#Welcome to Ooblterra! v2.0.0

1 messages · Page 6 of 1

rocky geyser
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Cool but please do make them optional. Someone might love everything but one monster and it'd be a shame if they didn't use the mod because of that.

grim bridge
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also already possible via LLL's config :)

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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

rocky geyser
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I certainly might.

tropic spear
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What is eye security supposed to do?

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It never seems to kill me

azure falcon
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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||

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and aggro if so

tropic spear
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Ohhhh

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That makes sense

edgy robin
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why does discord unfollow my posts 👁️👄👁️

grim bridge
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thread's archived due to inactivity

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which reminds me: status update

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Oobl Ghost is pretty much finalized and should be gotten to yall in the coming days, once the bugfix round is done

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I'm also cooking up something in order to make Tesla Coils a bit more threatening than they currently are

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0.8.1 will ship with the ghost and the generation changes. maybe the Tesla Coil change as well but no promises

steep sandal
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How many moonsters is planned again?

grim bridge
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4 currently implemented (lurker excluded)
3 on the way pre-1.0
at least 2 on the way post 1.0

steep sandal
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Hot

prime reef
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screenshots of ooblghost

old saddle
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Thunderstore?!

alpine locust
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No?!

grim bridge
noble yacht
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👀🔥

thick kayak
dull ore
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rip thread 🙏

next glacier
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he does work on it, just doesn't post anything on the thread

dull ore
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yeah i know I'm working on the mod with him lmao

next glacier
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💀

dull ore
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tbh I just needed to type something so it unmuted the thread lmao

next glacier
#

fair enough lol

grim bridge
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I forget yall can spy on my progress there lmao

next glacier
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hehe

sweet bough
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How are we ooblterring today?

grim bridge
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more bugfixing yesterday, and today, and probably tomorrow

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Oobl Ghost will be to yall by the end of the week

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after that I want to finally take a crack at custom weather

grim bridge
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I already know I'm not going to on account of the fact that weather is an enum

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has anyone done it before?

obtuse raptor
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xilo has i think

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i have a wip extendedweathereffect in wip lll but

grim bridge
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ill have a look around when the time comes

prime reef
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do you think ooblterra factory will break on other moons?

grim bridge
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I don't imagine there'd be any particular reason why that would happen

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but you never know. mod compat under best conditions is always a coin toss

obtuse raptor
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^ 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

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nothing inherently is problematic

harsh ferry
grim bridge
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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

grim bridge
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at this point im hopefully just gonna be plugging along until release

harsh ferry
obtuse raptor
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cuz people want custom ones anyway

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dassa me issue

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youll prob have a list in extendeddungeonflow and on selection itll populate the selectablelevel list temporaily with the missing ones

grim bridge
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thatd make a lot of sense. its tricky as it currently stands because hazards are associated with the planet, not the dungeon

obtuse raptor
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yeah its dumb

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very much a "1 guy making a game only he touches" kinda issue

grim bridge
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yeah the setup on the backend is very strange

obtuse raptor
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it works tho so i cant blame them

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ez to fix when your the person doin it

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really really hoping v50 reworks weather to bring it up to the asset composure of levels,items,enemeis etc.

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that one is the issue

grim bridge
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I cant believe that youre not terrified of v50

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lord knows I am

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you have more of a reason to be, even

obtuse raptor
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im only afraid of being unavailable when it drops

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because of how LLL uses vanilla workflow and assets i'm prettyyyy ok with I think

grim bridge
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never know what zeekers is gonna decide needs to be changed I reckon

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my allergy to transpilers has to bite me in the ass at some point

obtuse raptor
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sure but it's gonna be consistently fucked

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nothing is like, founded on anything crazyy arbitrary

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the only big concern i have is the random unity script order of execution problem

round minnow
harsh ferry
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Bro v50 is gonna be the purge

grim bridge
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phobia is I guess more accurate

harsh ferry
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Im gonna prob lose half my mods

grim bridge
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no such thing as an unsolveable problem i guess

harsh ferry
obtuse raptor
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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

grim bridge
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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

obtuse raptor
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i wanna fix it within the day it drops

grim bridge
grim bridge
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its ok if you don't listen to this advice though; I don't listen to it either

obtuse raptor
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really depends

harsh ferry
obtuse raptor
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the big thing rn is i really wanna get le moons to LLL asap

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because if v50 drops before then its gonna somewhat just kill those maps for awhile

grim bridge
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oh yeah isnt LE a retired project now

obtuse raptor
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more or less

grim bridge
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ive had my head so deep in the sand bro

obtuse raptor
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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

obtuse raptor
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and ac drama

grim bridge
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lord the ac drama

tight delta
obtuse raptor
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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

