#Welcome to Ooblterra! v2.0.0

1 messages Β· Page 7 of 1

grim bridge
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I originally did it the way it was done because leaving the scan node on the ghost would cause him to have collision issues

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but i'll try and find a workaround for that

stable walrus
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Do areas get entirely cut off if a falling door drops all the way?

grim bridge
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essentially, unless the fire exit's on the other side

stable walrus
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they drop so fast, I usually play with 5 people and we run around like crazy

grim bridge
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the idea is to force you to split up

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they do scale to the number of players but I guess I can play around with the scaling

stable walrus
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We do often split up unintentionally and even just 2 or 3 people running in and out grabbing stuff or running from something and it still feels like we just lose access to a bunch of the interior

grim bridge
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ill try playing with the way it scales then

stable walrus
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sounds great, other than those pesky doors we have loved everything

grim bridge
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:)

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It's hard to decide what to make a config option and what to just outright change sometimes

stable walrus
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Did the moon price recently increase?

grim bridge
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yep, from 1200 --> 1700

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in v1.0.5

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but that can be configured through LLL

stable walrus
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That has discouraged us going more because we barely ever get more than like 1200

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Really due to the doors always closing off paths

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(and because the enemies are scary) but we all have over 150 hours youd think itd be easy

grim bridge
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Ooblterra was absolutely designed as an endgame moon so it kicking your ass at least at first should be expected

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a lot of the design was made to be learned as you revisit

stable walrus
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That’s absolutely fine just needs some small adjustments for it to be viable for us (like the doors, respectfully they kick my ass the most)

grim bridge
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yeah understandable

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I'll probably leave the price of the moon the same because of how valuable the haul can be once you get it down

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and again you can always config it via LLL

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but the doors thing should be pretty trivial for me to change

stable walrus
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Would be more work but make the door destructible via shovel after it drops down all the way?

grim bridge
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one of the ideas floated during development was making it so that the doors have terminal codes that you can use to either pause their closing or reopen them temporarily

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If I were gonna change them mechanically that's probably the route I'd go down

stable walrus
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I cant speak for other groups of people but recently we stopped having a designated ship person and just all go in, I think we could live with returning someone to that position while at the moon though considering its value

grim bridge
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Hmm

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I could also tie it to the apparatus replacement actually

stable walrus
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after 4 or 5 visits, 15 days or so, I dont think ive seen the apparatus yet or just havent noticed it standing out

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could be bad luck

grim bridge
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it's definitely not as straightforward as the apparatus in vanilla is

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the object itself is called a Charged Battery but you have to figure out what to actually do with it

stable walrus
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I have found it but didnt figure out what to do with it yet

grim bridge
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funny enough so far it seems the only people to have found it are a group of japanese streamers

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documented, anyway

stable walrus
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haha thats funny, oobl is definitely not as straightforward as the base game but thats not bad at all just about everything is amazing

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I talked in this channel back in early december I was waiting for oobl and its better than I anticipated

grim bridge
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been a long time coming

rancid field
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Since WTO is based off of a puzzle game we inevitably had a lot of that puzzle game DNA inside WTO itself

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Also Skull likes making people figure things out

dull ore
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Consequently in that light we decided the next update will make the game harder to install

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There will be extra steps involved that will NOT be in the readme

grim bridge
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Laz I'm going to make an update to your fingers that makes it harder for you to use them

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(I will be sawing them off)

rancid field
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metal gear solid 5

split sierra
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@grim bridge
Is this correctly Default?

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Because I think it is not. πŸ˜›

grim bridge
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all of that seems correct, yeah

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Baby Lurkers will not show up on this list because theyre spawned via the eggs, which are map hazards

split sierra
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Same with the Gallenarma?

grim bridge
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? Gallenarma is at the bottom of the first list, isnt he?

split sierra
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oh yeah I am blind

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So do the Oobl Ghosts come in from outside? I could have sworn I saw one inside the interior.

grim bridge
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they spawn outside but since they have no collision they can go anywhere

split sierra
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πŸ‘

grim bridge
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strictly speaking they spawn outside and are immediately sent 1000 units below the map

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you can put them on literally any list and they should work though

split sierra
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How do the Ghost Players differ from regular Masked?

grim bridge
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just cosmetic

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and also obviously they spawn by default outside instead of inside

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theres actually 2 other ways to spawn them in but in terms of how the enemy itself functions its pretty much identical

split sierra
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Roger. Glad to know this is as it should be. I had to add this JIC some mods tried to Inject themselves, or well their enemies.

grim bridge
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WTO's next update will include a config option to address that, fortunately

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give the player the option to restrict the moon/interior's enemy roster to only the WTO ones

split sierra
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Yeah its funny. I am usually trying to do the opposite. But Oobl is so different I cannot really see many of the enemies or even modded enemies fitting there.

grim bridge
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I really wanted it to have its own identity and it appears I succeeded on that front

split sierra
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As soon as I release this pack I can actually enjoy playing it and not picking at things and testing it. πŸ˜›

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I swear I have only seen like 3 room tiles.

grim bridge
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definitely let me know what you think when you play it for yourself :)

split sierra
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Yeah

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How will this work if it loads in as a interior for another moon.

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Shit.

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I never thought of this.....

grim bridge
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there's two settings; Force WTO enemies on 523 Ooblterra and Force WTO enemies in Oobl Lab

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the former is for the planet and the latter ties the enemy list to the interior

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its a little hard to work around due to the fact that lethal company's enemy/hazard lists are on the moon and not the dungeon. idk why zeekers did it like this

split sierra
grim bridge
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the former overrides the exterior and the latter overrides the interior

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theres also an option called "append" that simply ensures they always spawn but lets the other enemies appear on the list

split sierra
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Let's say Oobl labs appears on Experimentation. What would happen?

grim bridge
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If ForceWTOEnemiesInOoblLab is set on, the interior will only spawn gallenarma, eyesec, enforcer, etc. the outside will still have eyeless dogs, sandworms, what have you

split sierra
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dangit

grim bridge
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if its set to append, it will spawn all those enemies, but also have a chance to spawn the normal interior enemies. hoarder bugs, snare fleas, etc

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along with any modded enemies who automatically add themselves to all moon enemy lists

split sierra
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Is there any way to force the exterior enemy spawns?

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Or append them at a high weight?

grim bridge
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I could, in theory. I havent actually written these settings completely, so I can change them based on what modpack authors need

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I just thought itd be odd for the ooblterra exterior enemies to be on non-WTO moons

hard lichen
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I think adding a setting for outside enemies if it's oobl labs is a good idea

hard lichen
split sierra
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You could also make all the enemy spawns from the exterior, interior spawns if the interior is loaded on another moon.

grim bridge
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hmm

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tell you both what, I'm gonna workshop something, ill ping you both and see how you feel about it

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once the concept draft is done I mean

hard lichen
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Honestly what you sent me before would be perfect for interior enemies, outside enemies, and scrap

grim bridge
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its a good start but it doesnt give modpack creators as much control as id like

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again its a quirk of how enemies and hazards and scrap are tied to moons and not interiors. I get why zeekers did it like that but I kinda wish he didnt lmao

hard lichen
grim bridge
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of checking the loaded interior? it does work, its more that its hard for me to conceptualize things with the current setup

hard lichen
azure falcon
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see if they work for what you need

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hi this is still skull im on my alt and forgot again

hard lichen
azure falcon
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Well, I'm writing this now because I want to make sure everything I have written down is everything that you guys need, before I go and actually implement all of this stuff

azure falcon
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what's it missing?

hard lichen
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I forgot about the other accountπŸ˜…

hard lichen
azure falcon
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For everything, not just the scrap

