#Welcome to Ooblterra! v2.0.0
1 messages · Page 6 of 1
also already possible via LLL's config :)
its also possible to import a vanilla monster to ooblterra or ship one of the ooblterra monsters out to another planet if you love them that much
I certainly might.
you can check their scan node for more info, but ||eyesec check to see if youre holding any scrap either in your hand or inventory||
and aggro if so
why does discord unfollow my posts 👁️👄👁️
thread's archived due to inactivity
which reminds me: status update
Oobl Ghost is pretty much finalized and should be gotten to yall in the coming days, once the bugfix round is done
I'm also cooking up something in order to make Tesla Coils a bit more threatening than they currently are
0.8.1 will ship with the ghost and the generation changes. maybe the Tesla Coil change as well but no promises
W
How many moonsters is planned again?
4 currently implemented (lurker excluded)
3 on the way pre-1.0
at least 2 on the way post 1.0
Hot
screenshots of ooblghost
Thunderstore?!
No?!
good things come to those who wait
👀🔥
Indeed
rip thread 🙏
he does work on it, just doesn't post anything on the thread
yeah i know I'm working on the mod with him lmao
💀
tbh I just needed to type something so it unmuted the thread lmao
fair enough lol
I forget yall can spy on my progress there lmao
hehe
How are we ooblterring today?
more bugfixing yesterday, and today, and probably tomorrow
Oobl Ghost will be to yall by the end of the week
after that I want to finally take a crack at custom weather
have fun
I already know I'm not going to on account of the fact that weather is an enum
has anyone done it before?
ill have a look around when the time comes
do you think ooblterra factory will break on other moons?
I don't imagine there'd be any particular reason why that would happen
but you never know. mod compat under best conditions is always a coin toss
^ i don't say this to imply skullcrusher is doing wrong but ooblterra factory will only break on other moons if the moon or dungeon is doing something wrong
nothing inherently is problematic
You should also take a break sometime lol dont overwork yourself
I will say I think the reverse might actually be problematic? due to the way map hazard spawns are modified by Ooblterra. I check to see youre on the right planet but not specifically that the Laboratory is loaded
appreciated but I actually did give myself a few days sometime around a week or two ago
at this point im hopefully just gonna be plugging along until release
If you feel tired dont let that stop you when your tired
nah i gotta fix that
cuz people want custom ones anyway
dassa me issue
youll prob have a list in extendeddungeonflow and on selection itll populate the selectablelevel list temporaily with the missing ones
thatd make a lot of sense. its tricky as it currently stands because hazards are associated with the planet, not the dungeon
yeah the setup on the backend is very strange
it works tho so i cant blame them
ez to fix when your the person doin it
really really hoping v50 reworks weather to bring it up to the asset composure of levels,items,enemeis etc.
that one is the issue
I cant believe that youre not terrified of v50
lord knows I am
you have more of a reason to be, even
im only afraid of being unavailable when it drops
because of how LLL uses vanilla workflow and assets i'm prettyyyy ok with I think
never know what zeekers is gonna decide needs to be changed I reckon
my allergy to transpilers has to bite me in the ass at some point
sure but it's gonna be consistently fucked
nothing is like, founded on anything crazyy arbitrary
the only big concern i have is the random unity script order of execution problem
phobia of transpilers
Bro v50 is gonna be the purge
phobia is I guess more accurate
Im gonna prob lose half my mods
this is a good mindset to have tbh
no such thing as an unsolveable problem i guess
Nah why my mc modpack is crashing is the unsolvable problem im like actually giving up on that 😭
not to be cynical but honestly v50 might be in the fact that it might kill off any unsupported and poorly programmed mods
massive hater energy in saying that but to an extent with how unstanderdized mods are rn its not bad to have a little adapt or die pass
I venture to guess custom moons will be broken for a day or 3 and then everything will bounce back. Honestly the idea that currently scares me the most is that zeekers ends up implementing an enemy thats similar to one of mine/one of my planned ones
i wanna fix it within the day it drops
I do not envy that lmao. 150 little pieces that could all be broken
Golden rule of software dev; however long you think itll be, give yourself 3x that
its ok if you don't listen to this advice though; I don't listen to it either
really depends
It worked fine so i added like 6 mode mods then it just didnt i even tried deleting the config and one mod by one
the big thing rn is i really wanna get le moons to LLL asap
because if v50 drops before then its gonna somewhat just kill those maps for awhile
oh yeah isnt LE a retired project now
more or less
ive had my head so deep in the sand bro
LL too but eva gave me grace to take the torch for scrap and enemies etc. and me and @haughty violet are contributors to fix bugs and port to update if necessary
a think a lot of early modders burnt out abit, time since update probably doesnt help either
and ac drama
lord the ac drama
it scares me fr
Ive been trying to cut back my 80 mod list but I literally cant find something I dont activly use
i think i mentioned it somewhere before but the night advancedcompany w/ LLL in it released on the Thunderstore was during the peak of me having covid and i was dealing with it from 11pm-5am
was a fun three weeks
oh that sounds awesome
I have 100 more mods that i dont wanna delete more than you aka 180
Thats gonna break 100%
does your modlist have any of my mods? if no then it sucks im afraid
Das crazy

Is u okay now
yeeeee
idk dude im insane
I went from I dont really wanna mod this game anymore to now uhhh
I wanna do moons interiors enemies 


probably because my interest for the game has resparked
true this is the ooblterra tread I forgot
offtopic moment
@grim bridge is this mod not on thunderstore cuz its beta?
ok
my friends got burnt out so i spent like 1-2 weeks just refining my modpack and now their intresets resparked
my intrest def died once AC died out, cause i gotta rebalance my modpack with lethal quantity which will take a while. Plus im not as intrested in thr game as i once was
Yea customization isn't great without ac my whole group plays 50% less now
ooooo
Uh oh
here we go
CLEAR
Some have speculated he meant it as in dropping some news about the update in a week or 2
We'll need to wait and see
zeekers might have finally learned what all indie devs ought to know: giving deadlines of any kind is a horrible idea
Probably
Cus I checked his Discord and that message is no longer there, so it was likely deleted for a reason
My guess is cus it came across wrong
My guess is that he typed that and then unity crashed and wiped out the entirety of update 50
thatd make a lot of sense
its in the patreon channel
Ah
could you imagine working on an entire major update in one (1) unity session and never saving and it just crashes. I think id swear off touching computers ever again
go live in the mountains or on a farm or something
I gotta start thinning my modlist fr but there is litearlly nothing I want to remove
the fog update v50 is coming
Mods usually tend to get updated pretty fast when an update drops
I remember how fast everything got updated basically day 1 v47 dropped and I was worried
Lmao
some mods that arnt being updated wont update
its also a pain in the ass to figure out what works and what doesnt\
to batbys point I do really wonder what will end up culled by v50
I mean from what I understand
V50 is mostly gonna be Interiors and a few new enemies
he said new moon but did he say new interior?