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was a fun three weeks

harsh ferry
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Thats gonna break 100%

tight delta
tight delta
obtuse raptor
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yeeeee

tight delta
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idk dude im insane
I went from I dont really wanna mod this game anymore to now uhhh
I wanna do moons interiors enemies concernconcernconcern

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probably because my interest for the game has resparked

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true this is the ooblterra tread I forgot
offtopic moment

shy marten
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@grim bridge is this mod not on thunderstore cuz its beta?

shy marten
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ok

harsh ferry
prime reef
old saddle
spring oasis
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ooooo

tight delta
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LC v50 expected to come in a week

dull ore
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Uh oh

grim bridge
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here we go

dusty niche
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So it's not confirmed

dull ore
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CLEAR

dusty niche
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Some have speculated he meant it as in dropping some news about the update in a week or 2

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We'll need to wait and see

grim bridge
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zeekers might have finally learned what all indie devs ought to know: giving deadlines of any kind is a horrible idea

dusty niche
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Probably

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Cus I checked his Discord and that message is no longer there, so it was likely deleted for a reason

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My guess is cus it came across wrong

dull ore
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My guess is that he typed that and then unity crashed and wiped out the entirety of update 50

grim bridge
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thatd make a lot of sense

dusty niche
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Ah

grim bridge
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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

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go live in the mountains or on a farm or something

tight delta
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I gotta start thinning my modlist fr but there is litearlly nothing I want to remove

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the fog update v50 is coming

dusty niche
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Mods usually tend to get updated pretty fast when an update drops

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I remember how fast everything got updated basically day 1 v47 dropped and I was worried

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Lmao

tight delta
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some mods that arnt being updated wont update

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its also a pain in the ass to figure out what works and what doesnt\

grim bridge
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to batbys point I do really wonder what will end up culled by v50

dusty niche
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I mean from what I understand

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V50 is mostly gonna be Interiors and a few new enemies

grim bridge
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he said new moon but did he say new interior?

dusty niche
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Ah well the post for v47 mentioned he wanted to do interior stuff if I remember

tight delta
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if they end up changing anything on the backend trol

grim bridge
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yeah thats what I'm worried about. I gotta double check all my patches and crossreference them against the diff

dusty niche
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Ah okay so maybe new moons

grim bridge
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map variation is kind of ambiguous tbf

dusty niche
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Yeah I think that mostly means maps and interiors tbh

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The Facility layout honestly should be removed

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It's so bad

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☠️

grim bridge
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too iconic

dusty niche
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Yeah

grim bridge
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go ask tf2 to remove 2fort lmao

tight delta
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nah I love faclity

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alot of my friends even prefer it to modded interirors

dusty niche
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Facility is bland, but you start to like it again when you have custom interior layouts

grim bridge
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honestly im tired of facility myself but I think thats due to overexposure

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i dont think theres much fundamentally wrong with it. definitely doesnt freak me out as much as manor though

dusty niche
tight delta
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I probably wont be hit to bad

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and in terms of my mods I have released I have to do no work to fix them if they break lol

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because its just the apis updating

dull ore
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Iirc his patreon mentions a new moon

tight delta
dusty niche
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I mean I use Office, ScarletDevilMansion, and Dantors

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they feel the most vanilla to me

tight delta
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I have that + scoopy + bunker

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  • scp
tight delta
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im debating removing bunker until it gets a size decrease

dusty niche
zenith nebula
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facility is fine but it being effectively the only dungeon does wear its appeal down a lot unless you go rend/dine

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plenty of moon variation so that's not really an issue, interiors are what is most needed imo

grim bridge
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wakey wakey thread

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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!

harsh ferry
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you always bring huge updates

brazen ocean
vagrant trench
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anyone know how to configure the spawn rate of the interior

grim bridge
old saddle
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anyone have pics of oobleterra and its monsters?

vagrant trench
prime reef
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Hows progress going?

grim bridge
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development just picked back up yesterday

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0.8.1 will be the last beta release

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but we'll have a good amount of new content ready for the 1.0 release on Thunderstore at month's end

prime reef
past venture
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is fog not building up over time still an issue

grim bridge
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thats been long since fixed, fog should be getting thicker as the day progresses

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it may have broken in v50

past venture
grim bridge
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are you saying that because it did break in v50 or

past venture
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no

grim bridge
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oh ok thank god

prime reef
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So are you going to skip .9 and go straight to 1.0?

grim bridge
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thats the idea

prime reef
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Hopefully

past venture
grim bridge
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that it isnt

obtuse raptor
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can use /jeb pin now

grim bridge
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doesnt really matter itll be outdated in a week anyway

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oh huh

past venture
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are these still planned for 1.0?

dull ore
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Most of these are already in tbh

grim bridge
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-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

past venture
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ah, i haven't checked in in a bit

dull ore
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Wait we cut the frankenstein room stuff???

grim bridge
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oh

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No I put the wrong thing there

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good catch, thanks

past venture
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do you plan on un-cutting the cut stuff for a release past 1.0?

grim bridge
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I couldn't think of a great way to make either of those traps particularly interesting, so probably not

dull ore
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Puddles im p sure we decided to cut for gameplay reasons so those prolly are gone for good.

