#Welcome to Ooblterra! v2.0.0
1 messages Β· Page 7 of 1
Do areas get entirely cut off if a falling door drops all the way?
essentially, unless the fire exit's on the other side
they drop so fast, I usually play with 5 people and we run around like crazy
the idea is to force you to split up
they do scale to the number of players but I guess I can play around with the scaling
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
ill try playing with the way it scales then
sounds great, other than those pesky doors we have loved everything
:)
It's hard to decide what to make a config option and what to just outright change sometimes
Did the moon price recently increase?
That has discouraged us going more because we barely ever get more than like 1200
Really due to the doors always closing off paths
(and because the enemies are scary) but we all have over 150 hours youd think itd be easy
Ooblterra was absolutely designed as an endgame moon so it kicking your ass at least at first should be expected
a lot of the design was made to be learned as you revisit
Thatβs absolutely fine just needs some small adjustments for it to be viable for us (like the doors, respectfully they kick my ass the most)
yeah understandable
I'll probably leave the price of the moon the same because of how valuable the haul can be once you get it down
and again you can always config it via LLL
but the doors thing should be pretty trivial for me to change
Would be more work but make the door destructible via shovel after it drops down all the way?
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
If I were gonna change them mechanically that's probably the route I'd go down
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
after 4 or 5 visits, 15 days or so, I dont think ive seen the apparatus yet or just havent noticed it standing out
could be bad luck
it's definitely not as straightforward as the apparatus in vanilla is
the object itself is called a Charged Battery but you have to figure out what to actually do with it
I have found it but didnt figure out what to do with it yet
funny enough so far it seems the only people to have found it are a group of japanese streamers
documented, anyway
haha thats funny, oobl is definitely not as straightforward as the base game but thats not bad at all just about everything is amazing
I talked in this channel back in early december I was waiting for oobl and its better than I anticipated
been a long time coming
Since WTO is based off of a puzzle game we inevitably had a lot of that puzzle game DNA inside WTO itself
Also Skull likes making people figure things out
Consequently in that light we decided the next update will make the game harder to install
There will be extra steps involved that will NOT be in the readme
Laz I'm going to make an update to your fingers that makes it harder for you to use them
(I will be sawing them off)
metal gear solid 5
all of that seems correct, yeah
Baby Lurkers will not show up on this list because theyre spawned via the eggs, which are map hazards
Same with the Gallenarma?
? Gallenarma is at the bottom of the first list, isnt he?
oh yeah I am blind
So do the Oobl Ghosts come in from outside? I could have sworn I saw one inside the interior.
they spawn outside but since they have no collision they can go anywhere
π
strictly speaking they spawn outside and are immediately sent 1000 units below the map
you can put them on literally any list and they should work though
How do the Ghost Players differ from regular Masked?
just cosmetic
and also obviously they spawn by default outside instead of inside
theres actually 2 other ways to spawn them in but in terms of how the enemy itself functions its pretty much identical
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.
WTO's next update will include a config option to address that, fortunately
give the player the option to restrict the moon/interior's enemy roster to only the WTO ones
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.
I really wanted it to have its own identity and it appears I succeeded on that front
As soon as I release this pack I can actually enjoy playing it and not picking at things and testing it. π
I swear I have only seen like 3 room tiles.
definitely let me know what you think when you play it for yourself :)
oh right
Yeah
How will this work if it loads in as a interior for another moon.
Shit.
I never thought of this.....
there's two settings; Force WTO enemies on 523 Ooblterra and Force WTO enemies in Oobl Lab
the former is for the planet and the latter ties the enemy list to the interior
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
Will it override interior and Exterior Spawns?
the former overrides the exterior and the latter overrides the interior
theres also an option called "append" that simply ensures they always spawn but lets the other enemies appear on the list
Let's say Oobl labs appears on Experimentation. What would happen?
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
dangit
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
along with any modded enemies who automatically add themselves to all moon enemy lists
Is there any way to force the exterior enemy spawns?
Or append them at a high weight?