Ah well the post for v47 mentioned he wanted to do interior stuff if I remember
yeah thats what I'm worried about. I gotta double check all my patches and crossreference them against the diff
Ah okay so maybe new moons
map variation is kind of ambiguous tbf
Yeah I think that mostly means maps and interiors tbh
The Facility layout honestly should be removed
It's so bad
☠️
too iconic
Yeah
go ask tf2 to remove 2fort lmao
Facility is bland, but you start to like it again when you have custom interior layouts
honestly im tired of facility myself but I think thats due to overexposure
i dont think theres much fundamentally wrong with it. definitely doesnt freak me out as much as manor though
This is why I only use the modded interiors that fit the vanilla atmosphere tbh
I probably wont be hit to bad
and in terms of my mods I have released I have to do no work to fix them if they break lol
because its just the apis updating
Iirc his patreon mentions a new moon
I feel like most do that pretty well what do you exclude
I mean I use Office, ScarletDevilMansion, and Dantors
they feel the most vanilla to me
true
im debating removing bunker until it gets a size decrease
all of them do
I disagree tbh, I feel like the 3 I listed are the ones that fit the most into the vanilla game lol
facility is fine but it being effectively the only dungeon does wear its appeal down a lot unless you go rend/dine
plenty of moon variation so that's not really an issue, interiors are what is most needed imo
wakey wakey thread
Welcome To Ooblterra Beta Version [0.8.1]
Haunting...
ADDED
-New Enemy: Oobl Ghost
-Spawns later in the day
-||In Singleplayer, can be dissipated by speaking into a walkie when it's in range||
-||In Multiplayer, can be dissipated by having a teammate speak into a walkie you're listening to||
-||In both cases, can also be warded off by receiving a Signal Translator transmission while it's in range||
-New Dungeon Tile
-Spawns on main path
-Dynamic music added based on time of day
-Replaces the static music that played the whole time in the overworld
CHANGED
-Crusher Room tiles now only sometimes spawn with Crushers
-Spawn rate for Spike Traps reduced
-Spawn rate for Tesla Coils increased
-Totems of Undeath will now ||be destroyed if the player holding them dies||
REMOVED
-Time on Ooblterra is no longer slowed relative to other planets
-This fixes an issue where days would sometimes not turn over after leaving the planet
-Removed a fire exit spawn location that would cause it to immediately drop the player in front of a spike trap
FIXED
-Drained batteries will now properly reinsert
-Drained batteries will not get stuck in the receptacle if reinserted
-Gallenarma, Eye Security, and Adult Wanderer no long apply fear visuals to all players globally
-Gallenarma no longer get stuck in their shaking animation on clients
-Addressed an issue with Totems of Undeath ||Not properly spawning Ghost Players||
-Addressed an issue where players could kite Gallenarma around in their investigate state under certain circumstances
-Fixed Ooblterra's footsteps overriding the grass footstep sound on other moons
-Gallenarma and Adult Wanderers hitboxes will now disappear on death
-Tweaks to overworld geometry
-Dropship now has flame particles + thruster SFX
-Fixed an issue where the Adult Wanderer's eyestalk would disappear at certain angles
-The sound of the Machine powering on can now only be heard by players inside the Laboratory
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!
ayyy thats the glitch i found (the footsteps one)
you always bring huge updates

anyone know how to configure the spawn rate of the interior
is it not possible via the LethalLevelLoader config?
anyone have pics of oobleterra and its monsters?
sorry for the late yes I completely forgot that a feature for LLL it works
Hows progress going?
development just picked back up yesterday
0.8.1 will be the last beta release
but we'll have a good amount of new content ready for the 1.0 release on Thunderstore at month's end
Bet I will be finished with my exams by then too
is fog not building up over time still an issue
thats been long since fixed, fog should be getting thicker as the day progresses
it may have broken in v50
waow
are you saying that because it did break in v50 or
no
oh ok thank god
So are you going to skip .9 and go straight to 1.0?
thats the idea
Hopefully
it would appear this is not pinned
that it isnt
can use /jeb pin now
are these still planned for 1.0?
Most of these are already in tbh
-Openable Doors <-- Present as of 0.8.1
-Hanging Electrical wires <-- Cut
-Bear Traps <-- Present in 1.0 build
-Puddles <-- Cut
-Baby Lurker AI <-- Present in 1.0 build
-Baby Lurker Eggs <-- Present in 1.0 build
-Frankenstein Room Behavior<-- Present as of 0.8.1
-Custom Weather conditions (at least one) <-- Planned for 1.0, might be pushed to post-release
-Scan nodes/terminal entries for monsters other than Wanderer <-- Present as of 0.8.1
-Arachnophobia mode support for Lurkers/Baby Lurkers <-- Planned for 1.0
ah, i haven't checked in in a bit
Wait we cut the frankenstein room stuff???
do you plan on un-cutting the cut stuff for a release past 1.0?
I couldn't think of a great way to make either of those traps particularly interesting, so probably not
Puddles im p sure we decided to cut for gameplay reasons so those prolly are gone for good.
Correct me if im wrong
what did you have in mind for them? maybe i could provide an idea or two
I would like to maybe revisit the electrical wires idea because i think they could have an interesting integration with fuse boxes. Give you a reason to actually turn off the switches, besides opening doors without mission control's help
but when I planned for them I assumed unity had built in cable component features like Unreal does. Lo and fuckin behold it does not
puddles would functionally be a repeat of spike traps in that it's a large area you have to jump over or sneak around. I guess they'd be different in that mission control couldn't turn them off, but that hardly felt like a big enough difference for it to not feel like a retread
would the hanging wires just damage you if you were close or something of the sort?
the wires would swing around and zap you if they made contact. not sure whether I'd want it to be fatal or not
unless the sector they were in was powered off in which case they'd be inert
some quick ideas are maybe
for puddles, they could alert enemies in some way?
for electrical wires, occasionally blocking a hallway with a big electrical radius on a timer. half the wires are active when the other half aren't. doesn't deal too much damage, but maybe slows the player so it's not viable to run through live electrics during a chase. removing the power causes them to remain off, providing more access to places without having to wait.
that latter idea isn't bad as one to add a bit more spice to ||tesla coils|| actually

regardless any re-visitation of those ideas would definitely be post-1.0. Right now its kinda just beelining to the finish
so it goes
-Enforcer AI <-- Present in 1.0 build
-Hunter Bot AI <-- Drafted in 1.0 build, but will probably be post-release as planned
-Grinder AI
-2x Usable Scrap <-- Present as of 0.8.1
-Decoration Item
I think I ooblterra should have a parkour room if it doesn’t already
Not in the interior but the moon has parkour to the fire exit
is any specific price planned for ooblterra yet?
1-1.5k
is this v50 compatible?
the beta is not, but 1.0 will be on release
awesome!
what is exactly wrong with v50?
huh?
why is oobl not compatble, like what issues occur
not 100% sure. when I moved my environment to v50, the AI had lots of navigation issues
WTO 0.8.1 is also built for LLL 1.1.6 and so idk how or if it'd work on LLL 1.2.2
oh alr
Excited for this, actually looks like the best LC mod yet
The fix for that was found in #1206494982521753620
Just by making more ai nodes helps
Cause aquatis had same issues with mob navigation etc
is it really just frequency? the way I solved it with WTO was by positioning them at the exact right height off the ground
I say solved, it's still having occasional problems, so if frequency is it I guess ill just add more
Hey all, just to give an update, since it's about 2 and a half hours from the "end of april" deadline I kept stating. While the mod's in a happy state content wise, I still feel like there's more to do in terms of polishing and such, so I'm going to for now take an extra two weeks to do just that. Apologies for the wait, but hopefully the finished product will be worth it.
i didn't even realize it was the end of the month, my goodness
No worries homie I'm excited for this, good things need to cook 🔥
Oh shit hearthian rep
U rock

nope
it's actually releasing RIGHT NOW on thunderstore
WELCOME TO OOBLTERRA V1.0 NOW OFFICIALLY ON THUNDERSTORE
y'all are joking
first starlancer then wesley then this ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
does this function fine with meltdown? i see it has a apparatus replacement listed on the mod page
our apparatus replacement doesn't actually use the default apparatus code, so it's unlikely
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ok sweet thanks
mod integrations will be worked on in the future. I promised @zenith nebula some integrations with SCP way back and I still intend on bringing them in
along with a bunch of additions for post-launch
Welcome to Ooblterra!