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I'll probably just add a 3x modifier to the base values

hard lichen
azure falcon
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if youre both good with what's outlined here I'll commit to writing it over the next few days and push it hopefully by the end of the week

hard lichen
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For the footstep sounds it could be nice for volume adjustment along with the option to switch it

azure falcon
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I was just planning on making a quieter version of the sound effect because I didn't want to have to mess with adjusting the volume of the player's footstep sound

azure falcon
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as far as I can tell, unity doesn't let you adjust the volume of a sound like unreal does, only the source of the sound

hard lichen
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It is a touch too loud imo

hard lichen
azure falcon
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Oh for real? i figured I was the only one with this problem

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I blame LC for not having proper sound class controls set up

hard lichen
split sierra
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Custom Hazard Moon List - βœ…
Bind WTO Hazards to Oobl Lab - βœ…
Bind WTO Inside Enemies to Oobl Lab - βœ… (On Append I would like to specify the weights per moon)
Bind WTO Outside Enemies to Oobl Lab - βœ… (On Append I would like to specify the weights per moon)
Bind WTO Daytime Enemies to Oobl Lab - βœ… (On Append I would like to specify the weights per moon)
Force Configured Monster Lists on 523 Ooblterra - βœ…
Scale Scrap By Route Price - ❓
Force WTO Scrap in Oobl Lab - βœ… (On Append I would like to specify the scrap and weights per moon)

hard lichen
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The scaler I would never personally use. the value should just follow whatever the moons value is I'm pretty sure

azure falcon
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wow ok my explanation listed on the wiki is actually pretty bad. Scale Scrap By Route Price simply makes it so that whatever your route price is for 523 Ooblterra, the scrap value spawned there will adjust to match. So for example if you set the route price to be 10% of the default, the scrap value will be 10% of the default

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this will only affect 523 Ooblterra and only WTO's custom scrap

azure falcon
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I mostly added it for players who want to be able to go to the moon immediately

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this prevents it from being completely unbalanced if you choose to do that

hard lichen
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I never see player customization options as a bad thing. I'd say that's fine πŸ™‚

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Better description is needed on the wiki page I think

split sierra
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I will leave you to cook on the footstep sound.

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If you are going for the system that is already in place and not a slider or manual value entry. I would prefer more variable volume options added to the list. Max, High, Med, Low, and Disabled Options.

azure falcon
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You said that on append you'd like to specify the weights per moon. I'm wondering how I'd go about doing that. Maybe whatever your settings are for 523 Ooblterra in LLL can be applied to all moons?

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so for example if you set gallenarma:500 on 523 Ooblterra (in LLL), and you set Bind WTO Inside Enemies to Oobl Lab to AppendWTO, gallenarma's weight will be 500 on all moons that spawn the oobl lab

split sierra
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You would probably have to do it the way LLL does it. yes

split sierra
hard lichen
azure falcon
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should WTO's config instead include its own list, then?

split sierra
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other moons can very drastically in total spawn weights.

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Some moons have a total spawn weight of 100, others 1000.

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so adding 50 here or there can completely overthrow a moon's balance, or do nothing at all.

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WTO Only and UseMoonDefault are easy.

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AppendWTO is soooo not

azure falcon
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damn I knew mod compat would be a headache but wow

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Alright well I do have to at least warn that if im undertaking something like this, I will probably have to push features like this past the 1.1.0 release

split sierra
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oh for sure.

azure falcon
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ill include the more basic config options in 1.1.0 (suits, footstep sounds, etc) and then these more complex ones in a later version

split sierra
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I would drop WTOOnly and UseMoonDefault. Then add AppendWTO later

hard lichen
split sierra
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That way users/modpack creators have something to work with now.

azure falcon
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for now in 1.1.0, the settings that start with Bind will probably be either true or false I suppose

split sierra
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I just realised I did not type WTOonly. and just corrected that haha

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The large amount of the player base will be using the WTOOnly option anyway, only the top 10% that are modpack creators and number crunchers are going to use the Macro Control that AppendWTO provides.

azure falcon
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that's entirely fair yeah

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total suffering from success moment here that this is only such a headache because of how much WTO adds

hard lichen
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I really want the scrap append for wesleys moons πŸ˜…

azure falcon
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I could totally keep the enum as I currently have it configured and add the more fine toothed control in a later version, I suppose, if that'd work better for ya

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ill go back to my original plan of having this as an enum and then if you choose append, there's just a simple numerical value that changes the multiplier for it

split sierra
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Why does Blank moon only spawn this enemy now!

hard lichen
azure falcon
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You could be right. Maybe I'll put these settings in a group called "Modpack controls" or something so it's clear to players that's what its intended for

hard lichen
split sierra
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Hopefully?

hard lichen
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Getting Oobl enemies on Oobl interior should make sense

split sierra
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Basically you would need a blurb saying BEWARE this can imbalance Monster Spawns. If you have this problem turn this feature off!

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For the Append

hard lichen
split sierra
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I am going to change mine to WTOonly or I will have sinks, batteries, and oil tanks spawning in there haha

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Ahh but emergency dice...

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and other item mods...

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hmmmmmm.

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This is a me problem I will have to work out lol

hard lichen
split sierra
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My brain hurts

hard lichen
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Aka I wanna find wesley scrap if I get Oobl Labs on a wesley moon

split sierra
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πŸ€ͺ

hard lichen
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Oobl Lab is the interior, Ooblterra is the moon

split sierra
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no more think

azure falcon
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giving YALL a headache and you dont even have to program it in lmao

split sierra
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hahaha

hard lichen
azure falcon
split sierra
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I had Mrov look at my chaos. I asked him what would be harder. He said he would take coding any day. πŸ˜›

azure falcon
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or even just one "force configured settings" config

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this problem is really just a consequence of the fact that custom scrap and monsters and hazards add themselves everywhere

azure falcon
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I don't begrudge them that, they kinda have to, but

split sierra
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πŸ€·β€β™‚οΈ

azure falcon
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I wish I could have this setting apply to map hazards too, but LLL doesn't actually have config settings for that

split sierra
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Hey it was all good until it wasn't

split sierra
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Anyway. Back to spreadsheets

old night
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Is there a config? I could have swore there was stated to be a setting to disable the suits

grim bridge
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one's being added in the 1.1.0 update at the end of the week

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but not currently, no

old night
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πŸ‘

past venture
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thank you, this worked! except for that the mask's glowing eyes still appear while attacking the player

grim bridge
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try this, @past venture ? you'll have to do it on both of them

past venture
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should i set the mesh filter to none for them too?

grim bridge
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yeah, try that

rapid pagoda
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Hi !
Can Ooblterra scrap, interior and ennemies spawn on other moons ?

grim bridge
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not by default, but this can be adjusted via LLL's config settings

rapid pagoda
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Can I do it with LethalQuantities ?

grim bridge
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that im not specifically sure about

rapid pagoda
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I'll try then
Thank you ❀️

olive atlas
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Is there any consideration towards improving performance on this moon? The moon itself brings me down from like 130-140 FPS on a vanilla moon to around 60FPS on this moon in singleplayer; multiplayer might bring it to its knees.

