#Welcome to Ooblterra! v2.0.0
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Apparently it's not an issue with Batby?? I think
Wesley confirmed his scrap was just fucked due to his own issues
It likely isn't but as a programmer if I can blame the framework for my issues im going to do so
Fair
The day WTO is repaired is the day my modpack becomes a living hell (As if it isn't already)
@heavy siren
Approved

Omg hi Mack from OYH
So how do the Tesla coils interfere with electrical equipment?
Do they like send out signals that screw with electrical equipment?
I think she is, in-fact, d-[SPOILERS DETECTED, THIS USER HAS BEEN CARPET BOMBED /W ORANGE MAGIC BY THE OOBLS]
It got funnier with each iteration I had to keep on editing it
Alright, so, this requires a bit of explanation from WTO's source game. If you look closely at the model youll see two glowing orbs, one yellow and one indigo. On Ooblterra, these orbs contain magic, different types of magic depending on the color.
The indigo magic type allows objects to be picked up and held, that's what causes the rings to be suspended in midair and spin. The yellow magic is typically used to activate and deactivate objects, and does so by sending an electrical impulse to whatever is impacted by the magic bolt cast when someone uses it. The rings being suspended up in the air by the indigo magic are amplifying the latent power of the yellow magic, and creating a large electrical field that overwhelms any technology brought within to force it off
it's funny until the orange magic starts taking effect, anyway. then its horrifying
Nah, I'd win
Ok
Sorry for the hypothetical here but if tulipsnakes were to hypothetically end up on ooblterra, would they adapt to the environment or die immediately?
ooblterra's air is about 84% dmt by volume. so the question is do they need to breathe actual oxygen
lethal company moons tend to have trees similar enough to earths that I assume their processes are similar
turn CO2 into oxygen, etc
ergo I also assume tulipsnakes need actual oxygen
so if so, yeah they'd likely hallucinate for a while and then die
The ice moons house dead trees, and Embrion lacks any trees at all
that is true, which is why I say if
I dont remember if the desert moons have them either
Oh
Ok
there's desert moons now?!!?!
Considering how fucked the natural entities in Lethal Company are, I wouldn't be surprised if the stronger tulip snakes adapt to Ooblterra quickly within a couple generations, considering entities like thumpers went from sharks to... thumpers, within 500 years
Zeekerss refers to them as desert moons, I think
Either desert moons, or wastelands
i don't think they have a name do they
The only moons that have official names are the forest moons (Aka Green Witches) and ice moons (Rend, Dine, and Titan)
Yeah, Zeekerss' mentioned such in Patreon posts of his
its worth noting Ooblterra is extremely hostile to creatures that are not from it. Like "our bacteria will kill and eat your bacteria" sort of deal. Prot and Mack were extremely lucky to be able to stay there ||as long as they did|| (though hazard suits does genuinely help a lot), and more importantly the Moon Landing Creatures are extremely powerful to be able to sustain it
Artifice is a mix of forest & wasteland as Zeek said
if the oobltarians were to become an invasive species on a different moon with the vanilla fellers, what exactly would happen?
artiface used to be snow or smth
So Experimentation is probably the said wasteland moon, since the two are brown, and the rest are desert, and the last just being amethyst, or desert if you're a nerd
probably wouldn't be too different to human colonizing those planets tbh
did he actually cuz ik LLL has experimentation under Wasteland but that's something I made up
Oobl are extremely smart and resourceful, they are a very good analog to humans in this sense. they have language, weaponry, industry, etc. oh, and magic, too. so they'd probably be able to get them under control
just with way more wildlife exploitation
^
yeah no they would most likely find ways to enslave the poor cryptids to their ends
Oobls invented Pain Nexus Engines before they invented the steam engine
i mean like, if they were to go to one of the base game moons, like titan or something
||Oobl's crippled-ass society:||
Old birds would probably curb-stomp them if they were to ever discover them
||Oh yes, all this being true if their society was still around||
They wouldn't, though
oh wait a second
They don't leave the celestial bodies they're sent to, and I don't think any more are in production since Embrion has been abandoned
fuck i mean if the enemies from ooblterra were to become an invasive species, not the people who used to be there.