Happy to see you finally release it bud
Months in the making
c;
Welcome to Ooblterra Release Version [1.0]
Welcome to Ooblterra!
ADDED
-New Enemy: Enforcer
-Inside Enemy
-New Enemy: Baby Lurker
-Inside Enemy
-Supports Arachnophobia Mode
-New Indoor Hazard: Baby Lurker Eggs
-New Outside Hazard: Bear Traps
-Spawn later in the day
-5 Story Logs to be found across the map
-Can be seen in the Sigurd menu and accessed via ||view mack1, view mack2,, view mack3, view mack4, view mack5||
CHANGED
-Various Rebalances for enemy behavior
-Added ambient sounds to certain tiles for sake of atmosphere
-Frankenstein Rooms now spawn closer to the start room to make them more viable
-Adult Wanderers can now occasionally spawn naturally outside
-Adult Wanderers will now be upset by proximity and Line-Of-Sight
-||Powering on the Machine|| now has more severe consequences
FIXED
-Charged Batteries will now retain their charge upon closing and reopening the game
-Various other bugfixes I forgot :)
KNOWN ISSUES
I can walk out of the bounds of the map!
Yeah, you can. This will be fixed in the next version.
I'm having trouble reading an enemy's bestiary entry!
Make sure you enter the enemy's name in all lowercase with no spaces.
For example, use babylurkeregg instead of Baby Lurker Egg.
There's a bunch of red text every time I land on the moon!
Don't worry, this is normal. As long as it ends with skipped because it does not allow read access, it's not actually much of a problem.
I can't route to the company building!
This is due to v1.2.2 of LethalLevelLoader. Community solutions are to downgrade to v1.2.1 or to download TerminalFormatter.
My scrap is being randomly changed when I reload a save!
This is due to v1.2.1 of LethalLevelLoader. Pick your poison.
Gallenarma are getting stuck and not chasing me!
I'll fix this as soon as I figure out what causes it, I promise.
My config settings aren't working!
Turns out I accidentally fucked up LLL config integration. I'll fix it before the next version.
MOD INCOMPATABILITIES
LethalPipeRemoval
WeatherTweaks (turn off "SunAnimatorPatch" in config)
This update along with future ones can be found on:
https://thunderstore.io/c/lethal-company/p/Skeleton_Studios/Welcome_To_Ooblterra/
Sounds really cool.
yeah it detects LungProp being disconnected. otherwise you can do MeltdownAPI.StartMeltdown
OOOOOOOOO
oh my gammit
is this real?
how is this mod's compatibility with other mods?
we have no idea
wooo congrats!!!!!!!!!!
grats man
why do you have three apparatuses in your ship in the trailer
I think zach found 3 apparatuses is why
Geez now this is crazy
when I add it to my modpack it causes infinite seed loading
will update If I can get more info
no errors in console
when removed pack works
does this happen with just ooblterra and its dependencies?
let me test
just before I test any known or probable incompat?
nothing in specific, no
if it works on its own then ill look into your full modlist and see what might be coming up
Ok tested it with just it, its dependancies and AC(wanted to see if it was being a problem child)
works
but let me try and land on ooble
If you can, switch LLL debugging to Developer, that'll give an error for what's causing the infinite seed problem
will try in a sec
also is there a config for the mod?
WTO is meant to rely on LLL's config
though it seems it's been having issues as of latest version?
if there's something youd want configured that wouldn't be found in LLL's config, though, you can let me know and ill see about implementing it
Oh ok, just wanted to remove the suits since all the suits in my pack have to be bought
will try to include that in the next 1-3 versions
nice, gonna try what pure said and if that doesnt work ill send my modlist
also just wondering, I noticed there was custom death music, are there gonna be any other custom tracks?
love the death theme
there should be custom music based on the time of day, specifically
when you go back outside at different times
ah, that prob why I didnt hear it
since I died lol
we've tossed around ideas for adding an extra track to the boombox, no promises though
ok so the bug still happens in my pack
018f55fd-2208-6050-bbb9-2c4f79c9ed25
I will take a look and report back, though I'll state for the record that compatability with unrelated mods does tend to be lower on the priority list compared to fixes and new features
should mention I tried running it without any of the other moons besides wesleys
still happened
oob wesley and generic stuff got me wanting to cook again ngl
been a long time coming
I feel kinda bad youre stuck making the tools while the rest of us get to make all the fun custom content
i've been making fun outside of LC dw 😛
very happy you managed to get this at 1.0 man
hey man I found the issue https://thunderstore.io/c/lethal-company/p/Hamster/LethalPipeRemoval/
if I have the option to remove the posters it bugs
but if its off then the mod works
I wonder if the code that changes the ship's poster breaks everything if the poster isn't found, then
shouldn't be too difficult to just add a nullcheck to circumvent that, if so, but ill investigate further soon
There's a couple options with that mod you shouldn't ever toggle
Posters for one, Suit Rack, and the Speaker by the door
ik bout the other 2 but how tf did the posters cause issues
The teleporter buttons being moved also used to cause error spam but has reportedly been fixed
I mean I can think of quite a few ways lol
Like if you're using Ship Windows for example
THATS WHY THEY DISAPPEARED
omg
lol
Ship Windows has an option to move the posters so I could see a compat issue coming from that alone
yippee
dw, as stated in the Known Issues this shouldn't cause any problems
unless it did cause any problems. in which case its a problem
just curious, can I use your new interior only without using the moon?
via LLL's config, be aware it hasnt been tested in alternative configurations though
thanks for this quick response! the mod in general looks amazing so well done
Probably conflict with another mod but its the only moon that i routed where it lands but ship door just doesn't open even when manually pressing it
log if it helps
I had this issue!!!!!
I have 105 mods in my pack so not sure which
Oh my god
The wait was so worth
Just watched the trailer I can NOT wait for this 😍
What is this? It looks like an achievement?
What is the bug? I am currious
achievement for the game ooblterra is from, On Your Hands
Infinite seed loading
fairly certain this is a conflict with weathertweaks, which attempts to override the sun animator
Ooblterra also does so in order to make the fog get thicker as the day goes by
ill get in touch with the mod author to see what can be done
Ah. if that was it i remember weathertweaks having config to disable it. I'll try disabling it and see if it works.
the door opened with it disabled. Nice!
cc: @neat harbor since you said you were having the same issue
glad you got it working
check for both of the previously identified incompatabilities (LethalPipeRemoval, WeatherTweaks)
hmm
do you by chance have LC_API?
i do not
it seems this is because something else is loading WTO's asset bundles before the mod itself can
throw me your mod list
profile code or just the modlist?
either or
profile code: 018f58d1-39ed-e71d-f39f-f7a95c69b273
wait whats the custom terminal
and lets go Im so happy this is released
i have weathertweaks installed but cant find the sunanimatorpatch well...