I could, in theory. I havent actually written these settings completely, so I can change them based on what modpack authors need
I just thought itd be odd for the ooblterra exterior enemies to be on non-WTO moons
I think adding a setting for outside enemies if it's oobl labs is a good idea
Could just make the default be off
You could also make all the enemy spawns from the exterior, interior spawns if the interior is loaded on another moon.
hmm
tell you both what, I'm gonna workshop something, ill ping you both and see how you feel about it
once the concept draft is done I mean
Honestly what you sent me before would be perfect for interior enemies, outside enemies, and scrap
its a good start but it doesnt give modpack creators as much control as id like
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
Did the method you found before not work?
of checking the loaded interior? it does work, its more that its hard for me to conceptualize things with the current setup
If you need help with that just hit me up π I have some ideas. Been thinking about it a lot for when Black Mesa will have to do the same thing
@hard lichen @split sierra https://thunderstore.io/c/lethal-company/p/Skeleton_Studios/Welcome_To_Ooblterra/wiki/2028-configuring-welcome-to-ooblterra/ check this page out here, specifically the options that start with bind or force
see if they work for what you need
hi this is still skull im on my alt and forgot again
I literally never knew you were the creator of the game that you are making a level for in LC....
I'll just wait for when skull gets his config all set up π This doesn't do quite what I want
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
That is skull you dingus
what's it missing?
I forgot about the other accountπ
I don't think it's missing anything, you make the weights for the scrap higher for the append option?
For everything, not just the scrap
I'll probably just add a 3x modifier to the base values
That's probably the right move I'd say
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
If you wanted to (I don't know if it's needed) you could have this multiplier value be a setting itself
For the footstep sounds it could be nice for volume adjustment along with the option to switch it
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
That works too π
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
It is a touch too loud imo
I just suggested it because other mods have the option to lower the volume
Oh for real? i figured I was the only one with this problem
I blame LC for not having proper sound class controls set up
Locker has volume adjustment, so does Mimics and even Ganimedes for it's custom scrap (an mp3 player)
Custom Hazard Moon List - β
Bind WTO Hazards to Oobl Lab - β
Bind WTO Inside Enemies to Oobl Lab - β
(On Append I would like to specify the weights per moon)
Bind WTO Outside Enemies to Oobl Lab - β
(On Append I would like to specify the weights per moon)
Bind WTO Daytime Enemies to Oobl Lab - β
(On Append I would like to specify the weights per moon)
Force Configured Monster Lists on 523 Ooblterra - β
Scale Scrap By Route Price - β
Force WTO Scrap in Oobl Lab - β
(On Append I would like to specify the scrap and weights per moon)
I agree with these
The scaler I would never personally use. the value should just follow whatever the moons value is I'm pretty sure
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
this will only affect 523 Ooblterra and only WTO's custom scrap
OOOOhhhh
I mostly added it for players who want to be able to go to the moon immediately
this prevents it from being completely unbalanced if you choose to do that
I never see player customization options as a bad thing. I'd say that's fine π
Better description is needed on the wiki page I think
I will have to toy with this to get a good idea on it.
I will leave you to cook on the footstep sound.
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.
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?
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
You would probably have to do it the way LLL does it. yes
That is not modular enough when dealing with appending to other moons
I would have the field within your own config to make it less confusing
should WTO's config instead include its own list, then?
other moons can very drastically in total spawn weights.
Some moons have a total spawn weight of 100, others 1000.
so adding 50 here or there can completely overthrow a moon's balance, or do nothing at all.
WTO Only and UseMoonDefault are easy.
AppendWTO is soooo not
damn I knew mod compat would be a headache but wow
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
oh for sure.
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
I would drop WTOOnly and UseMoonDefault. Then add AppendWTO later
Start with the simple ones first. Specifying your own weights can come later
That way users/modpack creators have something to work with now.
for now in 1.1.0, the settings that start with Bind will probably be either true or false I suppose
I just realised I did not type WTOonly. and just corrected that haha
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.
that's entirely fair yeah
total suffering from success moment here that this is only such a headache because of how much WTO adds
That's fine, I would personally be okay with a simple append (Just adding your monsters and scrap with high weights) for now but if you wanna wait to fully implement it that's understandable
I really want the scrap append for wesleys moons π
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
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
this may lead to a bunch of annoying reports from players
Why does Blank moon only spawn this enemy now!
Yeah multiplying it like you said before would be fine for now I think
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
I assume the defaults would not lead players to think that
Hopefully?
Getting Oobl enemies on Oobl interior should make sense
Basically you would need a blurb saying BEWARE this can imbalance Monster Spawns. If you have this problem turn this feature off!
For the Append
Yeah might be a good idea, but I assume append wont be a default for anything other than maybe scrap
I am going to change mine to WTOonly or I will have sinks, batteries, and oil tanks spawning in there haha
Ahh but emergency dice...
and other item mods...
hmmmmmm.