The interior doesn't appear to have any planet weightings in the LLL config, and the moon does not seem to have a defined internal weighting for any interiors (according to LLL's "simulate" terminal command, anyway). If that is the case then it means that your custom interior will not appear on Ooblterra in new installations. If you do have weightings set up, then it means your moon is not playing nice with LLL's "simulate" command, which is something you should look into

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I only tested two rounds but both brought me to the vanilla factory interior, which I'm assuming is the game falling back

polar verge
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but never reall cared as long as it was over 50

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so that may just be me

olive atlas
# polar verge 60 fps is just fine imo

When the game regularly runs at twice this framerate for all of my friend group and we have monitors actually capable of showing the difference, it really isn't

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the moon is reducing performance over the vanilla game by 2x

polar verge
olive atlas
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Modded moons are obviously going to be heavier but there's an extent where you need to optimize

olive atlas
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game has an uncapped framerate option

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I'll also mention I had a similar issue with Cosmocos from Wesley's moons pack where it ran at 80 FPS in singleplayer which is acceptable if not low, but when I routed there with my friends ALL OF US immediately dropped to 40FPS and it never went back up till we left

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So if this moon exhibits the same behavior with a few players then that's bad

polar verge
olive atlas
polar verge
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strangely

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running 175

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semi stable 50-80 fps

olive atlas
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I'd be crucified if I let my pack FPS get that low lol, so mods that do stuff like I mentioned are immediately removed in my testing

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I can't use this mod till the performance is improved

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It's not like I have a weak computer either, I have a 13600K and and a 4080

polar verge
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50 is fine for adverage gameplay if there a shit ton of mods

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ove optimized as best I can

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but with a mid pc there is only so much I can do

olive atlas
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I don't think it's FPS obsessed to want the game to run well, we all have good computers so having our framerate chopped into a third is going to feel like shit yes

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Quality content is good and all but if it significantly kneecaps game performance then there's a point where you need to step back and address that, because what you're doing is too far out of scope of what the game is designed for

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And that's why I posted, to ask if they're looking into it. If they aren't then that's fine, I just won't use the mod. They're not obligated to do something they don't want to of course

obtuse raptor
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I

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ok discord

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@grim bridge not to put you on the spot but would be very curious on seeing the project in regards to the performance concerns ive seen people have

dull ore
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Performance issues are mainly due to to the program he wrote that fills your entire hard drive with pictures of the wanderer in 0.23 seconds afaik

obtuse raptor
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ahhhh

dull ore
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Removing this is non-negotiable so I'm afraid performance wont be improved

grim bridge
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unless its something to do with my assets

obtuse raptor
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nah it would be scene/asset related

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likelty

grim bridge
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internal testing definitely has no issues with performance

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we also only ever play on clean profiles, so

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if you want to look at the assetbundles i can invite you to the repo we have for the unity project

dull ore
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We also dont have any >60 monitors on the team tho i think

grim bridge
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i do

obtuse raptor
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i mean i can download the assetbundles, i assume you mean the project tho πŸ˜›

grim bridge
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I run in 144hz

dull ore
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Ohhh gotcha

grim bridge
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via nomnom's setup, everything that's in the resources folder

dull ore
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I am personally morally opposed to any monitor with greater than 1080p resolution and 60 hz

obtuse raptor
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1440p ultrawide 144hz monitor go brrr

dull ore
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I'm mostly joking but ultrawide actually does drive me nuts

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I'll never understand it

obtuse raptor
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is the main surface still like a single mesh?

grim bridge
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the terrain itself is two meshes

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the hills on the outer bounds and then the walkable squishy floor

dull ore
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The mountains aren't seperated?

grim bridge
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the platforms and stuff are their own seperate meshes

grim bridge
obtuse raptor
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mhm

dull ore
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No I mean from each other

grim bridge
obtuse raptor
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have you done a static object pass? i know oobl from a unity game so dont know how unity optimisation pilled you are

grim bridge
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to be clear, you're having performance issues even when not routing to ooblterra? have you enabled ooblterra's custom enemies on vanilla planets, or?

grim bridge
obtuse raptor
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uhh on all your moon objects, primarilly collider/renderer ones have them marked as static

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in top right of inspector

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usually people do this for baked lighting but it lets unity know to combine them on scene build + ignore them when considering any phyics based collisions

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can be pretty notable on certain setups

obtuse raptor
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eg assuming your floor mesh is never gonna like move, Unity knows to never see if it needs to when a physics collision occurs with it (eg. walking on it)

obtuse raptor
olive atlas
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13600K 4080 32GB 6400MHz

grim bridge
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Oh I misunderstood your wording

obtuse raptor
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odd

grim bridge
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in vanilla you're at 130+ fps and on ooblterra you're at 60

olive atlas
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yES

grim bridge
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I assume routing to vanilla planets with the mod installed is fine?

olive atlas
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Sorry, had caps lock on

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the vanilla estimate was with the mod installed, I'm under the impression there isn't an FPS impact beyond the moon itself

obtuse raptor
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@olive atlas its more of a vibe check but if you had to guess do you think it's fidelity related? eg. it seems to maybe shift based on viewing angle and etc.

olive atlas
grim bridge
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By default, all of Ooblterra's additions are restricted to the moon, but I wanted to check make sure I wasn't accidentally doing something silly like running a FindObjectOfTypeAll on an update or some such

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that'd affect you no matter what or where

obtuse raptor
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where are you using that anyway

olive atlas
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I've seen nothing that would lead me to believe there's a performance impact other than on Ooblterra itself, although I did only minimal testing

obtuse raptor
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and yeah chuck me a repo invite i can peep πŸ‘

grim bridge
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i don't know why I put it there

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but I shipped it

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whoops

dull ore
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Gave him sentience at the cost of performance...

grim bridge
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I'll look into it, don't expect much in the next update but maybe subsequent ones

obtuse raptor
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would you rather i nitpick stuff in here or dms

grim bridge
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dms I suppose

olive atlas
grim bridge
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I wanna get back to playing LC with my friends lmao

grim bridge
olive atlas
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Sure give me a few

olive atlas
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018f7f8d-031f-b70d-e812-b8ee241078cd

solemn raven
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May it rest in price, the thing broke recently

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imo Lethal looks wayyy better in ultrawide

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It’s a lot more immersive when you play

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Also it’s great for productivity

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Portal with RTX looks insane in ultrawide

olive atlas
solemn raven
grim bridge
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man I wish portal rtx wouldn't refuse to open on my pc

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it just get stuck infinitely loading

solemn raven
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oh let me find the screenshot of what happened when i first tried to run it ultrawide

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it wasn't happy, to say the least

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i changed the resolution and this happened

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lmfao

grim bridge
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that looks like a fuckin vincesauce corruption

solemn raven
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Right?!

obtuse raptor
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@olive atlas not to speak for skull but found something that should hopefully improve performance pretty notably when it gets changed

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🀞

olive atlas
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here's hoping, thanks for your work

rancid field
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Heads up

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as far as I can tell, some issue with the new version of LLL (1.2.3) stops you from being able to leave the company building @grim bridge

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Pulling the lever will result in the lever saying Waiting for ship to land indefinitely

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Looks like you'll have to downgrade to 1.2.2 for everything to work

kindred saddle
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I've totally had this happen before and you just have to wait like 2 minutes for it to work lol

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I mean I'm assuming it didn't repeat of course

grim bridge
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others are reporting it in the LLL thread so I assume not

kindred saddle
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Fair enough

raw nimbus
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figured i’d share my brutal company observations here

grim bridge
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does brutal company have any sort of contingency to make inside enemies work outside? because none of WTO's monsters have code for that, im surprised the gallenarma functions outside at all

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the enforcer not working makes sense and I should probably go add a contingency for that. His code expects "hide points" to be defined that are a specific class that only exists in the Oobl Lab... I'll probably make it so if none exist in the map, he'll just use the AINodes instead

raw nimbus
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gallenarma was definitely working, i don’t remember if i let it kill me but it was following our sounds and everything

next glacier
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rather than just plonking them outside

polar verge
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Does anybody know what teh oob interior is called in lethal quantities?

grim bridge
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not sure about LQ but its either Oobl Lab or Oobl Laboratory internally

polar verge
hard lichen
polar verge
hard lichen
grim bridge
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oh wow it uses the flow name instead of the extendeddungeonflow name

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yeah thatd be it then

polar verge
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XD

hard lichen
polar verge
hard lichen
polar verge
hard lichen
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Nevermind I can't count lol

polar verge
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although oob's is gonna be only on 2 moons

hard lichen
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My pack has everything on that list balanced on like 65 moons. Spreadsheets help a lot lol

polar verge
hard lichen
solemn raven
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It makes things so much easier

polar verge
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cause thats how I add them usually

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mainly gotta go to starlancer 0