Also does the interior have an LLL Config?
yep, should be called Oobl Laboratory
yeah found it now and everything seems to work
I’ve kinda avoided a lot of stuff on this mod to get a good first experience when 1.0 dropped
I didn’t even get to see a monster before i was too spooked and noped out lmfao
thats what I like to hear
theres so much still in store for not just you but everyone. Idk if anyones even figured out how the apparatus replacement works yet
The scrap values seem insanely high though
Yeah, I plan to tweak both them and the route price ahead of next release
I wanted Ooblterra to slot in place as an endgame moon that you pretty much had to go to in order to meet the higher quotas as you get deeper and deeper into a run
Super cool stuff you got going here though! Happy to see you were finally able to drop 1.0 after so long
but its clear from feedback that I overtuned it just a bit
It’s been what…5 or 6 months?
ty ty im glad everyones enjoying it
I started on this project like 3 days after people found out how to mod LC
since November ~13th
I’ve been keeping an eye on it since January I think
I loved the ambient music inside
Really added to the atmosphere in a natural way
It isn’t jarring but also keeps the “this isn’t normal lethal company” feel you’re going for with the expansion
I really thought our musician was in this server but I guess not. ill forward him your compliments
Haha, please do! Me and my bf both thought the music slapped
This project was a pretty big challenge for me cause I'm used to Unreal and not Unity. So I had to select the Unity export option instead of Unreal (the unity option had the wrong setting anyways)
You probably wouldve been more hands on the engine side of things if your unity install, like, worked
Yeah I do really wish I could have
I tried reinstalling unity and stuff but my shit's just cursed
I wanted to work more hands on with the engine as well but I had a lot of trouble with project file itself
Although I believe thats more of a unity/assetripper problem not yours
wasn't OYH Unity or is it unreal?
it's unreal
OYH is on UE5
huh neat, didn't realize
from my gamedev course I know the artists loved having a programmer that preferred UE5 cuz it's just so much better at dealing with models
Unity has about 2 features that I would describe being better than unreal and every single other thing I'd give to unreal
maybe it's better than when I used it but Unreal C++ is some real wacky stuff
BUT MY PERFORMANCE!!!!
ur prolly right but i will say it def makes it easier for me to make tweaks and small additions to projects without needing to get Skull involved
the UE API stuff still makes stuff customizable, and imo is way better than how Unity does it
like the UPROPERTY stuff is pretty well defined
just the way it crams a garbage collector into C++ is 
OYH is actually ||a blueprint only project :^) ||
its not something I intend on repeating but I really love how quickly I can prototype and refine code without needing to open VS
Blueprints are definitely a nice thing for quickly getting stuff done, though once you get heavy processing and giant loops the limitations become pretty apparent
My final year team project when I was in AIE was a kind of randomly generated dungeon crawler and having the dungeon generation algorithm in blueprints would be agony
thats probably entirely fair actually, a lot of our UE work has been pretty linear as you know
It's also a lot of fun making the tools for the artists to quickly iterate on
oh yeah the fact that Laz can just pop into the engine and do shit without actually being a programmer is so nice. and unreal also just has a lot of stuff out of the box that you can work with without the headache of plugins or writing it yourself
I was shocked that unity didnt have a native cable system
part of the reason I cut the dangling wire hazard
Unity missing features that have existed since the source engine, classic
it has been used to make a lot of really great games, I can only assume the otherwise talented devs simply didnt know any better
alternatively they didnt want to be shackled to Epic Games because it was a big corporation. Luckily unity didnt get rotted so bad that it makes even worse decisions now
One thing I made during that AIE project that I was pretty proud of was a room creator so the artists could make a room model, put a room component on it, and lay out all the back end details like doors, spawn points and the walkable tiles in a nice window
More or less made DunGen from scratch in UE now that I think about it lmao
Unity has that balance of really simple and easy to understand while also being flexible enough for most people to find what they need pretty easily
I see it as a stepping stone up from rpgmaker for some people as well
rpg maker is v good if you want to make a very specific kind of game lol
I did have a harder time onboarding unity than unreal but I feel like that was cuz I learned unreal first
there were a lot of things otherwise familiar working in doombuilder, but
I figure it also depends on your background
fun fact: one of the levels in OYH is actually a doom level
a level I made in doombuilder to be specific
a friend came to me showing me tools that could take level files and turn them into unity fbx files
and I was like "cool" so I tried it and 2 years later I shipped it
that shit is still in the final game mostly untouched
Nice, kinda curious which one
09
the only real change to it is that I made the walls a bit more
scraggly? yknow they have like folds in em
Will have to peep at home, and yeah makes sense
Rpgm is wacky in how much you can bend it to do stuff you wouldn't expect
i have never super messed with the new versions myself
only ever did VXAce
which i hear is kind of bad
I didn't realise rpgm could just do 3d games till I saw Dissilusion St
I have... RPGMaker MZ
Also Lisa that looks like a Unity game till you get into a battle
one of my top 10 games of all time is an rpg maker game that looks like this lol
This is the first trailer for "SWOLLEN TO BURSTING UNTIL I AM DISAPPEARING ON PURPOSE". It will be releasing for free on Steam for PC & Mac this summer. We hope you will play the game and sincerely appreciate your support.
"SWOLLEN TO BURSTING" is a weirdo RPG in which something is very wrong.
A flying saucer has crash landed in town, but it's ...
which blew my fucking mind
onboarding MZ was pretty fuckin bad I will say but I imagine that's cuz im so used to 3D work
i genuinely didnt know until i cracked it open if it was actually rpg maker or if it was just trying to evoke it on purpose
Yeah can see why, same kinda thing with disillusion st where you can definitely see the parts that are rpgm-like but that it doesn't look like it should be possible with the kinda jank editor
https://youtu.be/jVhBEo9KfHw?si=UMtk_E1W6EPuWgOh
been working on adding a battle system to the game. It's rather baroque/ mystery dungeon inspired, giving it a more rouge-like feel. I thought it would be nice to give the characters a way to aid the player as well, similar to how baroque had items you could find that would help dispatch enemies. It's a rather big change so the game will include...
oh wow this is sick
Idk what it is about that artstyle but it's crack to me I love it
its v v goodf
I really wanna try making a game with a similar style, just gotta actually come up with a game to make
Me, thinking I’ll only have a few scrap/interior adjustments to make for my next modpack update:
StarlancerZero, Ooblterra, and all 13 of Wesley’s Moons:
This does just uses the LLL config, right? It doesn't have it's own?
It seems like the Manual Level Names List is not working in the LLL config, so you cannot add the interior to other moons 😦
currently yes, i've noticed there are some problems with LLL's config and im not sure if its to do with me or LLL
I can try helping if you want, mind if I dm you?
I made the config for teraspace and black mesa
sure, just be aware im not working on it right at this moment
That's all good I just got some questions
What's the config file called for this one? I wanted to make sure only the Ooblterra interior would spawn on the map, unless you guys already set it up to ensure that with other modded interiors installed?