Ahh
my bad
depends on the creature
just like all of them
or
the most common ones
Would the oobl enjoy working for the Company? Or would they have trouble since they can't use their indigo magic?
idk
lurkers would probably dominate pretty hard
Lurkers kind of would be the best fit
I mean like able to do the job
like if a sample of a bunch of them were brought to a new planet lurkers would probably quickly become the dominant species. This is my conjecture but after the events of OYH they're kind of set to become the new dominant species as is
society wise, Oobl are extremely interested in the collective. defection/betrayal and such is a massive taboo for them, more than for humans. So essentially, "if their thought leaders willed it, they'd do it"
Que that one illustration I did of my oobl getting murked by a barber-
Like lambs to the slaughter
do these go hard? Im making an emblem thing and these are some of the loading screens
with magic an oobl probably stands a very decent chance of meeting quota.
i have not seen this that's funny as hell
And without?
insanely hard (biased, i designed these areas)
Substantially worse. They are very large
Uh, let me find it... I don't have the original file anymore
red lighting ๐
but keep in mind even orange magic wouldn't work against half of lethal company's terrors
their single biggest advantage is being able to pick up scrap remotely
Ah here we go.
10-1: BLOODY LEAP TO SALVATION
Possession however is an interesting question
they wouldn't be able to possess, say a coilhead
but they could probably possess a spore lizard
and importantly, most LC monsters dont really care to attack each other
so if they managed to figure out possession on even the lesser creatures, they'd stand a pretty good chance
For balancing reasons probably
actually, a hoarding bug would be perfect for this. physically weak, but able to grab items
HARD AS HELL
Only certain entities can attack each other because I assume it doesn't really affect the balance all that much
E.g. dogs and baboon hawks
Oobl scavenger teams would probably get in the habit of finding Hoarding Bugs and then possessing them to do all the collecting
it's how they were built ยฏ_(ใ)_/ยฏ
Oobl invading earth would actually be extremely scary because i feel like they could possess human beings with little difficulty
They kinda remind me of HG Wells' martians in a way, due to their heavy reliance on technology, but in this case, it's magic
TRUE
who the fuck beartrapped my ooblterra!1!!!!!
yeah wtf lmao
it's from code rebirth
copped our whole flow smh
I mean, ||Mack literally murked an fuckin' bear-sized oobl, and mind you the martians in the novel, despite Earth's harsh gravity to them, are strong enough to kidnap people, so this suggests that oobl on their own are weaker than these brain sacks with arms||
||To be fair, that Oobl was already in bad shape due to the literal war he was escaping from||
||I remember that, true, but it's still impressive||
||Oh no certainly. adrenaline can make us go fuckin crazy||
||Oobl who's only reference for combat being orange magic bullets receiving the classic American beaten to death||
speaking of which, me and a crew were on oobl, and we all fucking died because one of code rebirth's outdoor fellers fucking snagged every one of us because of the fog which they were hiding in
official developer comment: trolled
Who would actually win in a war against each other, anyway? The martians, or oobls?
(Mind you these guys have literal heat-rays)
embarassed to admit i dont think anyone on the team has read the original story
Not surprised, the original novel is over a century old
Technically the truth
Most of Oobl technology is biomechanical, to be fair
facing a species that's extremely technologically advanced would prove difficult
again, a lot of their magic (their main weapon) suddenly becomes ineffective
Yeah, but reminder the martians got some of their fighting-machines destroyed by Victorian era equipment
"you guys don't even have the Pain Nexus Engine for your trains? weird"
however. the power of belief is fucking nuts for an Oobl. Like, superhuman (superoobl, lol) feats are achieved by it
so their champions like oregten and the rainbringer could probably do some serious serious damage
Their heat-rays are powerful, and set things ablaze within a 2-mile length, but yea
...Except they're ||probably long gone, or at least I haven't seen them in the game yet. I've only seen the Oobl of Corruption||
||oregten is long gone. the rainbringer is a blank check that I will cash someday, probably)||
Cash someday? You fuckin' trafficking oobls??
no, that was the guy in map01
who tf is oregten
On Map02
in the mystical tower
there's a scroll that discusses him
not a major character or nothin
ah ic
God my memory is so ass ๐ญ
Why was I cursed with a McDonald's bag for a brain
the planet bouta be screaming in agony when i land
Just because they're alive probably doesn't mean the thing as a whole is sapient-
maybe doesnt mean the thing as a whole is sapient
So erm, what is this, this was in the trailer for your ooblterra game and I'm not curious
@grim bridge ?
hi hunter bot
thats the hunter bot
damn man I almost want to start porting OYH enemies into WTO again
but anyway if you download the demo for On Your Hands you will get to meet him :)
That fucking robot that I hate
What do they do
They wheel towards you like the shitty little piss babies they are
Uhh
So they're just the locker?