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cause idk what it looks like

hard lichen
olive atlas
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I’ve been there and yeah that fits

polar verge
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kinda like art

olive atlas
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All on the exteriors

polar verge
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thx

unique spire
#

Just asking how am i suppose to survive against the oobl ghost i have checked the bestiary but i don't understand it

grim bridge
unique spire
#

Ok

#

Thanks

past venture
#

does ||the oobl ghost have a delay between attacks?||

grim bridge
#

||Yes, scaled by the number of ghosts currently attacking||

#

||Thinking further, I've seen plenty of scenarios where someone has put a battery in the machine and they get spammed by 2 or 3 ghosts in a row and then everything goes quiet. So I might actually make this value stepped instead. Increments of 10 or 20 instead of increments of 1||

red spear
#

how would one open the door-

#

like the really big one that closes

#

and cant be opened

grim bridge
#

right now there's no way to open them after they close

#

in the next version, 1.1.0, there will be one way. It'll be related to the apparatus replacement

red spear
#

got it ^

red spear
grim bridge
#

||every time a player walks under it, it moves a little further down||

manic gorge
#

hi, is there a way to deactivate custom suits?

grim bridge
#

will be included in the next update coming either tomorrow or sunday

manic gorge
#

Okay, ty for your quick response :D

steady ingot
#

Hello, I have a question about Ooblterra, but does anyone else have a problem where when you enter the dungeon you only find shovels?

grim bridge
#

this is a problem that will happen if you enable config options for 523-Ooblterra in LLL's config

#

a fix for this is coming in the next version today or tomorrow

steady ingot
prime reef
#

it would be cool if there was a lower tier moon thats worse than ooblterra, but has the same interior and enemies

polar verge
#

gonna rework a pretty generic moon that I had on there

past venture
polar verge
prime reef
#

it needs to be alien like

polar verge
#

but not perfect

prime reef
#

problem is the assets mainly

#

it needs oobls assets

#

if I can find simaler looking assets then I can maybe make something

polar verge
prime reef
polar verge
#

also the ghost masked varient

prime reef
#

ig

#

but low poly assets arent the same as oobl

#

oobl has that iconic n64 geomotry

polar verge
prime reef
#

I could def hit the thematic part

grim bridge
#

no promises, and definitely no promises of anything anytime soon, but OYH features several distinct outdoor environments and WTO only pulls from one of them

#

honestly, my biggest problem is how to justify it in the terminal. Because WTO doesn't land you on a moon, it lands you on the planet itself

#

so the terminal names might have to be some silly shit like "Ooblterra 1, Ooblterra 2, Ooblterra 3"

dull ore
#

could prolly just name them like, "Ooblterra, FAS Lab" "Ooblterra, x"

grim bridge
#

more on the biome than on the interior but yeah I suppose

#

"Ooblterra - Tentacle Plains", "Ooblterra - Lurker Hive", "Ooblterra - Outskirts"

prime reef
obtuse raptor
#

i can give you some notes on how you could solve that

polar verge
grim bridge
obtuse raptor
#

LLL is setup in a way where you could have a keyword that has a custom moon list

prime reef
grim bridge
obtuse raptor
#

yeah

grim bridge
#

Oh, right, doesn't LLL support that as well

obtuse raptor
#

the scene stuff? yeah

prime reef
#

One is random. One is not

grim bridge
#

that might be what we go with if we decide to spawn the Oobl Lab on all of them

obtuse raptor
#

the custom LLL moon list stuff isn't directly supported for like mod authors to easily play with but you know how to program so you'd be mostly fine

grim bridge
#

makes sense

obtuse raptor
#

tldr the moon catalogue is basicially a list of lists, each gap in the list is the next list

polar verge
#

Maybe having diffent props kinda like Wesleys has could make them feel for different

obtuse raptor
#

you can switch it out

dull ore
#

anyways on my end i'll say i dont hate the idea of doing a new moon

#

but not soon prolly lol

grim bridge
#

given what's going on with skeleton studios I doubt there'll be much particularly major happening anytime soon for this mod. If I have free time to throw at the Yagullf or Hunter Bot I'll do that, but the biggest issue is most people will be too busy for testing

#

maybe future enemies will be community tested, that might be exciting

iron trout
#

How do big wanderer boys get countered?

#

Because they appear to be spawning regardless I hit the small ones or not and that was my previous hypothesis

#

So how do I counter them or defeat them or whatever?

grim bridge
# iron trout So how do I counter them or defeat them or whatever?

||Adult Wanderers will always spawn if the player kills a Wanderer, but will also rarely spawn naturally much later in the day. They have a very short vision range and vision cone, and can be avoided by keeping your distance. They can be stunned with zap guns and killed via shovels/56 shovels/knives/shotguns||

iron trout
#

thamk :3

#

Also what the hell is a 56 shovel-?

#

Do you mean 56 shovel hits or?

dull ore
#

It's a shovel with 56 written on it

grim bridge
#

custom wto scrap

grim bridge
#

actually

#

a couple of the pictures are missing but I might as well share this now

#

WTO now has a fully documented wiki section for reference on its monsters and mechanics

#

let me know if there's any missing information or typos, the latter of which im sure are numerous given my track record

willow belfry
#

The game crashes when the baby lurkers spawn out from the egg. Any particular ideas? Cant check the console log cause it closes completely with the game when it happens

grim bridge
#

see if that helps

#

other than that, I'd posit a mod incompatability. In particular, maybe something that messes with enemy spawning or AI pathfinding if I had to guess

willow belfry
austere lotus
# willow belfry The game crashes when the baby lurkers spawn out from the egg. Any particular id...

By any chance do you have the mod "Everything can die" mod?
Probably not, but I wish to share my experience in case it's the same as you, see having that mod generates an explosion every time an entity dies however the spiders all count as individual entities so when they die they explode and that's a lot of explosions in a row. Which caused my game to crash when I went to WTO.
So I had to go into ECD config and put "false" on the explosion generation and that fixed it for me.

willow belfry
unique spire
#

Guys how do i generate ooblterra configuration?

polar verge
#

next update

unique spire
#

Oh ok

grim bridge
#

depending on what you're after you can try accessing the LLL config

unique spire
#

Because i was reading the Wiki and i wanted to let ooblterra traps and scraps spawn on other moons

grim bridge
#

Oh yeah, that wiki is written for 1.1.0, which is coming out very soon

unique spire
#

Ok cool thanks

grim bridge
#

Welcome to Ooblterra Release Version [1.1.0]

Go Con-figure

ADDED

  • Ooblterra now has a custom config! A full list of options can be found and explained on the wiki (see below).
  • Welcome to Ooblterra's Thunderstore page now has a Wiki section! This wiki provides detailed information on WTO's new features.

MOD INTEGRATIONS:

  • 523 Ooblterra now has LethalRichPrecense integration (thanks Mrov)

CHANGED

  • Oobl Laboratory lights being turned on and off is now percentage based: Every time the Oobl Lab spawns, a random percentage between 40% and 80% of lights (in increments of 10) will be turned off. Effectively, some visits will be a hell of a lot darker than others.
  • Tesla Coils now turn flashlights and walkie-talkies back on when players exit their range, if they were turned off by that Tesla Coil
  • ||The Machine|| now spawns more two-handed scrap than one-handed scrap
  • Shutter Doors now have a higher upper bound for sake of bigger lobbies
  • ||Powering on the Machine|| now raises all shutter doors
  • Monsters no longer respect the high ground and will chase you onto/attack you on tables and desks
  • Gallenarma, Baby Lurkers, and Oobl Ghosts have had their Bestiary entries changed
  • Oobl Ghosts now have a unique message when 'scanned' (when first attacking any player on a new save file)

FIXED

  • LLL's 523 Ooblterra config no longer causes 523 Ooblterra to spawn only shovels on some clients
  • Baby Lurker's scan node (note: not normally accessible) now has his name
  • Bear Traps should now be properly synced across clients
  • Time of Day music now always plays when landing on Ooblterra
  • Enemies will now ignore the Y axis when checking if a player can be hit
  • Addressed an issue with Gallenarma getting enraged repeatedly (likely related to when players hid on tables)