There is definitely a problem with the LLL config with this. It currently works only on Ooblterra the moon, but you cannot put it on other moons. The issue will be fixed soon
when selene's choice came out I added like 22 new moons
since that mod made it easier to keep track of that many
Just looked it up— I’ll probably look into that for the pack
One thing that’d be neat would be if you could like limit moons by quota
Only Easy moons on quota 1
You unlock Intermediate on quota 2
You unlock Hard on quota 3
you could reccomend that in their thread, I was about to reccomend having a setting for custom thresholds for like have 3 moon that are 100-400 and 2 moons from 400-800
be wary an issue has been flagged with LLL's config in particular
one that we'll work on fixing in time for the first patch on friday
(batby if youre reading this, it's my fault not yours dont worry homie)
but yes Oobl Lab should be exclusive to Ooblterra by default
and vice versa
The problem should be isolated to the Manual Planet Name List so using any other setting in the LLL config should, in theory, work
i cant find any ooblotera themed loot
and its really scarcely spawned
whats your mod setup like?
I've had this installed for a year and never played it
I will now
Probably next week it's skyrocketed on my list thanks for the reccomend
is there an easy way to copy the whole mod list into the clipboard from thunderstore? 😭
settings > help > show dependency strings, but better put it in a txt to avoid wall of text
does ooblterra have any outside enemies other than ||the wanderers and the adult wanderers?||
very nice
ty very much
i kept finding weird stuff as a wrench which i dont even know where its from 😭
other question I had for you, I assume you were finding all custom scrap on ooblterra? In other words, the scrap wasnt from vanilla
immersive scrap
on a second thought, i remembered that the only ooblotera scrap i saw was the ooblotera key but the loot spawning was still extremely scarce for me and even a team of 4 people couldnt make back the routing cost in one quota
thats odd, Ooblterra's scrap spawns should be pretty plentiful
I imagine the problem might be most of ooblterra's higher value scrap being replaced with modded lower value scrap
my philosophy was "if you have a custom enemy, you want to play with that custom enemy, so it makes no sense to remove it from ooblterra" but now im revisiting that idea
would it be possible to move the ooblterra poster as to not replace a vanilla poster
maybe Ooblterra should resist new content
I could look into making it a ship decoration in a future release down the line, actually
a free one that's always in the shop
ooblterra not having other content by default (but still being able to add it to ooblterra if you so choose on your own) would be good i think
yeah exactly. resist it by default but then allow it if you specifically ask in the config
leave it up to democracy
if the oobl lab is put on a different moon, will all the mechanics and traps and stuff still work?
Right now oobl can't be put on a different moon. It'll be fixed soon
ah
bit late to the party but grats on your 1.0 release :)
oh my goodness the dropship pillar is still there?
yeah honestly I kinda just overlooked it and the ||ship platform||
I am ||most likely gonna remove the ship platform next update but I honestly dont know about the dropship pillar. feels too much like a notable landmark||
remove it entirely?
yeah, the ||ship will just land on the ground now||
players seem overwhelmingly to have found it more annoying than tense, especially because monsters can't follow you up there
fair nuf
Next update will also fix the issue with putting Oobl Lab on other moons via the moon's planet name in LLL's config
you can also change the route price in case you wanna go to ooblterra immediately
i wonder if we could make the scrap price based on the route price number
Probably could be done via code
in theory it really wouldn't be that hard, just a matter of patching GrabbableObject.Start() and multiplying the scrap's value by a percentage
idk if it's something I particularly wanna do, I feel like if players wanna lower the route price all it should do it is lower the route price
I guess I could always leave it up to a config setting
"DynamicScrapValue" or some such
since im already adding one to turn the suits off
Yeah I think a config would be best for that. Settings should do what people expect them to do
exactly, yeah
i personally believe that games should be hostile to the player in all manners possible but I do see that
^ this here is why you're making models and not design decisions
hey be fair, I did the level design for the outdoor area
why would I ever be fair to you, lazarus
i take great joy in forcing the players to do janky parkour to get the fire exit
no yeah to be fair i think that was a pretty smart play
genuinely i think having it be jank is better than it feeling purposeful
it makes it feel like you tricked the game, like it's a tech
(in this particular spot)
well good job giving away that it was purposeful. -2
its over...
I just can not make the interior spawn anywhere. I already disabled every other interior mod and put this into the LLL config for the Oobl laboratory section but it just won't spawn. Any ideas?
there's always the vanilla facility spawning
It's a current bug, will be fixed in the next update
Literally like 10-15 messages above #1182523433221902376 message
oopsi and thank you for the heads up! will wait patiently
can I now add vanilla enemies?
You should be able to add them to the moon itself I think
I just noticed it released we so back
so some scrap is spawning inside impossible to reach places
Sorry if this was already asked, but will there be an option to turn added suits on/off?
Yes
ive tried an awful lot of things to fix this and have had no luck
if any mod devs know what causes this I'd gladly patch it up but no amount of navmesh obstacles seems to work sadly
Best bet is to make sure the model has no unseen areas on the ground faces
is that really it? that sucks
Like if that tile bit is one plane it should be divided into multiple with each area covering explicitly only what's walkable
theres some other areas in the interior where scrap spawns out of bounds but its like. those areas would look bad if there wasnt a floor lmao
Oh shit that sounds like a job for me
No fucking shot it gets done lmao
In that case just making sure there's not a scrap spawn nearby that has a radius which reaches the inaccessible area should be enough
that also really sucks
You can use copy spawn location or multiple really low radius spawns if you still want stuff close to an area where they might spawn OOB
thats what ill try doing then
Scrap spawns are pretty scuffed in the game in general though, extremely fickle
god, what isnt
Moons are pretty scuff free I guess, everything else has some level of jank
:0
I'd just make the scrap spawns for that tile have no range, they should only spawn where the node is then
yeah, that's the plan
Black Mesa does that for every scrap😂
I assume given how scrap works, even if these spawn points are in the air, it should drop them to the ground once the round starts
I assume that's what all those "distance to ground" log prints I keep seeing are about
I can confirm it does. We were having issues where scrap would fall through tables. The only thing that still does it for us is the lamps, they seem a bit janky
Not sure what that is, got an example log?
nah it's been ages since I've got any of them and they never gave me a problem so I just kinda ignored them
if it comes up any time soon I'll post it
All scrap spawns on Black Mesa are a little raised off whatever surface the node is on, that should be fine
I ran into issue where I cant go on company building while using Ooblterra mod, is this a known bug or is it just me?
this is an LLL v1.2.2 issue; check the known issues section on the top pin
the next release of WTO will have terminalformatter as a dependency to circumvent this, but for now just download it manually or downgrade to LLL v1.2.1
alright it works thanks
Lamps also just fall through the ship on exiting and reloading save files sometimes
It's awesome
There's a couple mods that fix items falling through the ship, haven't had any issues with that since using one of those
put a ignore navmesh there then
tried that ages ago it didnt work
the way it works internally is that it samples a random point in the radius and snaps it to the closest navmesh position to that point
what does it do if there isnt one, out of interest?
actually not sure, haven't tested
I put a good few of mine up in midair assuming itd just drop the scrap down
I think the navmesh sampling isn't bounded by range, so it'll just find whatever the closest navmesh point is regardless of radius
why is there so many track suits lol
this moon looks sick even tho its gonna take me 5 years to get 1200 credits
you can always lower Ooblterra's route price via the config if you really wanna go there that badly
fair enough
get your fill in now im gonna ||make it even higher next version||
also try to sell a little over quota so you can come prepared :)
does spawning ooblterra mobs on other moons work? i was thinking it would be fun to add some events to my brutal company minus config to have them occasionally spawn
every monster except Baby Lurkers can be added to another moon's config in its enemy spawn sections
well. technically you can add baby lurkers. but itll only spawn in 1
their egg which spawns a group of them is registered as a map hazard. I will need to do additional config work to let you move those to and from ooblterra
if you set a moon to have the oobl lab, will it have the baby lurker eggs?
not right now, but a config option for that will be included in the next release after this one
speaking of this release:
Welcome to Ooblterra Release Version [1.0.5]
On Balance...