This is a me problem I will have to work out lol
You have it backward, the append is for scrap on OTHER moons
My brain hurts
Aka I wanna find wesley scrap if I get Oobl Labs on a wesley moon
π€ͺ
Oobl Lab is the interior, Ooblterra is the moon
no more think
giving YALL a headache and you dont even have to program it in lmao
hahaha
I'm following along π
to this end I can maybe have a setting similar to Force Configured Monster Lists on 523 Ooblterra, for scrap?
I had Mrov look at my chaos. I asked him what would be harder. He said he would take coding any day. π
or even just one "force configured settings" config
this problem is really just a consequence of the fact that custom scrap and monsters and hazards add themselves everywhere
This could work
I don't begrudge them that, they kinda have to, but
π€·ββοΈ
I wish I could have this setting apply to map hazards too, but LLL doesn't actually have config settings for that
Hey it was all good until it wasn't
If you ask @obtuse raptor really nicely it could!
Anyway. Back to spreadsheets
Is there a config? I could have swore there was stated to be a setting to disable the suits
π
thank you, this worked! except for that the mask's glowing eyes still appear while attacking the player
try this, @past venture ? you'll have to do it on both of them
yes i made sure to do that
should i set the mesh filter to none for them too?
yeah, try that
Hi !
Can Ooblterra scrap, interior and ennemies spawn on other moons ?
not by default, but this can be adjusted via LLL's config settings
Can I do it with LethalQuantities ?
that im not specifically sure about
I'll try then
Thank you β€οΈ
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
I only tested two rounds but both brought me to the vanilla factory interior, which I'm assuming is the game falling back
60 fps is just fine imo
but never reall cared as long as it was over 50
so that may just be me
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
the moon is reducing performance over the vanilla game by 2x
doesnt vanilla only run at 60 nativly tho?
Modded moons are obviously going to be heavier but there's an extent where you need to optimize
No, make sure you don't have your framerate cap turned on
game has an uncapped framerate option
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
So if this moon exhibits the same behavior with a few players then that's bad
not saying it cant be optimized but I wouldnt consider it a massive issue, but for reference how many mods you got
85~, multiple performance mods
usually our perfomance improves with more people for some reason
strangely
running 175
semi stable 50-80 fps
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
I can't use this mod till the performance is improved
It's not like I have a weak computer either, I have a 13600K and and a 4080
is you group full of fps obssesed peeps
50 is fine for adverage gameplay if there a shit ton of mods
ove optimized as best I can
but with a mid pc there is only so much I can do
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
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
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
I
ok discord
@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
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
ahhhh
Removing this is non-negotiable so I'm afraid performance wont be improved
this is the first time ive had it reported but my project's code is still completely available on github if necessary
unless its something to do with my assets
internal testing definitely has no issues with performance
we also only ever play on clean profiles, so
if you want to look at the assetbundles i can invite you to the repo we have for the unity project
We also dont have any >60 monitors on the team tho i think
i do
i mean i can download the assetbundles, i assume you mean the project tho π
I run in 144hz
Ohhh gotcha
its all the custom assets for the project atleast
via nomnom's setup, everything that's in the resources folder
I am personally morally opposed to any monitor with greater than 1080p resolution and 60 hz
1440p ultrawide 144hz monitor go brrr
the terrain itself is two meshes
the hills on the outer bounds and then the walkable squishy floor
The mountains aren't seperated?
the platforms and stuff are their own seperate meshes
that's them hills I just mentioned
mhm
No I mean from each other
The moon itself brings me down from like 130-140 FPS on a vanilla moon
have you done a static object pass? i know oobl from a unity game so dont know how unity optimisation pilled you are
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?
yeah no I have no idea what this means
uhh on all your moon objects, primarilly collider/renderer ones have them marked as static
in top right of inspector
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
can be pretty notable on certain setups
Only on Ooblterra
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)
specs?
13600K 4080 32GB 6400MHz
Oh I misunderstood your wording
odd
in vanilla you're at 130+ fps and on ooblterra you're at 60
yES
I assume routing to vanilla planets with the mod installed is fine?
Sorry, had caps lock on
the vanilla estimate was with the mod installed, I'm under the impression there isn't an FPS impact beyond the moon itself
@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.