MOD COMPAT FIXES:
BetaWeatherTweaks (thanks again Mrov)
LethalPipeRemoval
ImmersiveScrap (is now less likely to override Ooblterra's custom scrap)

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)
  • Enforcers will not enrage if looked at by a crouched player

MOD INCOMPATABILITIES

  • 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. The next update will likely take a while, but will feature massive optimization improvements and deeper config options for modpack authors.

past venture
#

very epic

#

||does the machine power on all lights that were previously turned off?||

grim bridge
#

||yep. Every light in the facility turns on and turns white||

tropic spear
#

they add more slots?

zinc pagoda
#

yes

grim bridge
#

Welcome to Ooblterra! v1.1.0

unique spire
#

What Is the right configuration to let ooblterra scraps and map hazards spawn on other interiors and moons?

grim bridge
#

for the scrap, you simply have to put the name of that scrap in that moon's scrap list

#

so for example, Hand Crystal:100 on experimentation or some such

#

for the map hazards, that's an upcoming feature for the more in-depth config

#

bit of an effort to actually figure that part out

unique spire
#

Ok thanks

polar verge
grim bridge
#

on v1.1.0? odd

#

the setting youre replying to is in LLL and not WTO but you should see WTO's config at least

polar verge
#

didnt know it was called WTO

grim bridge
#

i dont actually know where it pulls the name from

past venture
#

noticing alot of flickering lights at certain angles in the lab

cold flare
#

Oh cool i mglad we can config the traps now, i have a friend with aranophobia so we havent been abel to sue this mod cuz of the lurker eggs so happy fer that ability \o/

grim bridge
#

for the record, baby lurkers also support arachnophobia mode

#

but someone in another server flagged that it still freaked them out which is the primary reason i added it

grim bridge
#

persistent problem that I keep thinking is fixed

past venture
#

don't have a video, but i was testing the oobl lab on another moon. it was MASSIVE, far bigger than on ooblterra, even with the dynamic dungeon size restriction enabled. maybe it hit a light limit.

#

what is ooblterra's map size multiplier by the way

grim bridge
#

0.6x by default I think

cold flare
grim bridge
#

oh if the noises are the problem I can probably also make it so that changes via the toggle setting

#

baby lurkers don't have webs so that shouldn't be an issue. i guess unless the egg sak freaks them out

cold flare
#

nod the eggs wouldnt i dont think but the appearance and sounds would

grim bridge
#

got it yeah I'll actually just make a note of replacing the sound

#

in the vein of the visual, im tempted to just record a very short voice clip of me saying "spider" and make that the walking noise for arachnophobia mode

old saddle
#

setting up my lethal quantities what ooble enemies go inside and which ones go outside?

grim bridge
#

strictly speaking, Oobl Ghosts can spawn in any place, but the others are pretty hard coded

polar verge
grim bridge
#

it's how LC works; outside enemies use the outside AInodes and inside enemies use the inside AInodes

#

if you have one of those mods that changes that, it might be irrelevant? it might not, I've never tested it

polar verge
#

I get it

#

I think Starlancer enemy escape makes them work with both but id have to test

#

as it lets you do it with most modded enemies

stone siren
#

I would assume Starlancer's AI does that and not EnemyEscape itself lol

boreal mortar
#

What's so special about the 56-Shovel anyway? Is it any different from a normal shovel?

grim bridge
#

||3x damage at a cost of higher weight and a scrap value||

boreal mortar
fallen cliff
stone siren
#

shovel is 1

eager igloo
old saddle
grim bridge
#

no, you should be able to do so

#

by "hard coded" i just mean that the inside enemies need to be on the interior (whichever interior) and the outside enemies need to be on the outside

#

...Enforcers may end up having issues, actually

#

I think I forgot to make them use AInodes instead of hide points outside of the lab

past venture
#

snark \❀️

devout adder
#

The Custom Suit Status config entry, if set to false, removes ALL suits, including ones added by other mods.

dull ore
#

oops

grim bridge
devout adder
#

That was reloading a save.

#

Starting a new lobby does seem to result in the suits coming back.

grim bridge
#

Then yeah this is just an issue that can sometimes happen when you reload a save that already had the suits enabled

#

in my experience it didn't always happen even when reloading the exact same save, though YMMV

nocturne vessel
#

How does the Ooblterra enemies perform on others moons/interiors? Can i safely add them via config? Any bugs/performance issues?

grim bridge
#

perf issues have been flagged by some users though its unclear whether thats the enemies, moon, or what

#

the enemies can be safely moved to other areas. the Enforcer might not work properly the others should be fine

#

oobl ghosts are agnostic and can be placed either inside or out, all other enemies should be kept to their environment

nocturne vessel
#

Thanks for the info!

humble igloo
#

This mod has a lot going on

#

uhh

#

||How do I deal with the Gallenarma?||

grim bridge
humble igloo
#

||Wait I was thinking of the ghost eel thing||

#

But I assume that is also in the wiki

grim bridge
#

yep

split sierra
grim bridge
#

ayyyy

austere lotus
#

noice! this will definitely bring new eyes to such a great map X3!

near tulip
#

yo fellas, i cant go to ooblterra

#

like its not showing up in the moons list

#

on the fucken terminal

#

[Info : BepInEx] Loading [Welcome To Ooblterra 1.1.0]
[Info :LethalLevelLoader] Transpiling GenerateNewLevelClientRpc
[Error : Unity Log] MissingMethodException: Method not found: SelectableLevel LethalLevelLoader.ExtendedLevel.get_SelectableLevel()
Stack trace:
Welcome_To_Ooblterra.Properties.WTOBase.Awake () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/Properties/Plugin.cs:133)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

polar verge
near tulip
#

neither

zenith nebula
near tulip
#

oh nah i dont think so

near tulip
austere lotus
#

Finally got around to doing a solo run of WTO and..it kicked my ass XD
keep in mind my experience was mostly a blind run, so i got a lot of things wrong
now that i given it a go, i have read the wiki for any future endeavors
i would post a link to it, but i don't want to self-promote with out permission
also i do have the full video but its 3.5hrs or i can share the shortened version of 1.4hrs

overall still what an amazing moon and interior you guys created! hopefully it inspires future modders
that there is potential to make a moon/interior that has its own story to tell and adventure
not just scrap collecting (or making an insanely difficult map)

grim bridge
#

feel free to send a link to either version of the video here or dm it to me; always nice to see players go through stuff, edited or otherwise

austere lotus
ancient tangle
grim bridge
#

not for now, I tweaked their lowering in 1.1.0 but I'll just expose it as a setting in the next version

vital ice
#

is there any way to disable the extra suits

polar verge
#

yes

past venture
#

the name ooblterra is like calling a planet humanearth

grim bridge
#

that it is

#

my go-to defense for this has always been that all names have been come up with by humans and not oobl

dull ore
#

OYH2 boutta take place on Glorboaqua

grim bridge
#

sort of like how in halo elites dont call themselves elites

neat tartan
#

how would i hypothetically have all the monsters spawn on other moons?

#

im having trouble figuring out the config

#

or is that not possible

boreal mortar
#

You could always use other methods such as LethalQuantities or use the LLL config for the other moons to achieve that.