I deadass ragequit from OYH trying to get the hunter bot's achievement, came back, then realized, "OHHH, THAT'S WHAT YOU DO"
I know I'm in the wrong but these guys can still rot in hell
Lool
I only did the visual design !
I did totally come up with the idea for their game design too hahaha
Sending 1 billion wood-eating termites to Skull's dungeon rn
Play On Your Hands
They just run up on you and attack you. The level they're in makes them nigh inescapable so you try to avoid running into the room they're in.
a normal day in adamance
WHAT
HOW DID YOU GET THEM TO SPAWN THERE??
HUH
imperium
For me if someone grab the alien corpse It stays locked in their arms
I spawned it in with imperium so that may have something to do with it
Oh ok
@grim bridge would there ever be a slight chance that the company would like transport some of the ooblterra monsters for like, testing purposes?
well, wanderers are extremely tasty
anything else?
or like
just the wanders?
sorry im asking this random ass question
I dont know much about the company or their aims. other than to feed
yeah sorry about the question, i just want to add enemies to sector-0 and asking to see if it would make sense.
Canon is a plaything do it anyway
Personally, I've added Gallanermas inside and Eye Securities outside, and even various WTO scrap, including the alien corpse that spawns the Oobl Ghost.
just like, would there be any possible way ooblterra scrap and or monsters could hypothetically end up on a different moon?
i get that cannon doesn't mean shit but still
it's just that itch i gotta get, knowing they could possibly end up on sector-0 in the cannon
given teleport magic, in theory yes
teleport magic has straight up sent itself to earth in oyh canon
a distance that even oobl cant travel via spacecraft
its extremely potent
also wouldn't Gallanermas just be eyeless dogs but with less steps?
when spawning them outside?
I just got an idea
Yeah, but I'm sadistic in my modpack, and I've also got the REAL eyeless dogs inside too
damn
A monster thats like, a Nutcracker but its all like, Ooblterra styled and looks wildly different, he carries a laser shotgun or pistol instead of a double barrel shotgun
Anyway, regarding where WTO stuff could end up
I personally would say it could end up on moons that are interested in researching things. Sector is a given, but I imagine Cosomocos might also be a good candidate
@grim bridge im a bit confused on how the binding settings work
if it's set to WTOOnly, does that mean that specific thing can only appear on ooblterra, despite the level loader?
or like
do they just make it so that only things from ooblterra spawn?
i assume the latter
wait do your indoor enemies have to stay indoors or have the risk of breaking?
it depends on the enemy but yes its possible
ok
sorry about these questions, it just that i tried adding some ooblterra enemies to a different moon along with some other guys, but they never actually spawn
same with scrap
Well, the most probable reason might be because you're using the names as seen on the in-game tooltips. Try finding and using their internal names instead. This goes for both scrap and entities.
Note how the other entities are listed. Instead of Hygrodere, Thumper, and Eyeless Dog, there's Blob, Crawler, and MouthDog. Those are the internal names for those entities.
#1182523433221902376 message
Tl;dr: Don't worky rn
SECTOR: Laboratory
POPULATION: Inhabited
CLIMATE: 30ยฐF Humid, unbreathable air. Flat terrain, composed of living organisms, containing a thriving ecosystem.
FAUNA: High number of dangerous fauna, as well as remnants from Ooblterra's native race. Remain highly cautious.
My custom Ooblterra description I did via CentralConfig
I just realized, lore question:
If LC's current year takes place in is 2500, then what the hell happened to the oobl? ||Why aren't they back up on their feet, and how is Prot still alive?||
Also, Runtime Icons is unable to render chemical jugs properly, but I'm not sure if that's an issue with it, or Ooblterra, and also eventually after some time, all cameras in the ship come to a halt, including the mini-map
aw what?
why not?
how exactly?
aparently you can't with LLL
@harsh saddle I use LQ
I find it to be more versatile than LLL, and easier to use and understand
But opinions vary
It's been quite a bit since LQ last updated, but it still works rather well
IT WORKS WITH CENTRALCONFIG
PRAISE IMPULSIVELASS
It happened again WHY
Ooblterra is cooked, THERE'S A SECOND MOON LANDING ISTG
Vacula void mass is coming for their asses...
imagine showing someone who's never played modded before this screenshot lmao
They would be like this probably
whats that mod that shows you scrap value on inventory slots
QualityCompanyFork
Your'e welcom
?