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Correct me if im wrong

past venture
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what did you have in mind for them? maybe i could provide an idea or two

grim bridge
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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

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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

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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

past venture
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would the hanging wires just damage you if you were close or something of the sort?

grim bridge
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the wires would swing around and zap you if they made contact. not sure whether I'd want it to be fatal or not

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unless the sector they were in was powered off in which case they'd be inert

past venture
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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.

grim bridge
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that latter idea isn't bad as one to add a bit more spice to ||tesla coils|| actually

past venture
grim bridge
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regardless any re-visitation of those ideas would definitely be post-1.0. Right now its kinda just beelining to the finish

past venture
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so it goes

grim bridge
prime reef
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I think I ooblterra should have a parkour room if it doesn’t already

chrome valve
grim bridge
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a room specifically for it is on my "if I have time" list

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a bit contingent though

past venture
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is any specific price planned for ooblterra yet?

grim bridge
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1-1.5k

soft hawk
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is this v50 compatible?

grim bridge
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the beta is not, but 1.0 will be on release

soft hawk
prime reef
grim bridge
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huh?

prime reef
grim bridge
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not 100% sure. when I moved my environment to v50, the AI had lots of navigation issues

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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

ancient depot
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Excited for this, actually looks like the best LC mod yet

winged nacelle
azure falcon
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is it really just frequency? the way I solved it with WTO was by positioning them at the exact right height off the ground

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I say solved, it's still having occasional problems, so if frequency is it I guess ill just add more

grim bridge
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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.

past venture
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i didn't even realize it was the end of the month, my goodness

ancient depot
ancient depot
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U rock

past venture
shy marten
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this moon releasing in a week or two?

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on ts i mean

grim bridge
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it's actually releasing RIGHT NOW on thunderstore

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WELCOME TO OOBLTERRA V1.0 NOW OFFICIALLY ON THUNDERSTORE

feral sinew
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y'all are joking

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first starlancer then wesley then this ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

dusky epoch
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does this function fine with meltdown? i see it has a apparatus replacement listed on the mod page

grim bridge
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our apparatus replacement doesn't actually use the default apparatus code, so it's unlikely

rancid field
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WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

dusky epoch
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ok sweet thanks

grim bridge
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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

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along with a bunch of additions for post-launch

bold flicker
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oh shit it's fucking out

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holy shit

grim bridge
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Welcome to Ooblterra!

dusty niche
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Months in the making

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c;

dull ore
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Yipppiiee!

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i hope you all like it :D

grim bridge
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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/

undone yoke
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No way

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Guys it happened

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It’s real

distant egret
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Sounds really cool.

shy marten
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u got me

wicked ravine
dull ore
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is this real?

crude condor
#

how is this mod's compatibility with other mods?

grim bridge
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we have no idea

crude condor
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ah kk

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ill let u know then when i end up playing it lol

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its probably fine

void agate
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grats man

past venture
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why do you have three apparatuses in your ship in the trailer

grim bridge
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I think zach found 3 apparatuses is why

tame zealot
#

Geez now this is crazy

neat harbor
#

Holy fucking shit

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Its out

polar verge
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will update If I can get more info

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no errors in console

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when removed pack works

grim bridge
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does this happen with just ooblterra and its dependencies?

polar verge
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just before I test any known or probable incompat?

grim bridge
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nothing in specific, no

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if it works on its own then ill look into your full modlist and see what might be coming up

polar verge
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works

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but let me try and land on ooble

hard lichen
polar verge
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also is there a config for the mod?

grim bridge
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WTO is meant to rely on LLL's config

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though it seems it's been having issues as of latest version?