It was pretty consistent from the moment I touched down on the moon and went back to normal after I left, remaining that way in the moon's interior as well
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
that'd affect you no matter what or where
where are you using that anyway
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
and yeah chuck me a repo invite i can peep π
in v... 0.7.1? of WTO? I found out that I had one on the Wanderer enemy
i don't know why I put it there
but I shipped it
whoops
Gave him sentience at the cost of performance...
tomorrow I'll double check see how my performance is on a clean profile. my specs are worse than yours so it's surprising that this is the case, honestly
I'll look into it, don't expect much in the next update but maybe subsequent ones
would you rather i nitpick stuff in here or dms
dms I suppose
I can throw you the profile code if you'd like
I wanna get back to playing LC with my friends lmao
yeah couldn't hurt
Sure give me a few
018f7f8d-031f-b70d-e812-b8ee241078cd
I was kinda in the same boat until I got one as a gift
May it rest in price, the thing broke recently
imo Lethal looks wayyy better in ultrawide
Itβs a lot more immersive when you play
Also itβs great for productivity
Portal with RTX looks insane in ultrawide
What's the last screenshot?
Dantor's Mental Hospital
man I wish portal rtx wouldn't refuse to open on my pc
it just get stuck infinitely loading
oh let me find the screenshot of what happened when i first tried to run it ultrawide
it wasn't happy, to say the least
i changed the resolution and this happened
lmfao
that looks like a fuckin vincesauce corruption
Right?!
@olive atlas not to speak for skull but found something that should hopefully improve performance pretty notably when it gets changed
π€
here's hoping, thanks for your work
Heads up
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
Pulling the lever will result in the lever saying Waiting for ship to land indefinitely
Looks like you'll have to downgrade to 1.2.2 for everything to work
When does that happen?
Is this not just an uncommon vanilla issue
I've totally had this happen before and you just have to wait like 2 minutes for it to work lol
I mean I'm assuming it didn't repeat of course
others are reporting it in the LLL thread so I assume not
Fair enough
figured iβd share my brutal company observations here
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
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
I guess it must have something since it has the capability of spawning all inside enemies outside, but no dependencies outside of bepinex
gallenarma was definitely working, i donβt remember if i let it kill me but it was following our sounds and everything
the starlancer ai thing works better cuz it switches the enemies nodes to inside/outside when they switch
rather than just plonking them outside
Does anybody know what teh oob interior is called in lethal quantities?
not sure about LQ but its either Oobl Lab or Oobl Laboratory internally
only interior I dont recognize on the list is WTOFlow
That is probably it, Welcome To Ooblterra Flow
Ohhhhh, didnt realize the acronym
No worries, took me a minute when I saw it the first time doing something else
oh wow it uses the flow name instead of the extendeddungeonflow name
yeah thatd be it then
No time to find the difference between "school flow" and "school_flow"
XD
In LLL, Sleep's is just School and MrUnrealovsky's is schoolflow. Good luck with that π π
yay, now time to set rates for 21 interiors across 70+ moons π
21? Besides Sector0, minecraft, and teraspace, which ones am I missing?
I prob miscounted 1 sec
Nevermind I can't count lol
21 is 19 modded + 2 vanilla
although oob's is gonna be only on 2 moons
Ah I wasn't counting vanilla, that makes more sense
My pack has everything on that list balanced on like 65 moons. Spreadsheets help a lot lol
I should prob make one
I would highly recommend it
I need to actually GO to a few more of these moons before I add interiors based on aesthetic π
cause thats how I add them usually
mainly gotta go to starlancer 0
cause idk what it looks like
I can dm you mine if you want a reference. I got most interiors and most the popular moons. It may not be the prettiest spreadsheet lol
that would be great
Mod dev recommends you weight all interiors equally on SLZ
Iβve been there and yeah that fits
Alright thx. im guessing there is a puzzle to find the keyword?
kinda like art
Thereβs hidden clues on the three visible Starlancer moons
All on the exteriors
ah good, didnt wanna spoil the moon for myself but needed to config that shit
thx
Just asking how am i suppose to survive against the oobl ghost i have checked the bestiary but i don't understand it
||in multiplayer, have a teammate speak into their walkie-talkie for a few seconds, while you're holding an active one. In singleplayer, you just have to speak into it while it's near. You can also use a signal translator when it's nearby and it'll go away instantly||
does ||the oobl ghost have a delay between attacks?||
||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||
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
got it ^
how does it close then? if i can ask
||every time a player walks under it, it moves a little further down||
hi, is there a way to deactivate custom suits?
will be included in the next update coming either tomorrow or sunday
Okay, ty for your quick response :D
Hello, I have a question about Ooblterra, but does anyone else have a problem where when you enter the dungeon you only find shovels?