CHANGED
- Several lights in the Laboratory will now be turned off ||and can only be turned back on via powering the Machine||
- Bear Traps now make a sound when closing
- Bear Traps can now be hit with a shovel to make them retract without stepping on them
- Bear Traps spawn in faster
- Raised Ooblterra Route Price from 1200 --> 1700 for sake of balance
- Baby Lurkers are now better at hitting the player
- Gallenarma now counterattack much faster, and are thus harder to kill with Shovels/56 Shovels
- Reduced maximum number of Baby Lurker Eggs
- One-handed scrap should now be significantly more common than Two-handed scrap
- Outside monsters spawn in a bit faster
- The fog now takes a bit more time to become fully blinding
- Charged Batteries are now worth 200 credits (down from 800)
FIXED
- Fixed a bug where Frankenstein Rooms would not allow any player to pull the lever except the one who placed the body on the bed
- Fixed a bug where Frankenstein Rooms would ||spawn the WTOMimic outside when the revive is failed||
- Scrap spawns are now more consistent and it should be impossible for it to spawn out-of-bounds
- Fixed an issue with LLL config for the Oobl Laboratory where the manual planet name would not work
- The Oobl Lab now has vanilla hazard spawns configured in case players want to use it on a moon with vanilla hazards (vanilla hazards should not show up on Ooblterra)
- Fixed visual bug where Item Dropship would drop its equipment in midair
REMOVED
- The Autopilot Ship no longer lands on a platform and instead lands directly on the ground
- This allows several of the outside enemy types to get inside your ship :)
KNOWN ISSUES
- Players may still be able to walk out-of-bounds of the moon
- Enemy bestiary logs need to be accessed as one word (for example,
babylurkeregginstead ofBaby Lurker Egg) __ skipped because it does not allow read accessis spammed in the log on landing (this will have no adverse effects on the game)- Gallenarma and Baby Lurkers sometimes get stuck and will not chase players
- Enabling LLL's moon config for Ooblterra will cause the moon to spawn only Shovels instead of scrap for some reason. (A workaround or fix for this is being investigated and will be included in the next version)
- Enemies can't chase you onto tables and desks (A fix for this will be included in the next version)
- Time of Day music will sometimes just not play (Currently being investigated)
MOD INCOMPATABILITIES
- LethalPipeRemoval (will only cause issues if you enable poster removal)
- ImmersiveScrap (works, but will override much of Ooblterra's scrap with its own)
- LethalClimbers
This update along with future ones can be found on:
https://thunderstore.io/c/lethal-company/p/Skeleton_Studios/Welcome_To_Ooblterra/ . Please allow several minutes for Thunderstore/R2ModManager to update its list.
In the next version, we plan to add a config for WTO that changes features such as editing the Map Hazard spawns, binding enemies/hazards/scrap to the interior of the moon, scaling scrap value based on route price, disabling suits, and more. We hope to get that one to you within the next week, so stay tuned.
Welcome to Ooblterra! v1.0.5
Nice. Btw can you please nerf the battery? Guranteed 800 is just too good. Or atleast give us a config 
OH
Wait... dont tell me - you wanted to change it to a lower value but... forgot?
no, I just forgot to put it in the patch notes
that should already be tweaked as of v1.0.5
disablign suites
@past abyss time to fix compat sir
from what I understand, as long as you turn off that config setting, WeatherTweaks will work fine
oh hi this is still skull I forgot im on my work alt rn
Im pretty sure there's also a config one can disable to make LethalPipeRemoval work, i think it was the poster one?
lemme double check
what is happening
Mrov really cares about that config setting though
i mean - it's not guaranteed to work
Your Sun Animator Patch needs compat for Ooblterra
WeatherTweaks gets mad when you route to ooblterra because I swap the sun animator with one that animates the fog on the moon. That's how it gets thicker as the day goes by
Yes but you begged me to turn it back on after you said you fixed compat for Rosie's secret moon
lol
👀
hmmm
Is that only in BetaWeatherTweaks? I can't find it in my config🧑🦯
I can send you the exact code and discuss it further in dms or here if youd like, I dont mind
Yeah only the beta version
I was planning to eventually reach out to most of the mod devs for whatever incompatability got flagged
please 🙏
Which why are you not using the Beta version? XD
Ah, welp I guess you should fix that in your post Skull
I'll try to get it checked tomorrow
Because of issues like this, I like my pack being incredibly stable if I can do it
BetaWeatherTweaks is stable so long as that config option is always disabled tbh
But it hurts Mrov's fefe's when you turn it off
lol
So I guess you gotta decide where your priorities lie
😂
@past abyss is a very sensitive man but we all love him c;
what does that have to do with anything
Idk c;
🥲
I might try it out then, didn't know all the issues were caused by a single config setting every time I hear about it. Tho I'd probably turn that setting off for now, sorry mrov 😦
i still cant get this mod to work, it just wont load and with it enables it bricks my entire modpack because i cant land the ship on any moon
You have BetaWeatherTweaks? if so, you need to set SunAnimatorPatch to false
no and i did test this without piperemover and normal weathertweaks
this mod didnt work on release either and i reported it then
it seems lethalthings is dumping a bunch of errors? try without that maybe
it seems like the same issue as before; something is loading WTO's assetbundles before WTO can
LCAPI used to do this but you said you dont have that
lethalthings does that when something else is causing the error, it probably not that one, more people would have same issues as well since it a popular mod
this may be obvious but if you know how to access the mod's folder, do make sure the assetbundles are actually in there
do you mean the LC folder or profile folder?
the profile folder, specifically inside the folder labelled Skeleton-Studios_Welcome-To-Ooblterra
do you have any other mods that might disable the ship posters?
besides lethalpiperemoval
i do not
id love to help any further but im not at my pc till way later
ill send my profile code and modlist, its late here so ill be offline for a while, i appreciate the help
018f69df-1402-5f6c-aaed-a760f1971744
ill try to troubleshoot myself tomorrow and see which mod it might be conflicting with
following in hopes that this bug gets fixed. the moon looks interesting enough for me to make a little "wesified" icon of, but if i cant even reach it, then i lack the motivation to do so
What are the difference between maked and Ghost player?
i believe there is no difference beyond visuals
I Need a guide for all this enemies ahah
multiple people have asked at this point so ill try putting wiki entries for em on the thunderstore page
but yes, differences are purely visual
This lived up the hype
Ooblterra is a custom moon added to Lethal Company that almost adds too much to the game.
www.youtube.com/@metrollen?sub_confirmation=1
im ngl i was really hype for this moon to come out because i have been seeing it teased by its lead developer in the modding discord for ages and it looked sick, it lived up to the hype!...
:))))))
Ooo
oh holy shit
Just played a bit of this today. Fucking loved it.