@zenith phoenix Oh my god, you have not seen ANYTHING yet
This is 1 scrap day Ooblterra...
On other note, I managed to balance Ooblterra into a Tier 3
Avg. scrap is $1800, and the highest it can go aside from 1 scrap days is about over $2000
I did this by making its most common scrap like literally garbage, shit you'd see from a Tier 1, and the custom scrap uncommon, but not rare
it's not much really. just the imperium minimap and ooblterra.
LQ?
Lethal Quantities
LQ works just fine, but I believe LQ will override whatever LLL has set up; it takes priority
ok
Although when you first boot it up, it creates a preset for each moon based on what parameters are already set, so I don't believe you need to go in and readjust anything immediately if you used LLL for this purpose prior, but I might be wrong
I had never used LLL for this purpose, only LQ exclusively
I can vouch
can you help me out with this, the config is set for sector-0 still isn't working
01936699-abb4-aedc-52aa-64879b70521c here's the mod profile code
@bleak prairie sorry for the ping but can you help me figure this out?
Wrong thread though you're referencing a RosiePies interior
this involves the ooblterra monsters
not to rush you but have you got a clue on what the issue is?
Working on someones modpack rq and then I will look
ok
Even if the adult wanderers have no weight on an outside moon, e.g. Lithium, will they still spawn when a juvenile wanderer is killed?
Getting killed by a ghost player causes your camera to get stuck at one angle in spectate
Also, update to this: The entire ship straight up doesn't work when landed
Cameras/mini-map don't work, the clock stays in the ship, no scrap collection notification pops up, etc
I love this mod, but holy mother of bugs ๐ญ I know I can't complain though because one of your devs is on break
...Also, apparently the TimeofDay music remains in orbit, and we're still on 3 days despite completing a round of Ooblterra
Is there any config option for this yet?
Will there be a configuration of ooblterra enemy spawn weights, Or be its standalone thing. That way they can be used outside of the moon (just for fun and chaos)
FUCK YOU STEAM
I never got to understand what the ritual room with chemical items was meant to be used for. I've been playing this mod since it got released and I still haven't figured out what am I meant to do there
@grim bridge sorry for the ping but would it theoretically be possible to force enemies into WTO's enemy list so that they're affected by the bind to Oobl lab config?
good morning ooblterra thread
you can try it, I'm fairly certain that setting just uses the LLL list
check the section on "Frankenstein Rooms"
ooo
You can move any enemy you want to any other moon OR change their spawn rate via LLL's config
Ohh, are they only exclusive to spawn in oobl lab regardless of the moon?
binding them to the laboratory will do exactly this
but you can pretty easily play around with the config to make it act however you want
I will say though that Lurker Eggs and Enforcers kinda need the laboratory in order to work
Yeah binding them to moons with laboratory on is the simpler way.. but i want them to spawn in any interior without having to mess with LLL's spawn configs ( in all moons each ) since that takes more time and had always been buggy to me 
Okay so with LQ I simply got them to spawn globally, pog
Why the enforcers?
backend stuff
basically, their code wants to ||find "hide points" for them to wait at and currently thats a custom object that only exists on ooblterra tiles||
Are there any plans to fix WTO's remaining issues?
i know why the ship is broken on ooblterra, where the center monitor doesnt work and scrap isnt counted as collected when you walk in with it
its because audio reverb triggers need to be around the ships landing area, this same issue was recently fixed on the luigis mansion moon, and thats what the dev of it said they did to fix it
if im not exactly correct, you can ask them exactly what they did to fix it
daww, it likes you
Oh yeah? Go give them a kiss then, and see how you like it
i know how to deal with em tho 
Pro tip: if you have piggy's variety mod, 5 bullets from the revolver can take out an adult wander
if unmodified
I'd imagine that if mimics were to be in the oobl lab, they would be replaced with a hunter bot from on your hands
peak, peak
[04:46:24.8802364] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Welcome_To_Ooblterra.Enemies.WandererAI.NearestPlayer (System.Collections.Generic.List`1[T] List) (at F:/Welcome_To_Ooblterra/Enemies/WandererAI.cs:206)
Welcome_To_Ooblterra.Enemies.WandererAI+InDanger.CanTransitionBeTaken () (at F:/Welcome_To_Ooblterra/Enemies/WandererAI.cs:131)
Welcome_To_Ooblterra.Enemies.WTOEnemy.Update () (at F:/Welcome_To_Ooblterra/Enemies/WTOEnemy.cs:95)
Welcome_To_Ooblterra.Enemies.WandererAI.Update () (at F:/Welcome_To_Ooblterra/Enemies/WandererAI.cs:184)
this keeps spamming
just started playing OYH, absolute peak.