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
Ohhh, thank you very much!
it would be cool if there was a lower tier moon thats worse than ooblterra, but has the same interior and enemies
I plan to do that in my modpack using LQ
gonna rework a pretty generic moon that I had on there
what moon?
I say "generic" as in not having a general theme https://thunderstore.io/c/lethal-company/p/SpookyBuddy/Solarius/
I feel like it doesent really fit
it needs to be alien like
I think it fits the interior stuff kinda
but not perfect
problem is the assets mainly
it needs oobls assets
if I can find simaler looking assets then I can maybe make something
will prob use the ghost on this map
that looks compeltly different
I meant just the ghost as it is a graveyard
also the ghost masked varient
im more looking for thematic than visual consistency
I could def hit the thematic part
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"
could prolly just name them like, "Ooblterra, FAS Lab" "Ooblterra, x"
more on the biome than on the interior but yeah I suppose
"Ooblterra - Tentacle Plains", "Ooblterra - Lurker Hive", "Ooblterra - Outskirts"
but you do have possible plans to implement new moons?
i can give you some notes on how you could solve that
Maybe oobl sector - (insert)
I have the runway if not necessarily the plans for it
LLL is setup in a way where you could have a keyword that has a custom moon list
oh alr
or it would be intresting to have the random scene selection
Oh so the end user can just type in Ooblterra and be given access to a list of different "moons"
yeah
Oh, right, doesn't LLL support that as well
the scene stuff? yeah
One is random. One is not
that might be what we go with if we decide to spawn the Oobl Lab on all of them
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
makes sense
tldr the moon catalogue is basicially a list of lists, each gap in the list is the next list
Maybe having diffent props kinda like Wesleys has could make them feel for different
you can switch it out
anyways on my end i'll say i dont hate the idea of doing a new moon
but not soon prolly lol
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
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?
||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||
It's a shovel with 56 written on it
custom wto scrap
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
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
lets go
this is a completely new one, but I will point out right off the bat that you can actually still check the log by going into your bepinex folder
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
Thanks, ill take a look and see if I can see whats clashing it
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.
ohh i actually do have that mod! thanks, shall keep that in mind
Guys how do i generate ooblterra configuration?
there isnt one yet
next update
Oh ok
depending on what you're after you can try accessing the LLL config
Because i was reading the Wiki and i wanted to let ooblterra traps and scraps spawn on other moons
Oh yeah, that wiki is written for 1.1.0, which is coming out very soon
Ok cool thanks
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,
babylurkeregginstead ofBaby Lurker Egg) __ skipped because it does not allow read accessis spammed in the log on landing (this will have no adverse effects on the game)- 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.
very epic
||does the machine power on all lights that were previously turned off?||
||yep. Every light in the facility turns on and turns white||
they add more slots?
yes
Welcome to Ooblterra! v1.1.0
What Is the right configuration to let ooblterra scraps and map hazards spawn on other interiors and moons?
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
Ok thanks
cant find the config after starting the game
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
i dont actually know where it pulls the name from
noticing alot of flickering lights at certain angles in the lab
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/
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
do you have a video of this?
persistent problem that I keep thinking is fixed
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
0.6x by default I think
yeah unfort aranophobia mdoe doesnt remvoe the webs or the noises of spiders which can also trigger arachnopgobia esp in severe cases
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
nod the eggs wouldnt i dont think but the appearance and sounds would
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
setting up my lethal quantities what ooble enemies go inside and which ones go outside?
strictly speaking, Oobl Ghosts can spawn in any place, but the others are pretty hard coded
hard coded for the interior or moon?
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
Oh he was mostly asking so he doesnt put enemies in he wrong places I presume
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
I would assume Starlancer's AI does that and not EnemyEscape itself lol
What's so special about the 56-Shovel anyway? Is it any different from a normal shovel?
||3x damage at a cost of higher weight and a scrap value||
||Oh. Ehh, Scoopy's varieties' Fire Axe defaults to 4x damage for about the same weight and sell price. Though that is configurable.||
4x more than shovel? Shovel does 2 dmg does it not?
shovel is 1
huge
so lethal quantities cant place them on other moons then?