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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

polar verge
grim bridge
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ahhhh

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Yeah, I can add a setting for that

polar verge
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or maybe make them unlockable

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either one

grim bridge
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will try to include that in the next 1-3 versions

polar verge
polar verge
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love the death theme

grim bridge
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there should be custom music based on the time of day, specifically

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when you go back outside at different times

polar verge
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since I died lol

grim bridge
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we've tossed around ideas for adding an extra track to the boombox, no promises though

polar verge
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018f55fd-2208-6050-bbb9-2c4f79c9ed25

grim bridge
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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

polar verge
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still happened

grim bridge
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been a long time coming

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I feel kinda bad youre stuck making the tools while the rest of us get to make all the fun custom content

obtuse raptor
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i've been making fun outside of LC dw 😛

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very happy you managed to get this at 1.0 man

polar verge
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if I have the option to remove the posters it bugs

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but if its off then the mod works

grim bridge
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I wonder if the code that changes the ship's poster breaks everything if the poster isn't found, then

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shouldn't be too difficult to just add a nullcheck to circumvent that, if so, but ill investigate further soon

dusty niche
dusty niche
polar verge
dusty niche
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The teleporter buttons being moved also used to cause error spam but has reportedly been fixed

dusty niche
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Like if you're using Ship Windows for example

polar verge
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omg

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lol

dusty niche
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Ship Windows has an option to move the posters so I could see a compat issue coming from that alone

stone siren
grim bridge
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dw, as stated in the Known Issues this shouldn't cause any problems

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unless it did cause any problems. in which case its a problem

stone siren
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Didn't notice my fault

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and nah didn't cause anything

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...that I saw at least

civic salmon
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just curious, can I use your new interior only without using the moon?

grim bridge
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via LLL's config, be aware it hasnt been tested in alternative configurations though

civic salmon
#

thanks for this quick response! the mod in general looks amazing so well done

chilly ocean
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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

chilly ocean
ancient depot
#

Oh my god

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The wait was so worth

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Just watched the trailer I can NOT wait for this 😍

split sierra
split sierra
past venture
split sierra
#

ahh never knew

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Because of your map I will now have to play this. 😛

polar verge
grim bridge
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Ooblterra also does so in order to make the fog get thicker as the day goes by

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ill get in touch with the mod author to see what can be done

chilly ocean
chilly ocean
grim bridge
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glad you got it working

chilly ocean
fallen cliff
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cant get this mod to work, i cant land on any moon with this on

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get these errors

grim bridge
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check for both of the previously identified incompatabilities (LethalPipeRemoval, WeatherTweaks)

#

hmm

#

do you by chance have LC_API?

fallen cliff
#

i do not

grim bridge
#

it seems this is because something else is loading WTO's asset bundles before the mod itself can

#

throw me your mod list

fallen cliff
#

profile code or just the modlist?

grim bridge
#

either or

fallen cliff
prime reef
#

and lets go Im so happy this is released

cedar hull
#

i have weathertweaks installed but cant find the sunanimatorpatch well...

Also does the interior have an LLL Config?

grim bridge
#

yep, should be called Oobl Laboratory

cedar hull
#

yeah found it now and everything seems to work

solemn raven
#

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

grim bridge
#

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

solemn raven
#

The scrap values seem insanely high though

grim bridge
#

Yeah, I plan to tweak both them and the route price ahead of next release

solemn raven
#

It gave me like 5300 when I scanned

#

Gotcha

grim bridge
#

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

solemn raven
#

Super cool stuff you got going here though! Happy to see you were finally able to drop 1.0 after so long

grim bridge
#

but its clear from feedback that I overtuned it just a bit

solemn raven
#

It’s been what…5 or 6 months?

grim bridge
#

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

solemn raven
#

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

grim bridge
#

I really thought our musician was in this server but I guess not. ill forward him your compliments

solemn raven
#

Haha, please do! Me and my bf both thought the music slapped

dull ore
#

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)

grim bridge
#

You probably wouldve been more hands on the engine side of things if your unity install, like, worked

dull ore
#

Yeah I do really wish I could have

#

I tried reinstalling unity and stuff but my shit's just cursed

crisp current
#

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

zenith nebula
dull ore
#

it's unreal

grim bridge
#

OYH is on UE5

zenith nebula
#

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

dull ore
#

IT REALLY REALLY IS!!!!!

#

it has way more tools and is so much easier to use

grim bridge
#

Unity has about 2 features that I would describe being better than unreal and every single other thing I'd give to unreal

zenith nebula
#

maybe it's better than when I used it but Unreal C++ is some real wacky stuff

zenith nebula
#

BUT MY PERFORMANCE!!!!