@fallen cliff @zinc pagoda confirmed: this is an issue with LethalClimbers
I can try to reach out to the dev at some point but for now your only solution is probably to disable it. I'm not quite sure why it's loading my assetbundles before WTO can but I don't know if there's much I can do about that on my end
right... right... dont have.
Is it possible to disable the suits in the mod? Because I saw there is a few too many suits because of it
Thanks for finding out!
whats the issue with piperemover btw, do you need it disabled?
no, just make sure the poster removal isnt checked on
this will be included in WTO's config in the next release
which bug were you having that needed to be fixed then? I assumed it was the same as the one you posted under
being unable to land anywhere. thing is, i dont have LethalClimbers installed
send me your profile code and latest bepinex log
do you have either of the other known incompatible mods? if so, make sure to tweak their configs
oh right whoops
hrm
there are others? also, away from computer for a good while today so code will have to wait
well that sucks ill do it on my pc I guess
so what were the other incompatible mods?
MOD INCOMPATABILITIES
- LethalPipeRemoval (will only cause issues if you enable poster removal)
- ImmersiveScrap (works, but will override much of Ooblterra's scrap with its own)
- LethalClimbers
LPR it is.
also have ImmersiveScrap, but i aint worried about scrap loss
just disable the poster removal feature for LPR, in the next release of WTO it should work completely fine either way
another thing im looking to do on next release is add a config option that makes it so that the oobl lab by default only spawns its own scrap no matter what, unless you change that config option, so that shouldnt be an issue for long either
aye aye. thanks for yer help. hope i have time to test before i play with my crew tonight
v1.1.0 should be out within the week :)
is there any specific scap I need to disable in immersive scrap for yours to spawn correctly?
just need to make my pack as bug-free as possible for my friends
No, its nothing to do with any one specific scrap, just that immersivescrap adds all its new ones to the pool for all moons and they seem to crowd out ooblterra's own custom scrap sadly
a small note: only beta version has the issue
oh, alright
😇
BetaWeatherTweaks (circumvented by using BetaWeatherTweaks
it's fixed already 🥺
I seem to be having issues with the TogglePersonalScanner mod, as with Ooblterra installed, any moon I go to and leave seems to break functionality with this mod enabled. It could be another mod, but I had installed this mod at the same time as well and I had disabled the earlier mod and it still happened.
whats the config called for this mod
i cant seem to find it
ah alright thnak you
||out of all the ooblterra enemies, oobl ghost has to be my favorite. it's terrifying. i just wish it had an actual animation for when it attacked you because just having the model sit on top of you while you get slowly damaged is odd||
im honestly surprised your favorite isn't ||the enforcer. him chasing you around while invisible was partially inspired by that dream you had||
||i'll have to look at enforcer more, i haven't seen everything too much. oobl ghost is definitely the most terrifying though||
either way, it scaring you at all is what counts
feedback noted on that Oobl Ghost thing though - we very nearly changed his animation for when he chased after you, but im not really sure what we'd make him do for when he attacks
it should proooly at least float in the front of the player instead of inside it
he is fundamentally snake-like, maybe he could coil around you like a python. but then itd probably look award for him to go back and forth in and out of that state
yeah\
the problem with this is that the way the ghost is designed, ||perfect play with him is to keep yourself in a sort of goldilocks zone where you aren't taking damage but you also aren't too far away and the radio interefence is still being processed ||
||that goldilocks zone is when the ghost is in front of (or behind) the player instead of standing on top of him||
so idk what I'd replace that with
maybe something like this?
maybe ||it becomes mostly transparent when on top of you but a ghosty visual effect is placed on your screen||
that could also work, would be p lightweight as well
||as in, a repeating animation of it stabbing its tail into you?||
problem with that is that making the ghost transparent is already what happens when you dissipate it, and I don't wanna get those wires crossed either
presumably it'd only be less transparent for the player being attacked
just the visual effect then to obscure it
who would have the screen overlay so there would be no confusion
also whatever we go with we can prolly get some benefit from just moving the origin to the head as well
will probably look less silly even without any major changes
that's also a gameplay decision to consider because having the origin be in the center means it takes the player more time to escape the danger radius while being attacked
whereas if the origin is in the head you can escape the damage radius instantly when running forward
can the hitboxes be messed with on that front?
I don't wanna have the hitbox in a place that doesn't match visiually, though
maybe the damage radius is moved to the head aswell? but that might be confusing beca
yeah
i think the visual effect is the best idea
all I have to do is figure out unity ui stuff 🙃
alternatively put a clientside sphere of shader around the player's head
while we're suggesting changes, maybe some visual feedback for the walkies affecting the ghosts is in order
I don't immediately agree I think not knowing makes the situation more chaotic
It’s very chill dw
just avoid layoutgroups & animators
maybe, but it does make learning the effective radius nigh impossible. Someone may also try the walkies and then determine it doesn't work if there's no feedback
this is entirely in line with normal LC in all fairness
it's seemed pretty consistent based on reports that ive recieved from players that once they actually read the ghost's terminal entry, they pretty quickly figure out how to work with him
fair nuf
hope you dont mind, but heavily referenced your icon for this moon's "Wesification"
hell yeah welcome to ooblterra fanart :)
and a bit of feedback from @dusty niche, make the outdoor squishing step sounds a config option XD
if you're uncomfortable, good
im fine
though I'll maybe let you turn them down a little bit
thank you for the art though it looks cool :)
any moon that falls within my preferences (unique, not from another franchise, and in at least a singleplayer friendly state) gets an icon. only exception is Secret Labs
oh and it has to look good
oh I hate to tell you this now Ooblterra is indeed from another franchise
we made it though if that gives us back any points
what franchise
On Your Hands
well ive come this far already. exception made
this project originally started cuz everyone in the studio fell in love with lethal company when it first came out and wishfully joked about ooblterra being added as a place you could go
good nuff. welcome to the moon catalogue
hell yeah
i should play on your hands sometime
While you're around, @grim bridge, did you see my message about how WTO seems to (potentially) break TogglePersonalScanner?
Again, it might not be you, it could be because of another mod I also got (LethalPipeRemover with LethalConfig), and TogglePersonalScanner hasn't been updated since late March (pre-v50), but still
I did hear LethalPipeRemover was conflicting with his mod before
just added it to my (more lightweight) pack, I landed on Ooblterra, went back into orbit, and then landed again. Had no issues, though
LethalPipeRemover will throw up an issue if you enable the option that removes posters
I saw them in the ship, so that shouldn't be enabled
Wait...
I checked my config just now and that actually was set to true.
How the hell am I seeing the posters anyway?
everyone's configs have to agree or else configs get messed up
I'm solo, for one
And two, did you go and land on another planet and try using the scanner?
Cause it works for one planet, but then stops working for the next
I'll try routing to a different one
to be clear, the problem is with the scanner not working anymore, but nothing else breaks?
Well, the scanner works, but it can't be toggled, it goes back to its original function (must be used by right-clicking each time), but yes, nothing else appears to break.
tested by routing to ooblterra, then experimentation, then assurance, worked all 3 times
Huh, alright.
Wonder what's wrong with my pack then... it is an atrociously big pack though, so it could be any number of things
I think I might've found the culprit actually, it could be HotbarPlus or ReservedItemSlots. One of those two, those had also updated in tandem recently as well
them causing issues with WTO, or TPS?
TPS, WTO should be just fine
And it was exactly HBP, as people were reporting similar issues with "hold to scan" mods, with is pretty much identical mine, minus the holding.