#

Actually, speaking of, I recall how Brutal Company Minus was brought up and how its events can make non-WTO entities spawn on Oobl, but the opposite effect is happening to me, where some BCM events are somehow causing WTO's entities to sometimes spawn on other moons. You have no idea how it feels to be on Rend or Artifice and then suddenly get ambushed by a Ghost Oobl...

neat tartan
#

nevermind got it, just had to appendwto on the enemy spawns and have the lab spawn on other moons

#

thank you :)

crude condor
#

how do i kill the ghost

vital ice
#

thats what i've been told at least

#

it doesnt kill it tho

#

i think it just

#

scares it off?

crude condor
#

ooh ok ty

stone siren
#

There should be ways to deal with all the monsters on the wiki, I think?

vital ice
#

how much hp does an adult wanderer have?

grim bridge
zinc pagoda
#

having returned to Ooblterra recently, my only current feedback is a config to MUTE THE MUSIC. 1, too loud. 2, i'd rather have the ambience

grim bridge
#

not the first to ask, itll have a volume control just like the footsteps do

zinc pagoda
#

πŸ”₯

past venture
haughty violet
#

I should probably ask this now, so uhh is it fine to use the WTOEnemy as a base for my own base enemy AI class? I know you've talked about making it more generic and releasing it for public use, but I'm asking for permission anyway since there is no license πŸ˜…

#

I also wanna make a version of LC-ExampleEnemy which has a base AI class that is based off of WTOEnemy since it's soo much better than the vanilla system (and make it the default, and keep the Vanilla system in a separate branch or something)

grim bridge
#

im glad everyone seems to be so positive on it lmao

haughty violet
#

thanks!! :3 🩷

grim bridge
#

let me know if you need any help or have any questions

haughty violet
#

Okay, will do! :3

vital ice
#

what enemies from this mod work well on other moons/interiors and what enemies do not?

vital ice
#

ive been having an issue with the gallenarma where it continues to play its aggressive breathing audio even after death

vital ice
#

i think it has something to do with my own lethal quantities settings

#

ill deal with it myself ig

boreal mortar
#

I've been seeing that myself, but I also have LQ, so if that is the reason why, I wonder what it is that's doing that

vital ice
#

i had to remove ooblterra, update the json file to not have oobl settings then redownload oobl and after that i just never touched their health again and havent seen the issue since

vital ice
vital ice
#

i noticed it also is happening with nutcrackers

#

seems like the audio only repeats on ooblterra

#

possibly the interior's fault somehow??

vital ice
#

ok it happened on rend too for both gallenarma and nutcracker

hardy siren
#

seems like disabling WTO's custom suits disables all suits

stone siren
#

I believe it does that if it's an existing save

hardy siren
#

let me check that right now

#

that was it, thanks

sage stag
#

hi can we have a separated mod for ooblterra monsters ? (like just monsters for vanilla games) i really like them

zinc pagoda
#

you can enable them on other moons thru the WTO config file, and disable the moon in the LethalLevelLoader config

vital ice
#

does anyone else get the issue of gallenarmas not shutting up after they die

#

it only happens sometimes i think but its pretty damn annoying

sage stag
#

Ah my bad

harsh saddle
#

"the right man in the wrong place can make all of the difference in the world"

past venture
#

so, wake up, mr. employee, wake up and, smell the ashes

sick hull
zinc pagoda
#

looks safe πŸ˜„

solemn raven
#

They’ll never see it coming

shut whale
#

when i drop the chemicals bottle, i GAIN 94 lbs. and lose the 94 lbs when picking it back up again. this bug stacks

fallen sable
#

Do the monsters hurt people now?

#

Or wait

#

thats a dumb question

#

none of them used "Killplayer" or "DeathMethod" huh

vivid night
#
[Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
Welcome_To_Ooblterra.Enemies.EnforcerAI.DetermineNextHidePoint () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/Enemies/EnforcerAI.cs:404)
Welcome_To_Ooblterra.Enemies.EnforcerAI+GoToHidingSpot.OnStateEntered (System.Int32 enemyIndex, System.Random enemyRandom, UnityEngine.Animator creatureAnimator) (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/Enemies/EnforcerAI.cs:47)
Welcome_To_Ooblterra.Enemies.WTOEnemy.Start () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/Enemies/WTOEnemy.cs:73)
Welcome_To_Ooblterra.Enemies.EnforcerAI.Start () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/Enemies/EnforcerAI.cs:353)
#

Anyone know what this error means and what might be causing it? The enforcer stays stuck in place and is invincible

polar verge
#

Unless im thinking something else

fallen sable
#

do any of these monsters use "KillPlayer"

past venture
polar verge
grim bridge
grim bridge
#

the enforcer works completely on that but will break outside of it

vivid night
grim bridge
#

that's right

vivid night
#

Thank you

grim bridge
#

Though baby lurkers are a special case; you will need to make the lurker eggs spawn elsewhere as a hazard

#

if you try to add the baby lurker enemy to the spawn list, it will only spawn 1

vivid night
fallen sable
#

So that means they all kill still just from damage

#

nice

past venture
grim bridge
#

I will update WTO eventuallyℒ️

#

to be frank, I've not been the biggest fan of v50 and v55 and it's kind of killed my motivation to work on WTO

#

but I did at least promise a couple new features and I still intend on getting those out

vivid night
#

is the Gallenarma supposed to be an instakill enemy?

grim bridge
#

by default he does 120 damage, yeah

vivid night
#

are there any enemies not listed on the thunderstore page?

#

im trying to figure out Ghost Oobl and Ghost Player in LQ

zinc pagoda
#

i just want the kills fixed and music toggled off ._.

vivid night
zinc pagoda
#

dont modded monsters need to be updated for v56 due to being unable to kill?

vivid night
#

All of the ooblterra monsters that β€œinsta kill” actually just do 100+ damage

zinc pagoda
#

ah

vivid night
#

If I had to guess he probably did that out of convenience when he was coding to save time while he was copying stuff over and it just worked out in favor of the new update lol

#

Totally spitballing tho

hardy siren
#

for some reason whenever we pick up the chemicals, it makes our weight 0, but when we drop them our weight shoots up to 94

grim bridge
hardy siren
#

unsure if this is just a v56 thing or not. only one other person has reported it (#1182523433221902376 message) from what i can see, and it was only a few days ago

grim bridge
#

no idea what the cause might be but im sure ill figure it out

#

to be clear, no other custom ooblterra scrap does this?

hardy siren
#

not that we noticed. stuff like the hand crystal works fine

midnight sapphire
#

It's doing it again 🫀

#

Fixed it

#

It happened when I set the custom scrap to UseMoonDefault

#

I assume the outside entities are going to be broken as well

fallen sable
haughty violet
#

@grim bridge hey sorry to bother you again, but would you be up to licensing the WTOEnemy class source code as MIT or something very permissive? https://github.com/Skeleton-Studios/Welcome_To_Ooblterra/blob/master/Enemies/WTOEnemy.cs

It'd help with licensing my mods using it (well, my somewhat modified version of it) as MIT (which it'll also eventually find its way to LC-ExampleEnemy), and uhh yeah it'd be probably the easiest way to make it clear that all the licensing stuff is fine.

I know I got permission from you to already to use it, but uhh you licensing the thing would make things more clear, which would be kinda important for LC-ExampleEnemy πŸ™

I don't myself know much at all about licensing stuff and I was told that this would probably be best

grim bridge
#

I'll go ahead and apply the license to the whole repo. as I've said people should feel free to use whatever code they want from it

#

@haughty violet done

haughty violet
#

Thank you! 🩷

haughty violet
# vivid night What mods ?

An SCP enemy mod that's close to being finished, and if I do any more enemy mods in the future, those too. And then LC-ExampleEnemy, which is basically the template project the majority of enemy mods use for this game

haughty violet
#

yeah, it is a very spoopy reptile enemy >:3

#

it's a part of Project SCP

vivid night
#

I want scary shit

polar verge
vivid night
#

not my thing

#

personally

#

the piΓ±ata is borderline for me

polar verge
#

The flamingos are so much fun

zenith nebula
#

Lethal company enemies are kinda inherently a little silly, it's part of the fun

prime reef
#

Just seems like a thumper

unique spire
#

Ahah

vivid night
hardy siren
bleak gust
#

im having problems when loading the map

#

something about dropship

vivid night
bleak gust
#

when i order items dropship never arrives

#

and on console log its all red

#

and sometime bugs

#

like cant load planet

vivid night
prime reef
vivid night
prime reef
#

thx

fervent sparrow
#

Are there any bugs or issues with this mod to be aware of or is it in pretty good working condition?

vivid night
hardy siren
vivid night
fervent sparrow
#

Thanks for the heads up.

warm breach
#

nah

vivid night
#

Lots of ppl say it works but I was reading u say it’s a poor workaround

warm breach
#

better to just not use the mods that have the broken weight

fervent sparrow
#

So best to avoid this Ooblterra until its fixed?

vivid night
#

it’s just 1 item

hardy siren
#

it would be better if the mods themselves would update to fix the broken weight but i haven't noticed any issues using this in the meantime. it could potentially break mods that rely on the new PlayerControllerB behavior

fervent sparrow
hardy siren
#

the chemical jugs from ooblterra are the only items i've noticed with this behavior anyway

vivid night
#

Either the mod config or with LQ / CC if it’s not configurable in the mod cfg

fervent sparrow
#

thanks. this mod looks so damn cool and I've been curious about it for awhile now.

vivid night
fervent sparrow
#

I would just keep them in their default. I like when places have their own unique threats.