dull ore
#

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

zenith nebula
#

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 MyEyes

dull ore
#

oh so true i hugely agree

#

<- not a programmer

grim bridge
#

its not something I intend on repeating but I really love how quickly I can prototype and refine code without needing to open VS

zenith nebula
#

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

grim bridge
#

thats probably entirely fair actually, a lot of our UE work has been pretty linear as you know

zenith nebula
#

It's also a lot of fun making the tools for the artists to quickly iterate on

grim bridge
#

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

zenith nebula
#

Unity missing features that have existed since the source engine, classic

dull ore
grim bridge
#

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

zenith nebula
#

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

zenith nebula
#

I see it as a stepping stone up from rpgmaker for some people as well

dull ore
#

rpg maker is v good if you want to make a very specific kind of game lol

grim bridge
#

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

dull ore
#

fun fact: one of the levels in OYH is actually a doom level

grim bridge
#

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

dull ore
#

that shit is still in the final game mostly untouched

zenith nebula
#

Nice, kinda curious which one

dull ore
#

09

grim bridge
#

the only real change to it is that I made the walls a bit more

#

scraggly? yknow they have like folds in em

zenith nebula
#

Will have to peep at home, and yeah makes sense

zenith nebula
dull ore
#

i have never super messed with the new versions myself

#

only ever did VXAce

#

which i hear is kind of bad

zenith nebula
#

I didn't realise rpgm could just do 3d games till I saw Dissilusion St

grim bridge
#

I have... RPGMaker MZ

zenith nebula
#

Also Lisa that looks like a Unity game till you get into a battle

dull ore
#

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 ...

▶ Play video
#

which blew my fucking mind

grim bridge
#

onboarding MZ was pretty fuckin bad I will say but I imagine that's cuz im so used to 3D work

dull ore
#

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

zenith nebula
# dull ore i genuinely didnt know until i cracked it open if it was actually rpg maker or i...

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...

▶ Play video
dull ore
#

oh wow this is sick

zenith nebula
#

Idk what it is about that artstyle but it's crack to me I love it

dull ore
#

its v v goodf

zenith nebula
#

I really wanna try making a game with a similar style, just gotta actually come up with a game to make

solemn raven
#

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:

hard lichen
#

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 😦

grim bridge
hard lichen
#

I made the config for teraspace and black mesa

grim bridge
#

sure, just be aware im not working on it right at this moment

hard lichen
placid prism
#

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?

stone siren
#

It’s in LLL config

#

but should already be set to only the Oobl interior

hard lichen
#

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

polar verge
#

since that mod made it easier to keep track of that many

solemn raven
#

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

polar verge
grim bridge
#

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

hard lichen
#

The problem should be isolated to the Manual Planet Name List so using any other setting in the LLL config should, in theory, work

tropic spear
#

and its really scarcely spawned

grim bridge
ancient depot
#

I will now

#

Probably next week it's skyrocketed on my list thanks for the reccomend

tropic spear
wooden bobcat
#

settings > help > show dependency strings, but better put it in a txt to avoid wall of text

past venture
#

does ooblterra have any outside enemies other than ||the wanderers and the adult wanderers?||

grim bridge
#

yes, ||ghost players as well||

#

more to come in future updates

past venture
#

very nice

tropic spear
grim bridge
#

ty very much

tropic spear
#

i kept finding weird stuff as a wrench which i dont even know where its from 😭

grim bridge
#

other question I had for you, I assume you were finding all custom scrap on ooblterra? In other words, the scrap wasnt from vanilla

tropic spear
grim bridge
#

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

past venture
#

would it be possible to move the ooblterra poster as to not replace a vanilla poster

grim bridge
#

maybe Ooblterra should resist new content

grim bridge
#

a free one that's always in the shop

past venture
#

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

grim bridge
#

yeah exactly. resist it by default but then allow it if you specifically ask in the config

#

leave it up to democracy

noble yacht
#

Shoot it’s out?

#

🔥🔥

past venture
#

if the oobl lab is put on a different moon, will all the mechanics and traps and stuff still work?

hard lichen
past venture
#

ah

celest shadow
#

bit late to the party but grats on your 1.0 release :)

past venture
#

oh my goodness the dropship pillar is still there?

grim bridge
#

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||

dull ore
#

remove it entirely?

grim bridge
#

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

dull ore
#

fair nuf

grim bridge
#

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

dull ore
#

i wonder if we could make the scrap price based on the route price number

hard lichen
grim bridge
#

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

hard lichen
grim bridge
#

exactly, yeah

dull ore
#

i personally believe that games should be hostile to the player in all manners possible but I do see that

grim bridge
#

^ this here is why you're making models and not design decisions

dull ore
#

hey be fair, I did the level design for the outdoor area

grim bridge
#

why would I ever be fair to you, lazarus

dull ore
#

i take great joy in forcing the players to do janky parkour to get the fire exit

grim bridge
#

no yeah to be fair i think that was a pretty smart play

dull ore
#

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

dull ore
grim bridge
#

well good job giving away that it was purposeful. -2

dull ore
#

its over...

