be communicated from the server to the players rather than communicated between the host and clients
nah p2p (peer to peer, one player is the host/server and a client) makes sense for small co op games like lethal company, especially considering its a lot easier. zeekers would also have to rewrite all of the networking code for basically no benefit (it would allow crossplay but that has got to be through the floor on his priority list)
Is it a small game tho?
very much so
well not now but before lethal company, his previous most popular game (atleast on steam, i aint digging through the roblox ones) had less than a 100 concurrent players
well lc has a lot of players
and i meant small more as in the team size
and he made millions
yeah thats the thing, he would not have planned for it to explode like this, so doing server infastructure would have been useless (super costly, he didnt know if it would make money, expensive, and if the game flops womp womp).
and if lethal compnay wasn't p2p; modding would not have exploded, which is a big part of why lethal company exploded.
How is modding easier in p2p?
we would basically only have clientsided mods. mods that did more complex stuff were either: out of luck, or had to implement some janky way where it ran through their own server.
a lot of people bought a small game
interesting, I thought networking was only difficult because of p2p
networking is generally difficult no matter the structure, p2p just means no one has a final authority on what happens (like enemy ai i think is calculated by whoever its chasing)
huh
every client helps process the game and every client sends data to every other client (basically). there is no client in lethal company that processes everything
If LC came with like dedicated server tools instead of P2P it would be easier modding wise but wouldn't get the benefits of quick and easy steam integration and hosting
Which is definitely a defining factor in the games popularity
oh yeah like hosting your own server, yeah minecraft plugins kinda proved that
the steam integration is definetly a huge plus though
to be fair The Upturned is a linear singleplayer game so looking at player numbers at any time other than release is kind of pointless
but otherwise I agree
yeah i meant it more as an example that zeekers wasn't really known before this
to all who havent: go play the Upturned that game rocks
It Steals is also cool
agreed. I havent played any of his other games, I know laz really wanted me to play dead seater at one point
Legs in LC would probably work really well tbh
zeekerss probably wont make crossplay since its been confirmed that mobile wont be a thing (despite all the knockoffs)
Ik he wants to remain in control of his properties but he has made so much money he could just outsource a port with crossplay to another company if he wanted to. Although mobile would probably make public lobbies even trashier so idk maybe its a good thing
Thats a good idea
It steals interior
progress update gamers:
- Footstep sound problem is (based on my testing) fixed
- Working on fixing the issues related to days either not advancing or skipping
- Rebalanced spike traps to spawn less, rebalanced Eye Security to kill players quicker
- Oobl Ghost is at his first playable draft stage. Will need testing and refinement
- Made a couple modifications to dungeon generation. There's a new tile and also kitchen tiles will now only sometimes spawn crushers
nice
Is there a run down or what they do somewhere?
Wouldn't that be the bracken again?
the ghost you mean? they wont be scannable, so it wont be available in game
theyre fairly simple and I figure players will find out how to beat them relatively quickly
I meant like a run down of what the enemies do
yet still I forget that ive been meaning to make demo videos for all the monsters
I'll try to get on that. might as well
hard part is figuring out how much to give away. I guess just the gist
Yea I like to know what I’m downloading
I don’t tell my friends what they do I just like to know to make sure I’m downloading something we would actually enjoy
Because I’ve gotten some garbage before because it didn’t tell
then yeah fuck it im confident enough in these freaks to sell you with them
Yea I should mention that I don’t think yours are bad I just wanna know what they do
entirely reasonable
this on thunderstore yet?
not yet
its comin though?
yeah
i need one more mod for my modpack to breach the 250 mark, i said i was gonna wait till thunderstore but this just looks too good
keep in mind since this is a beta you will inevitably run into bugs
I do halfway encourage the wait until release approach if you want your first experience of the mod to be as good as possible
hmmmmm yeh ok
glad to hear youre excited at any rate
for sure
i guess ill update everyone; finally got a chance to test the first oobl ghost implementation (burnout's a bitch), we decided to come up with a more interesting method for defeating him which I have written and am going to test tomorrow
I watched the video teaser and I like the interior so far. There is only one thing I'm a little hesitant on though. I'm not a big fan of constant red light just overwhelming the map. I hope that it's just the main entrance that has that red light because it reminded me of one of Wesley's moons where he replaces all light with red light (including flashlights), my friends and I weren't big fans of that change.
great news! different room tiles have different lights on them
some of them are indeed red but youll also see plenty of orange, yellow, green, purple, and blue throughout the facility
||additionally, powering on the machine converts all of the facility's lights, including the start room's, to be white||
flashlights will remain the same color they are in vanilla
I'm glad to hear that. I know you intend for ooblterra to be an all in one custom moon/interior but do you plan to have settings to have the interior appear in other moons?
as of our integration with LLL (0.8+) this is already possible via its config system
Awesome. I'm looking forward to 1.0 and I admire the ambition in implementing those not so easy features in the post 1.0 to do list.
you have too many mods
There’s no such thing as too many mods
3 custom monsters? Whoa that's a lot.
And more to come