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
Snark noises do it do it
snark \β€οΈ
The Custom Suit Status config entry, if set to false, removes ALL suits, including ones added by other mods.
oops
this bug happened in internal testing, albeit incredibly inconsistently; does this happen on brand new saves, or when reloading an existing one?
That was reloading a save.
Starting a new lobby does seem to result in the suits coming back.
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
How does the Ooblterra enemies perform on others moons/interiors? Can i safely add them via config? Any bugs/performance issues?
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
Thanks for the info!
||Wait I was thinking of the ghost eel thing||
But I assume that is also in the wiki
yep
@grim bridge
https://www.youtube.com/watch?v=0HcSx6DgIno
This New Mod Seriously Blew Everyone Away! (Lethal Company)
Lethal Company Mods are getting better as the days go by... and Welcome to Ooblterra is no exception. It is my opinion, the most ambitious mod for Lethal Company to date. With introductions to a new moon called Ooblterra, a new interior called the Oobl Laboratory, 7 new monsters, 10+ n...
ayyyy
noice! this will definitely bring new eyes to such a great map X3!
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()
do you have lethal expannsion or lc api
neither
do you have the latest LLL installed?
oh nah i dont think so
so i installed the latest LLL and now we cant leave the fucking moon lmfaooooo
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)
Ooblterra is definitely balanced around a group of 4 so im not surprised it kicked your ass. you can counterplay most of the enemies as a solo player pretty handily once you get their behavior down, though
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
Thank you! And ah I see, true by my last few runs I was getting better at handling the monsters, but eventually I get overwhelmed hehe
I'll dm you the full stream, while here I'll post the "highlighted" version that's shorter and editted :3
https://www.twitch.tv/dyz89/v/2157333389?sr=a&t=1500s
dyz89 went live on Twitch. Catch up on their Lethal Company VOD now.
Is there a way to configure if the shutter doors exist at all? or at least the amount of times someone needs to pass under for it to close?
not for now, I tweaked their lowering in 1.1.0 but I'll just expose it as a setting in the next version
is there any way to disable the extra suits
the name ooblterra is like calling a planet humanearth
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
OYH2 boutta take place on Glorboaqua
sort of like how in halo elites dont call themselves elites
how would i hypothetically have all the monsters spawn on other moons?
im having trouble figuring out the config
or is that not possible
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...
nevermind got it, just had to appendwto on the enemy spawns and have the lab spawn on other moons
thank you :)
how do i kill the ghost
solo player: talk into a walkie near it
multiplayer: have a friend talk into the walkie while near
thats what i've been told at least
it doesnt kill it tho
i think it just
scares it off?
ooh ok ty
There should be ways to deal with all the monsters on the wiki, I think?
how much hp does an adult wanderer have?
~20
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
not the first to ask, itll have a volume control just like the footsteps do
π₯
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 π
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)
you are absolutely more than welcome
im glad everyone seems to be so positive on it lmao
thanks!! :3 π©·
let me know if you need any help or have any questions
Okay, will do! :3
what enemies from this mod work well on other moons/interiors and what enemies do not?
ive been having an issue with the gallenarma where it continues to play its aggressive breathing audio even after death
i think it has something to do with my own lethal quantities settings
ill deal with it myself ig
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
ive noticed messing with the health causes it
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
ok nvm it just fucking happened again
i noticed it also is happening with nutcrackers
seems like the audio only repeats on ooblterra
possibly the interior's fault somehow??
ok it happened on rend too for both gallenarma and nutcracker
seems like disabling WTO's custom suits disables all suits
I believe it does that if it's an existing save
hi can we have a separated mod for ooblterra monsters ? (like just monsters for vanilla games) i really like them
you can enable them on other moons thru the WTO config file, and disable the moon in the LethalLevelLoader config
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
Yea but I can't disable moons
Ah my bad
"the right man in the wrong place can make all of the difference in the world"
so, wake up, mr. employee, wake up and, smell the ashes
looks safe π
Theyβll never see it coming
when i drop the chemicals bottle, i GAIN 94 lbs. and lose the 94 lbs when picking it back up again. this bug stacks
Do the monsters hurt people now?