civic salmon
#

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

hard lichen
#

Literally like 10-15 messages above #1182523433221902376 message

civic salmon
#

oopsi and thank you for the heads up! will wait patiently

prime reef
#

can I now add vanilla enemies?

hard lichen
tight delta
#

I just noticed it released we so back

queen pasture
#

so some scrap is spawning inside impossible to reach places

wooden bobcat
#

Sorry if this was already asked, but will there be an option to turn added suits on/off?

dull ore
#

Yes

grim bridge
#

if any mod devs know what causes this I'd gladly patch it up but no amount of navmesh obstacles seems to work sadly

zenith nebula
grim bridge
#

is that really it? that sucks

zenith nebula
#

Like if that tile bit is one plane it should be divided into multiple with each area covering explicitly only what's walkable

grim bridge
#

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

dull ore
#

No fucking shot it gets done lmao

zenith nebula
grim bridge
#

that also really sucks

zenith nebula
#

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

grim bridge
#

thats what ill try doing then

zenith nebula
#

Scrap spawns are pretty scuffed in the game in general though, extremely fickle

grim bridge
#

god, what isnt

zenith nebula
#

Moons are pretty scuff free I guess, everything else has some level of jank

prime reef
#

idk but this mod gives me terarria vibes!

#

which is a good thing!

grim bridge
#

Welcome to Ooblterra! v1.0.0

#

(new version coming very soon)

jade monolith
#

:0

hard lichen
grim bridge
#

yeah, that's the plan

hard lichen
grim bridge
#

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

hard lichen
hard lichen
grim bridge
#

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

hard lichen
#

All scrap spawns on Black Mesa are a little raised off whatever surface the node is on, that should be fine

lean iron
#

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?

grim bridge
#

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

lean iron
#

alright it works thanks

kindred saddle
#

It's awesome

hard lichen
chrome valve
grim bridge
#

tried that ages ago it didnt work

shut willow
#

yoo been a while since ive been active in the server

#

congrats on the release

#

🔥🔥🔥

zenith nebula
grim bridge
#

what does it do if there isnt one, out of interest?

zenith nebula
#

actually not sure, haven't tested

grim bridge
#

I put a good few of mine up in midair assuming itd just drop the scrap down

zenith nebula
#

I think the navmesh sampling isn't bounded by range, so it'll just find whatever the closest navmesh point is regardless of radius

grim bridge
#

oh huh

#

interesting

fluid stream
#

why is there so many track suits lol

#

this moon looks sick even tho its gonna take me 5 years to get 1200 credits

grim bridge
fluid stream
#

nah its fine

#

ive gotten to like 700 in like the first quota b4 just gotta save up

grim bridge
#

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 :)

raw nimbus
#

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

grim bridge
#

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

past venture
#

if you set a moon to have the oobl lab, will it have the baby lurker eggs?

grim bridge
#

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, babylurkeregg instead of Baby Lurker Egg)
  • __ skipped because it does not allow read access is 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

solar tinsel
#

Nice. Btw can you please nerf the battery? Guranteed 800 is just too good. Or atleast give us a config perceive

grim bridge
#

OH

solar tinsel
# grim bridge OH

Wait... dont tell me - you wanted to change it to a lower value but... forgot?

grim bridge
#

no, I just forgot to put it in the patch notes

#

that should already be tweaked as of v1.0.5

past venture
#

disablign suites

grim bridge
#

oh my god

#

shhh you didnt see that

dusty niche
azure falcon
#

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

past abyss
#

what is happening

dusty niche
past abyss
#

i mean - it's not guaranteed to work

dusty niche
azure falcon
#

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

dusty niche
#

lol

hard lichen
azure falcon
#

I can send you the exact code and discuss it further in dms or here if youd like, I dont mind

dusty niche
azure falcon
#

I was planning to eventually reach out to most of the mod devs for whatever incompatability got flagged

dusty niche
hard lichen
#

Ah, welp I guess you should fix that in your post Skull

past abyss
#

I'll try to get it checked tomorrow

dusty niche
#

You're gonna make Mrov cry

#

lol

hard lichen
dusty niche
#

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;

past abyss
#

what does that have to do with anything

dusty niche
past abyss
#

🥲

hard lichen
past abyss
#

understandable

#

it's there so I can test what's not working and fix it 😆

fallen cliff
#

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

hard lichen
fallen cliff
#

this mod didnt work on release either and i reported it then

grim bridge
#

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

fallen cliff
#

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

grim bridge
#

this may be obvious but if you know how to access the mod's folder, do make sure the assetbundles are actually in there

fallen cliff
#

do you mean the LC folder or profile folder?

grim bridge
#

the profile folder, specifically inside the folder labelled Skeleton-Studios_Welcome-To-Ooblterra

fallen cliff
#

yeah its there

grim bridge
#

do you have any other mods that might disable the ship posters?