#

but thanks for the heads up though.3

vivid night
ember echo
sick hull
#

even for an scp

unique spire
#

@grim bridge wassup! Have you been still working on this mod?

#

I really wan't the enforcer to work on also other interiors

azure falcon
#

the current plan is to update WTO once lethal company v60 drops, whenever that is

unique spire
#

I really love this mod

azure falcon
#

the mod will be in Long Term Support for the foreseeable future

unique spire
#

I will wait for what you have in store for the future

unique spire
#

Guys after v60 some of your enemy stopped working

#

Like they Just don't die After beeing killed

unique spire
#

@azure falcon are you guys working already on a fix?

azure falcon
#

yep, it's in progress as we speak and should hopefully be done within the next week or two

stone star
#

is there a list somewhere of the scrap items this adds to the game?

vital ice
#

anybody else have an issue with gallenarma where they dont shut up when they die

unique spire
sick hull
#

hey is there a list of all the enemies somewhere

#

because some mod made the bestiary not work

#

and i can't look up the logs unless i know the names, i only know ghost right now

pale fulcrum
unique spire
grim bridge
#

I am, the mod is mostly ported to v64 I just gotta do a couple things and review it with internal testing

unique spire
#

Thanks

mental hamlet
#

looking forward to the v64 port

unique spire
#

@grim bridge Just checking how it's going with the port/update

grim bridge
#

I appreciate I'm a little over schedule lmao

#

but I will spend tomorrow preparing the release

unique spire
grim bridge
#

:)

#

glad to hear it

#

for everyone's info: next update will include a (long, long overdue) gameplay redesign to the Oobl Ghost

#

so don't be surprised if he functions a little bit differently. but hopefully it's a lot more intuitive and fun

unique spire
grim bridge
#

Welcome to Ooblterra Release Version [1.2.0]

Skeleton Studios Proudly Observes Valve Time

Welcome to Ooblterra is now finally available for Lethal Company Version 64!

ADDED

  • Volume control for Time-Of-Day music

CHANGED

  • Several changes to behavior of Oobl Ghosts
    • ||Ghosts now only attack if an Alien Corpse Part is picked up||
    • ||The method for dealing with attacking Ghosts has been tweaked (but generally revolves around dropping the picked up corpse parts)||
    • ||Dismissing the Ghost no longer requires two players; Ghosts can now be dismissed simply by talking into one's own Walkie-Talkie||

FIXED

  • Chemicals now no longer cause players to become extremely fat when they're picked up and then dropped
  • The Enforcer SHOULD now be able to function on interiors other than the Oobl Laboratory
  • Dropship now properly arrives on Ooblterra
  • Attempted fixes for inconsistency with Adult Wanderer behavior
  • Mack5 terminal log no longer has weird issues with being scrolled up and unreadable

KNOWN ISSUES

  • Charged Batteries are rotated incorrectly when inserted into the Battery Receptacle (but will still function as normal)
  • Issues with the Company Cruiser spawning in an unexpected location when purchased are being investigated further

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.

#

Welcome to Ooblterra! v1.2.0

zinc pagoda
#

dear god you did it

#

good to see life breathed into this again

fervent sparrow
#

Well I know what i'm putting into my pack for tonight!

zinc pagoda
#

1 other issue i forgot to mention. not a huge one, but when i was being pushed around by that cyclopean yellow ghost thingie (dont remember what it's called) in the generator room, it pushed me thru the wall on the far end of the 2nd level, just past the last item cubby

grim bridge
#

the enforcer is a really big fan of pushing people out of bounds sometimes

#

I believe its to do with his hitbox and how he chases players

zinc pagoda
#

Enforcer. noted

grim bridge
#

to be honest with you, I am looking into ||making him spawn outside instead of inside in order to give him more precense anyway||

unique spire
#

Alien corpse parts what are?

grim bridge
#

so I will likely test that change and hopefully kill two birds with one stone if it succeeds

zinc pagoda
#

works for me

zinc pagoda
grim bridge
unique spire
unique spire
grim bridge
#

you can spawn them on other moons by adding them to LLL's config options for that moon

zinc pagoda
#

just know that doing it on Wesley's moons will disable his own scrap

#

potentially other moons with exclusive scraps, too

unique spire
#

Now Oobl Ghost does not spawn naturally?

grim bridge
#

correct

unique spire
#

Nice

unique spire
fervent sparrow
# unique spire Is It possible to spawn the Hazard on others interiors?

I could be wrong on this, but I don't think thats gonna work well. Plus personally I'd rather see unique hazards stay in their own levels. Its what makes them different from other interiors. Like Wesleys interiors. His shotgun traps are what make Toy Factory so amazing and scary. Put it on all interiors then it takes away that magic a bit from Toy Factory. Plus then you start bloating your levels with to much stuff. But to each their own. Not saying don't do it if its possible.

grim bridge
#

I do agree that these traps are best used inside the Oobl lab, since they're generally designed around its layout

#

but I understand if you, say, want to fight baby lurkers in the mansion or something

fervent sparrow
#

Me waiting for Gale to release the update

#

The funny thing about your mod. I had been around when you were teasing everything and this was still a WIP, and then when I came back to lethal company it had finally released but before I could actually try it out updates had broken it so now i've been waiting AGAIN lol and here we are today ready to finally try this mod out and put it in my pack for lobby! So excited!

fervent sparrow
#

@grim bridge

#

Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
Welcome_To_Ooblterra.Things.BatteryRecepticle.SpawnBatteryAtFurthestPoint () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/RoomBehaviors/BatteryRecepticle.cs:108)
Welcome_To_Ooblterra.Things.BatteryRecepticle.Start () (at F:/Game Projects/Welcome to Ooblterra!/Project Files/Welcome_To_Ooblterra/RoomBehaviors/BatteryRecepticle.cs:59)

#

I'm putting this in spoilers......||Your revive bed is such a troll!!!! I love it lol||

ancient tangle
grim bridge
#

totally forgot about this whoopsie daisies

#

will try adding it in the next round

grim bridge
fervent sparrow
#

no sorry. I just started stream

#

is it harmless or will it break something?

grim bridge
#

based on what im reading, its most likely just that you aren't going to have a charged battery for that round

#

so mostly benign

brave spindle
#

Haven't played w this in a looong time, congrats on the update!!

grim bridge
#

It attacks players by punching them, so it has to run up to them in order to do that

#

so the collider is pushing the player

brave spindle
#

Ahhh yeah that tends to happen

#

Our aloe enemy used to clip you OOB (hahah nice) when chasing you cuz of its colliders

#

maybe you could try just removing them colliding w the player or making the collider way smaller

#

we found a workaround for our enemy, and it seems to be pretty much the same issue we had

grim bridge
#

Did you straight up remove the collider gameobject?