Or wait
thats a dumb question
none of them used "Killplayer" or "DeathMethod" huh
[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
As far as im aware the enforcer is an unfinished enemy
Unless im thinking something else
do any of these monsters use "KillPlayer"
enforcer is finished
Maybe im thinkin another enemy
every monster in WTO uses the damageplayer method
this is likely to happen if you try to use the enforcer on an interior other than the Oobl Laboratory
the enforcer works completely on that but will break outside of it
I was wondering, thanks. all the other enemies should work outside of oobl lab?
that's right
Thank you
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
Ahhhh okay good to know. Working with all these modded enemies is tricky
Oh nice
So that means they all kill still just from damage
nice
do you plan on making the enforcer work on other interiors?
I will update WTO eventuallyβ’οΈ
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
is the Gallenarma supposed to be an instakill enemy?
by default he does 120 damage, yeah
kk thanks
are there any enemies not listed on the thunderstore page?
im trying to figure out Ghost Oobl and Ghost Player in LQ
i just want the kills fixed and music toggled off ._.
Kills fixed?
dont modded monsters need to be updated for v56 due to being unable to kill?
Only if they use a deprecated insta-kill function
All of the ooblterra monsters that βinsta killβ actually just do 100+ damage
ah
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
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
I recall wanting to let players tweak the damage numbers on a config but that just never really came to fruition
Well it worked out. Haha
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
I'll try my best to address this in the next update
no idea what the cause might be but im sure ill figure it out
to be clear, no other custom ooblterra scrap does this?
not that we noticed. stuff like the hand crystal works fine
It's doing it again π«€
Fixed it
It happened when I set the custom scrap to UseMoonDefault
I assume the outside entities are going to be broken as well
Shovel Scrap
@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 π
I don't myself know much at all about licensing stuff and I was told that this would probably be best
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
Thank you! π©·
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
Oooooo
Is it spoopy?
fuckkkk yes I donβt like half of these silly SCP enemies
I want scary shit
Them being kinda silly is the fun part of those scps π
Fair, but at least they are acurate lol which really tickles my fancy
The flamingos are so much fun
Lethal company enemies are kinda inherently a little silly, it's part of the fun
I dont think a reptile would be scary lol
Just seems like a thumper
It's a fucking giant alligator
Ahah
Have you been able to make any headway ?
What happens
when i order items dropship never arrives
and on console log its all red
and sometime bugs
like cant load planet
whcih spefifc mod fixes that issue?
CompanyCruiserFix
thx
Are there any bugs or issues with this mod to be aware of or is it in pretty good working condition?
The chemical jugs will bug your player weight
you'll need this otherwise some items will permanently give you more weight ^
@warm breach do u think this mod is reliable?
Thanks for the heads up.
nah
Lots of ppl say it works but I was reading u say itβs a poor workaround
better to just not use the mods that have the broken weight
So best to avoid this Ooblterra until its fixed?
itβs just 1 item
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
Ah so just disable it in the config then?
the chemical jugs from ooblterra are the only items i've noticed with this behavior anyway
Yeeee
Either the mod config or with LQ / CC if itβs not configurable in the mod cfg
thanks. this mod looks so damn cool and I've been curious about it for awhile now.
If you customize the bundled enemies with other moons just keep in mind only the Oobl Ghost and Gallenarma work outside of the Oobl Lab interior
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
Gotchuu
This is likely due to a weight value under 1. It was benign before LLL 1.3 but now you need to follow the proper vanilla weight scaling system:
InGameWeight = (Weight - 1) * 105lb
Thought I'd mention since I had a similar issue
this design totally fits in LC
even for an scp
@grim bridge wassup! Have you been still working on this mod?
I really wan't the enforcer to work on also other interiors
the current plan is to update WTO once lethal company v60 drops, whenever that is
Oh ok thats cool
I really love this mod
the mod will be in Long Term Support for the foreseeable future
I will wait for what you have in store for the future
Guys after v60 some of your enemy stopped working
Like they Just don't die After beeing killed
@azure falcon are you guys working already on a fix?
yep, it's in progress as we speak and should hopefully be done within the next week or two
Ok thanks
is there a list somewhere of the scrap items this adds to the game?
anybody else have an issue with gallenarma where they dont shut up when they die
Yes i think it's getting fixed
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
My boy are you still working on the fix?