#

besides lethalpiperemoval

fallen cliff
#

i do not

grim bridge
#

id love to help any further but im not at my pc till way later

fallen cliff
#

ill send my profile code and modlist, its late here so ill be offline for a while, i appreciate the help

#

ill try to troubleshoot myself tomorrow and see which mod it might be conflicting with

zinc pagoda
#

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

unique spire
#

What are the difference between maked and Ghost player?

dull ore
#

i believe there is no difference beyond visuals

unique spire
#

I Need a guide for all this enemies ahah

grim bridge
#

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

azure falcon
#

:))))))

solid sentinel
#

Ooo

dull ore
#

oh holy shit

ancient depot
grim bridge
#

@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

zinc pagoda
#

right... right... dont have.

pure marsh
#

Is it possible to disable the suits in the mod? Because I saw there is a few too many suits because of it

fallen cliff
#

whats the issue with piperemover btw, do you need it disabled?

grim bridge
grim bridge
grim bridge
zinc pagoda
#

being unable to land anywhere. thing is, i dont have LethalClimbers installed

grim bridge
#

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

azure falcon
#

oh right whoops

grim bridge
#

hrm

zinc pagoda
#

there are others? also, away from computer for a good while today so code will have to wait

grim bridge
#

well that sucks ill do it on my pc I guess

zinc pagoda
#

so what were the other incompatible mods?

grim bridge
#

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
zinc pagoda
#

LPR it is.
also have ImmersiveScrap, but i aint worried about scrap loss

jade monolith
#

ah shit, I just readded immersive scrap to my modpack too

#

that's a rip

grim bridge
#

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

zinc pagoda
#

aye aye. thanks for yer help. hope i have time to test before i play with my crew tonight

grim bridge
#

v1.1.0 should be out within the week :)

jade monolith
#

just need to make my pack as bug-free as possible for my friends

grim bridge
#

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

jade monolith
#

ah that's unfortunate

#

ill disable immersive scrap for now I guess

past abyss
grim bridge
#

oh, alright

past abyss
#

😇

past venture
past abyss
boreal mortar
#

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.

noble cliff
#

whats the config called for this mod
i cant seem to find it

stone siren
#

doesn't exist yet

#

LLL config if you want to change interior, moon things n' stuff

noble cliff
#

ah alright thnak you

past venture
#

||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||

grim bridge
past venture
grim bridge
#

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

dull ore
#

it should proooly at least float in the front of the player instead of inside it

grim bridge
#

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

grim bridge
#

||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

dull ore
#

maybe something like this?

past venture
#

maybe ||it becomes mostly transparent when on top of you but a ghosty visual effect is placed on your screen||

dull ore
#

that could also work, would be p lightweight as well

grim bridge
dull ore
#

yeah

#

tho honestly their idea sounds a lot easier to do lol

grim bridge
#

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

dull ore
#

presumably it'd only be less transparent for the player being attacked

past venture
#

just the visual effect then to obscure it

dull ore
#

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

grim bridge
#

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

dull ore
#

can the hitboxes be messed with on that front?

grim bridge
#

I don't wanna have the hitbox in a place that doesn't match visiually, though

past venture
#

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

grim bridge
#

all I have to do is figure out unity ui stuff 🙃

past venture
#

alternatively put a clientside sphere of shader around the player's head

dull ore
#

while we're suggesting changes, maybe some visual feedback for the walkies affecting the ghosts is in order

grim bridge
#

I don't immediately agree I think not knowing makes the situation more chaotic

obtuse raptor
#

just avoid layoutgroups & animators

dull ore
grim bridge
#

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

dull ore
#

fair nuf

zinc pagoda
#

hope you dont mind, but heavily referenced your icon for this moon's "Wesification"

grim bridge
#

hell yeah welcome to ooblterra fanart :)

zinc pagoda
#

and a bit of feedback from @dusty niche, make the outdoor squishing step sounds a config option XD

grim bridge
#

if you're uncomfortable, good

zinc pagoda
#

im fine

grim bridge
#

though I'll maybe let you turn them down a little bit

#

thank you for the art though it looks cool :)

zinc pagoda
#

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

grim bridge
#

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

zinc pagoda
#

what franchise

grim bridge
#

On Your Hands

zinc pagoda
#

well ive come this far already. exception made

grim bridge
#

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

zinc pagoda
#

good nuff. welcome to the moon catalogue

grim bridge
#

hell yeah

past venture
#

i should play on your hands sometime

boreal mortar
#

While you're around, @grim bridge, did you see my message about how WTO seems to (potentially) break TogglePersonalScanner?