The dev is aware and will be hotfixing that. Sorry for the confusion
no worries
This is the only config option I really care about besides adding the interior to other moons
This mod is amazing!
any way to disable the additional suits?
Not yet, it will be an option soon
alright cool, thanks
@grim bridge
Is there a Wanderer or baby Lurker enemy in Ooblterra?
both are from ooblterra, yeah
Are they the same entity or separate entities?
theyre seperate
It seems like the Baby Lurker may have the same Scan Node and Lore entry as the Wanderer.
OH
when I make a new enemy I normally just copy the wanderer and swap around the mesh, etc as needed
I didnt change the scan node for the baby lurkers because you don't scan them, you scan the egg they come out of
so it probably does indeed still have the name and ID of the wanderer
I assume thats causing some sort of issues?
Ahh I see. Some programs that manage entities show this problem and list it incorrectly
I use Lethal Quantities and it lists it under Wanderer.
understood. should be pretty trivial to change that for the next release
Are you planning to add more things in future?
within the week I'm going to release 1.1.0, which will predominantly add a whole host of config options
but yes, new features such as equipment, weather, and enemies are planned for later down the line
nice!
Hi !
I'm looking for config options
Where can I find them for Ooblterra mod ?
right now WTO doesn't have its own unique config settings; we're adding those in the new update coming within the week, but for now try checking LLL's config settings for 523 Ooblterra and Oobl Laboratory
what are you trying to change?
Just wanna see what is configurable
Thanks for your answer ❤️
Greetings just wanna say this is an amazing mod, really been loving it exploring it solo and with friends
and im looking forward to more updates and changes!
however on a recent update, i cant help but feel things got...well foggier? (i uploaded an image)
i get its an LC aesthetic for things to be dark and foggy, but one of the things i liked about WTO
is that it wasnt like that, i could easily see all the weird textures and lovely pixel art
it felt like i was on a different game thats refreshing and scary!
BUT maybe im wrong, maybe its one of my mods causing it to be this foggy for some reason?
i'll run some test, but just really wanted to congratulate you guys and the team on such an awesome project!
523 Ooblterra is designed to get foggier as the day progresses... but it definitely shouldn't be this bad at 9am
you say recent update... was this between 1.0 and 1.0.5? or did you play the beta versions?
so map says some pathways are available.
the pathways:
https://i.gyazo.com/77097b8efb20688c128348749bcf2994.png
this is a quirk of how this tile generates
by default this tile has all 4 pathways accessible, but I during development added some blockers becuase it was annoying to go all the way down the hallway and find nothing
those blockers extend pretty far out, but, unfortunately, do not seem to register on the minimap
This screenshot was taken while using the 1.0.5 version
what version were you on previously? I may have changed the way the fog works between the last beta and now
certainly not between 1.0 and 1.0.5 though
that i sadly dont remember, i constantly update mods the moment i see r2modman notice
so im not sure what version was my first experience of WTO
i know i downloaded it ever since i saw that really nice trailer uploaded to youtube
Battery on what item?
definitely 1.0 then
strange. might indeed be another mod
did you test with ooblterra on its own?
i will actually! just to make sure its not a mod causing this fog
just waiting to get back home hehe
Finally home! ok so i made a new profile, only downloaded WTO and General Improvements (to give me 3k credits) and its still very foggy upon landing
just out of curiosity i ran the game again with G-Improvements disabled and still foggy
downloaded version WTO 1.0.0 and ran the game, still foggy...
em i going crazy?
maybe funny enough my previous profile mods Reduced fog?
if this is intended i'll respect it! after all im just nitpicky about fog hehe
I would ask you to compare it to the youtube trailer but the bitrate makes it a bit difficult to tell
its possible thats what you were having though. see if the fog gets thicker as the day progresses, it should
Tbh this fog just about matches my experience too
I know my monitor looks different from everyone elses so
maybe it was just a mod reducing it back in 1.0. especially if you went back and redownloaded it
nope you are totally right, i watched the trailer and theres the fog :3
huh guess i am going crazy!
that 1st experience of WTO had me all sparkled eye so much it distorted my perception
of it on the next time i played it lol
sorry for bothering then! most likely i simply had a mod that reduced the fog
thank you so much for responding, you guys are amazing
no worries, glad to hear youre enjoying the mod :)
Dw I am also very [normal] about all my model and texture work being obscured by fog 😁
hey laz ill make you a deal. redo the terrain mesh to be bigger and ill reduce the fog
yeah I wasnt gonna reduce the fog either
LMAO
its been a bit controversial but im overall happy with it getting thicker as the day progresses
makes everything past 6pm a fuckin trip it seems
If we ever do a second moon tho I'll make it bigger
if we ever do a second moon I'd have to come up with some new wacky gimmick(s) for it
maybe that key and button idea we keep throwing around
The huh
im not telling you it in public thats potential spoilers
Tell me in private then
im not telling you in private im lazy
No I'm lazzy
-2
My bad
Underwater moon based on the thalassophobia chapter
one of my friends would kill me
ive never actually been to... whats it called. the v50 moon thats in the game but not accessible without mods
Liquidation
ok well I being it up because I remember hearing someone say the gimmick was that it was underwater
Nobody can go to it cuz it doesn't exist
but apparently you cant even land on it
yeah
I was gonna say "I dont want zeekers to do my idea after I do it again like with the crushers" but who knows whether he's actually doing that
reminded me what ever happened to hadal labs(if you know that mod)
Honestly if I were to change one thing about the interior, it's the amount of red being used.
well... strictly speaking, you can change that...
It's a bit up in the air, worked on it a bit but devs behind it are pretty busy
ah fair
I'd like to do a new interior if someone else does the modelling
Honestly, I haven't explored the configs or gone in depth with the interior so fair enough. Keep dying to that ghost thing cause it's ruthless
the configs arent how you change it
regarding the ghost, did you read his terminal entry? should help figure out how to deal with it if you havent
Yeah I know. A bit of a skill issue on my end. Been going in blind.
ahh fair enough
I do genuinely wish there were some sort of way to make it obvious like, intuitively how you defeat the ghost
but its a bit esoteric to begin with
The planet itself gives me a PS1 era game level.
thats about what we went for, Quake in specific was a big inspiration for me. though obviously with a way broader color palatte
For me half life 1/black mesa was the biggest pulls.
Pikmin as well motivated a lot of the creature design
Gallenarmas in particular are p inspired off Mamutas
how did you get so many slots?
hotbarplus and reserveditemslots
how did you get the ||ghost player to work? i've tried making a variant of masked without the mask in question, but if i touch the mask it ends up breaking the kill animation so they just hold the player in place forever||
I had this exact same bug happen; I just set the mesh filter to 'none' on both versions
kept the mesh renderer material the same
excellent, thank you
actually, I unchecked "mesh renderer" on the 'eyesfilled' object
How do you avoid ||ghost leviathan lookin thing||
check the terminal entry?
Didnt know there was one, we played for hours and was unable to scan it, but were able to scan the other enemies, probably due to one of my other mods
you indeed can't scan it, the first time it attacks on a save file you will automatically receive its terminal data
alright I just didnt check the terminal my bad
all players get the "new creature data added to terminal" notif at once
all good, this has been a fairly consistent issue so I might change the way that works
I play with 120 mods so its hard to keep up with everything
fair enough