#

personally I'd rather disable/enable it via code, but I'm not sure if there's a clean or functional way to do that

#

because I seem to remember trying to do that before and for some reason it would just fail

brave spindle
#

I did ask a coder about it so let me try fetching that real quick

grim bridge
#

appreciated

brave spindle
#

this is how we figured out our issue (apologies for the very messy screenshots)

#

I'd explain it myself but I'm a slop-brained texture artist, not a coder, so when I try to read this all that comes in is static

grim bridge
#

This makes intuitive sense to me

brave spindle
#

hopefully it helps?

grim bridge
#

triggers want overlaps, colliders want hits

#

this does seem a bit... haphazard, because im pretty sure that same collider is how the game knows how to let an enemy open a door

#

but for all I know, that could still work even if it's a trigger

#

it also probably wouldn't matter if I put the enforcer outside since yknow. no doors

brave spindle
brave spindle
grim bridge
#

oh right see my mind is optimizing for just ooblterra again I forgot to take the other moons into account

#

lol. ill test the enemies on them one day im sure

brave spindle
#

oh PFF you're good lol

#

i mean the enemies are for the moon so I don't blame ya

grim bridge
#

surprising number of people using em elsewhere so I gotta shift my mindset to at least taking that into account

#

with the changes to the ghost I finalized today I kinda failed to consider that anyone trying to use him on another moon will have to move over the scrap and not the enemy class

#

and config settings are already confusing enough without my interference

brave spindle
#

and I gotta say your guys' stuff is siiick

grim bridge
#

appreciated man πŸ’š

#

if you get a chance to play it again anytime soon I'd love extended thoughts

brave spindle
#

Maybe you could tie the item spawn to the dungeon instead? the other way to do it is have it spawn globally with a low chance

grim bridge
#

My current plan was just to make it so that if he's spawned on another moon, he just reverts to his old, corpseless behavior

brave spindle
grim bridge
#

since that seems like the cleanest way to make them not completely tied to each other

brave spindle
#

oo that's cool

#

how did it work before, if I may ask? 🧐

#

it's the ghost shark right?

grim bridge
#

Spawns in at a random time, picks a random player, tells them that they're being haunted. would approach that player from somewhere around 500 units away and keep floating toward them

#

if there were multiple people, youd have to ward him off by having someone else talk into a walkie that you (the target) are listening to

#

if youre in singleplayer you just speak into the walkie yourself

#

the signal translator also works in both cases

#

but he has to be within a certain range for any of these methods to work

#

they'd also be force spawned if you activated the machine

brave spindle
#

oooh yeah that guy was cool

grim bridge
#

the biggest problem with this design was:

  1. I assumed players would always have a walkie talkie
  2. I assumed players read the bestiary
#

again it was just tunnel vision. this is the way my group plays

#

several of my design decisions were actually made around the way my group plays - we have one mission control, one hauler, and two explorers that actually go inside

#

or at least that's how we played at the time

#

a lot of my redesigns and changes have had to sort of bring other playstyles to my attention

brave spindle
#

it's kinda how base-game goes about it

grim bridge
#

true, but a lot of the base game enemies have a single important contigency - you can just keep away from them

#

cower away and hide

brave spindle
polar verge
grim bridge
#

so even if you don't know how to deal with them you're still at least not completely fucked

polar verge
#

personally

grim bridge
#

the ghost came to you

brave spindle
#

one of our enemies only aggros onto you when you've gone below a certain health threshold, but some groups will never really interact with it in that way because they simply don't take risks and take damage like we do

brave spindle
grim bridge
#

specifically in maintaining the 'vision' for the design even if you have to change it

brave spindle
#

on our side it was just kind of, implementing a config to adjust that threshold so people can set it to always be aggro'd if they really wanna fuck around and find out

grim bridge
#

earlier versions of the Eye Security (that's the one on the inside that scans in a circle and attacks you if you're holding scrap) were really unfun to play against because they were extremely mobile and would scan every two seconds, so players felt forced to just stand in place and wait for them to patrol the room and then leave.

I was suggested and flirted with several ideas, such as slowing him down or making it so that he scanned on a random chance instead of every single time. But by going back and evaluating what I wanted dealing with the Eye Security to feel like - sneaking shit past a security system - I came up with the idea of having them shut off after they scan you instead

#

the uncertainty is still there, you don't know when he's gonna wake back up. And he still manages to sneak up on players and scan them and make them panic. But now you're forced into an active state the moment that ends

#

you're waiting a couple seconds for the scan to end instead of minutes for him to leave the room

next glacier
#

Looks like u fixed the issue, but ye as monty showed in the screeshots, its the istrigger setting which makes the collider a solid object/pushy thingy or not

#

Only knew that cuz of Xu recently, and ive been modding this game since like December lmao

north beacon
#

Are the enemies exclusive to this moon or can they spawn on every moon?

grim bridge
#

by default exclusive to this moon

#

you can add them to others via configs

brave spindle
#

coil heads have this too lmaoo

proven lichen
#

i love this mod it scared the crap out of me when I got stuck in a sinking gate afdghsjkl

unique spire
#

@grim bridge Just asking if i add the scrap in the LLL config what is the right config in the Ooblterra file to put?

unique spire
#

I got a bug where when grabbing the alien corpse part i couldnt drop It or interact with anything and the OoblGhost dindnt spawn

onyx pewter
#

#1240985198485573743 message
the ghost player enemy seems to be incompatible with a few mods, i posted a log in this thread of my console being spammed after one spawned. whenever they spawn they dont seem to function at all, just standing completely still, unable to kill or anything. the mods i have that fail because of it are butteryfixes, mirage, and lethalintelligence. ghost players seem to have an issue with not spawning on the navmesh

harsh saddle
#

rock man vs slime

#

guys i think the slime won

#

i just have that feeling that it won

grim bridge
#

im not posting that shit man I got my ass beat - gallenarma

harsh saddle
#

@grim bridge who would win if theoretically in a fight, an adult wander or a forest giant?

grim bridge
#

almost certainly the forest giant he is massive

harsh saddle
midnight sapphire
#

Will the custom entity & scrap content configuration issues ever be fixed

harsh saddle
#

Guys I have a slight theory

dull ore
#

❌

harsh saddle
#

Or something along those lines

#

Wait...

dull ore
#

❌

harsh saddle
#

@grim bridge are the gallenarmas something similar to stone creatures or are they something more organic?

dull ore
#

they're organic. I designed them lol.

grim bridge
#

the armor is chitinous, specifically

dull ore
#

^

grim bridge
#

i wrote their lore so I supersede him actually

harsh saddle
#

Damn

#

So a no go on stone fellers?

#

Eh

#

@grim bridge sorry for the constant pings but can I ask a few more lore questions?

#

I feel the sudden urge to know about ooblterra

grim bridge
#

I assure you I am the opposite of annoyed to hear that people are interested in the world I made

#

go for it

harsh saddle
#

Ok so

#

For the oobl ghost

#

Did they write the entry that appears on the bestiary to scare the players or was that actually from wherever the hell the bestiary entries are pulled from

grim bridge
#

That entry as well as the other ones were written by Prot, the mad scientist who sold ooblterra's location to the Company

harsh saddle
#

Ok

#

πŸ‘

#

Uhh

grim bridge
#

he adds comments on some entries, including that one

harsh saddle
#

Ok

midnight sapphire
harsh saddle
#

It just feels like that entry was written by them due to the fact that it appears out of nowhere and the fact that the danger level is higher than a war machine

grim bridge
#

WTO has at this point been passed to one of the devs on the skeleton studios team and he's getting the ropes on working with it

#

I don't believe hes in this server

#

but yes we are planning to address as many issues as we can

#

if you can put more detailed reports on both these issues in the server (assuming you havent already) that would be greatly helpful

midnight sapphire
#

I described them in ur Skeleton Studios server

#

I just left and many other servers because I was taking a break from public spaces

grim bridge
#

Oh, so I see

midnight sapphire
#

Tl;dr: WTO custom entities & scrap are unable to spawn on moons outside of Ooblterra, even with WTO's config set for them to do so, and enabling content configuration on Ooblterra via LLL causes all scrap to be replaced /w shovels