I am, the mod is mostly ported to v64 I just gotta do a couple things and review it with internal testing
Oh nice because i wan't to start to kill wanderers again
Thanks
looking forward to the v64 port
@grim bridge Just checking how it's going with the port/update
I appreciate I'm a little over schedule lmao
but I will spend tomorrow preparing the release
Ok thanks my boy i really love this mod and i wan't to renable all your enemies are so fun
:)
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
Nice it's really hard to survive to Oobl Ghost right nowπ
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
Mack5terminal 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
Well I know what i'm putting into my pack for tonight!
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
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
Enforcer. noted
to be honest with you, I am looking into ||making him spawn outside instead of inside in order to give him more precense anyway||
Alien corpse parts what are?
so I will likely test that change and hopefully kill two birds with one stone if it succeeds
works for me
those giant hexagonal vertebrae
Oh ok how can i get them to spawn on other moons
Nice
you can spawn them on other moons by adding them to LLL's config options for that moon
just know that doing it on Wesley's moons will disable his own scrap
potentially other moons with exclusive scraps, too
Oh ok i don't use them
Now Oobl Ghost does not spawn naturally?
correct
Nice
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.
not currently, though external mods such as lethalquantities might have what youre after
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
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!
@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||
oh wait haas this been added as a config option now?
do you have the full bepinex log by chance?
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
does it push around people as an attack or just cuz it has colliders?
Haven't played w this in a looong time, congrats on the update!!
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
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
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
I didn't code it, @next glacier did
I did ask a coder about it so let me try fetching that real quick
appreciated
@grim bridge
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
This makes intuitive sense to me
hopefully it helps?
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
can confirm our enemy can open doors still
with the exception of the cabins and hangar backdoors yeah there's p much no doors outside
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
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
usually when you make a cool ass monster people wanna use em in other places, which is fair
and I gotta say your guys' stuff is siiick
appreciated man π
if you get a chance to play it again anytime soon I'd love extended thoughts
hmm that's true
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
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
I'll definitely check it out brother 
since that seems like the cleanest way to make them not completely tied to each other
oo that's cool
how did it work before, if I may ask? π§
it's the ghost shark right?
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
oooh yeah that guy was cool
the biggest problem with this design was:
- I assumed players would always have a walkie talkie
- 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
players should always read the bestiary to learn how to counter entities, honestly
(I say this while giving like, 0 info on how to counter mine on the bestiary)
(whoops)
it's kinda how base-game goes about it
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
it tends to go that way! you make stuff around how you're used to playing
I feel the majority of entities should be learnable within 1-3 encounters
so even if you don't know how to deal with them you're still at least not completely fucked
personally
the ghost came to you
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
mhm
that is true, yeah
ahh yeah I get your point
there's a fun design problem in having to adjust your design to the unexpected variable that is players, I think
specifically in maintaining the 'vision' for the design even if you have to change it
mhm
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
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
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
Are the enemies exclusive to this moon or can they spawn on every moon?
@grim bridge seems like our enemies aren't the only ones with this issue hahahah
https://medal.tv/games/lethal-company/clips/iOxXNlBEhfBERjavg/d13370pvYbi3?invite=cr-MSxtOTYsMjYyMzg4OTQxLA
Watch fuck my chungus life and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
coil heads have this too lmaoo
i love this mod it scared the crap out of me when I got stuck in a sinking gate afdghsjkl
@grim bridge Just asking if i add the scrap in the LLL config what is the right config in the Ooblterra file to put?
I got a bug where when grabbing the alien corpse part i couldnt drop It or interact with anything and the OoblGhost dindnt spawn
#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
maybe mirage
for me
rock man vs slime
guys i think the slime won
i just have that feeling that it won
im not posting that shit man I got my ass beat - gallenarma
@grim bridge who would win if theoretically in a fight, an adult wander or a forest giant?
almost certainly the forest giant he is massive
Damn, ok
Guys I have a slight theory
β
I mean they're both rock monsters
Or something along those lines
Wait...
β
@grim bridge are the gallenarmas something similar to stone creatures or are they something more organic?
they're organic. I designed them lol.
the armor is chitinous, specifically
^
i wrote their lore so I supersede him actually
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
I assure you I am the opposite of annoyed to hear that people are interested in the world I made
go for it
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
That entry as well as the other ones were written by Prot, the mad scientist who sold ooblterra's location to the Company
he adds comments on some entries, including that one
Ok
I don't mean to be annoying, but bump
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
apologies I didn't even notice you said that
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
I described them in ur Skeleton Studios server
I just left and many other servers because I was taking a break from public spaces
Oh, so I see
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