grim bridge
#

OH

#

let me go check that out right now

boreal mortar
#

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

grim bridge
#

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

boreal mortar
#

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?

grim bridge
#

everyone's configs have to agree or else configs get messed up

boreal mortar
#

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

grim bridge
#

I'll try routing to a different one

#

to be clear, the problem is with the scanner not working anymore, but nothing else breaks?

boreal mortar
#

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.

grim bridge
boreal mortar
#

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

boreal mortar
#

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

grim bridge
boreal mortar
#

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

grim bridge
#

no worries

ancient depot
indigo sapphire
#

This mod is amazing!

fallen cliff
#

any way to disable the additional suits?

dusty niche
fallen cliff
split sierra
#

@grim bridge
Is there a Wanderer or baby Lurker enemy in Ooblterra?

grim bridge
#

both are from ooblterra, yeah

split sierra
grim bridge
#

theyre seperate

split sierra
grim bridge
#

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?

split sierra
#

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.

grim bridge
#

understood. should be pretty trivial to change that for the next release

unique spire
grim bridge
#

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

jade monolith
#

nice!

rapid pagoda
#

Hi !
I'm looking for config options
Where can I find them for Ooblterra mod ?

grim bridge
#

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?

rapid pagoda
#

Just wanna see what is configurable
Thanks for your answer ❤️

austere lotus
#

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!

grim bridge
#

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?

zinc pagoda
grim bridge
#

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

austere lotus
grim bridge
#

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

austere lotus
#

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

grim bridge
#

strange. might indeed be another mod

#

did you test with ooblterra on its own?

austere lotus
#

i will actually! just to make sure its not a mod causing this fog
just waiting to get back home hehe

austere lotus
#

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

grim bridge
#

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

dull ore
#

Tbh this fog just about matches my experience too

grim bridge
#

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

austere lotus
#

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

grim bridge
#

no worries, glad to hear youre enjoying the mod :)

dull ore
#

Dw I am also very [normal] about all my model and texture work being obscured by fog 😁

grim bridge
#

hey laz ill make you a deal. redo the terrain mesh to be bigger and ill reduce the fog

dull ore
#

I'm joking I like the fog lol

#

I'd prefer that over the terrain being bigger even tbh

grim bridge
#

yeah I wasnt gonna reduce the fog either

dull ore
#

LMAO

grim bridge
#

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

dull ore
#

If we ever do a second moon tho I'll make it bigger

grim bridge
#

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

dull ore
#

The huh

grim bridge
#

im not telling you it in public thats potential spoilers

dull ore
#

Tell me in private then

grim bridge
#

im not telling you in private im lazy

dull ore
#

No I'm lazzy

grim bridge
#

-2

dull ore
#

My bad

zenith nebula
grim bridge
#

one of my friends would kill me

dull ore
#

Goes hard tho

#

BUGELFISH

grim bridge
#

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

zenith nebula
#

Nobody can go to it cuz it doesn't exist

grim bridge
#

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

polar verge
indigo sapphire
#

Honestly if I were to change one thing about the interior, it's the amount of red being used.

grim bridge
#

well... strictly speaking, you can change that...

zenith nebula
zenith nebula
#

I'd like to do a new interior if someone else does the modelling

indigo sapphire
grim bridge
#

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

indigo sapphire
#

Yeah I know. A bit of a skill issue on my end. Been going in blind.

grim bridge
#

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

indigo sapphire
#

The planet itself gives me a PS1 era game level.

grim bridge
#

thats about what we went for, Quake in specific was a big inspiration for me. though obviously with a way broader color palatte

dull ore
#

For me half life 1/black mesa was the biggest pulls.

grim bridge
#

^

#

lots of xen too yep

dull ore
#

Pikmin as well motivated a lot of the creature design

#

Gallenarmas in particular are p inspired off Mamutas

tropic spear
zinc pagoda
#

hotbarplus and reserveditemslots

past venture
#

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||

grim bridge
#

kept the mesh renderer material the same

past venture
#

excellent, thank you

grim bridge
#

actually, I unchecked "mesh renderer" on the 'eyesfilled' object

stable walrus
#

How do you avoid ||ghost leviathan lookin thing||

grim bridge
stable walrus
#

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

grim bridge
#

you indeed can't scan it, the first time it attacks on a save file you will automatically receive its terminal data

stable walrus
#

alright I just didnt check the terminal my bad

grim bridge
#

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

stable walrus
#

I play with 120 mods so its hard to keep up with everything

grim bridge
#

fair enough