hell yeah :D
idk if any of yall DO play it, but I'm stuck on the Grinder maze
you basically walk around the maze and find the hints, then type them into the terminal in the safe zone
then once you have all the hints you can figure out the order in which you activate the switches
our first reaction lol
hell yeah, glad y'all liked the looks :3
Peak
whats that ui mod youre using im curious
Looks like EladsHud
Is development on WtO over?
I'll have to ask the big man but I believe so yeah. At least for the time being.
We're working on a game rn so we're p neck deep in that
Ah. Suppose they're working on their next game
I'll rob someone at gunpoint so I can get the funds to buy said game when it comes out :p
Anyone who has played OYH, what is the solution to ||getting the third rune? I'm truly lost and worried I might actually be softlocked||
Remind me, what that's again?
in the Lurker nest right?
||A bunch of gallenarmas below a cubical room, with 8 buttons around it, rune in the center with 4 magic/key pillars next to it surrounded by glass||
I've been stuck there for an hour, unable to figure out what I'm doing. I tried leaving, but there's nowhere else to go
Except a road with an invisible wall ๐ญ
I forgot myself, I'm sorry ๐ญ
I'd have to be in the location again to recall
Ah, you need to press the buttons of corresponding color together. So press one green button and then the other one. Then do that for every color. The colors of the buttons don't get revealed until pressed but they're mapped out in the middle of the room
I had them all linked, but nothing happened. Aside from opening the door and tunnel
May I ask how to unlock the ||Dopefish secret||
I spent like 2 hours one day trying to figure out how to unlock it, but to no avail
Needless to say, it really demotivated me to look for secrets due to how long it was taking over the course of two days of trying to access it
I'd say the area has some issues, when I died or restarted, the board with the + signs never reset, which is why I'm worried I might have messed up my save
no it's meant to save
Weird. So what happens when you link the things together?
Would the glass disappear?
it's supposed to lower the rune to you and let you pick it up yeah
Fuck I forget actually. I remember it's in the starting room in Map10 but I don't remember the exact sequence.
I'll forward all this to the big man but he's sleeping atm
iirc this a known issue and this has a fix i think?
Hopefully. Unfortunately reloading the area from main menu and restarting doesn't seem to fix, not sure what might
Ye I know where it is, but I don't know how the access it
There aren't really any clues to it
You give it a goober
A fucking what
NO I DONT WANT TO REPLY I WANT TO EDIT
These oobls are really freaky huh..
Are you being serious btw
Nah just messing around
Is this something I actually have to look for
Oh
Thought it was a 2-step secret for a sec lol
for anyone running into any particular issues with OYH, try switching to the previous-version branch on steam and see if it helps at all
we're pretty slowly investigating some things going wrong on 5.10 depending on hardware config, framerate, etc
I'll give it a try when I'm next on. Will reply if anything changes after I do
Aside from this issue though OYH has been really fun so far
Like the Goober from Grace?
OH MY GOD IT'S SO OBVIOUS I'M TWEAKING AT MYSELF
Thank you though!
dont feel too bad because from what I understand
this secret has been having issues on 5.10
it's possible you investigated this door and it was still closed
glad to hear you enjoyed it! I'd love to know your thoughts when the curtains close
if you want me to answer these questions more readily the game has a link to our skeleton studios discord
We are full steam ahead on Delta Perspective development
I have moved the person I had on maintaining WTO over to that for the time being
I may revisit WTO at some point in the future if I have cool enemy ideas
so it's "suspended" for now
thank you for your support :)
๐
Sorry i suck shit at answering questions I was (until recently) just the visuals guy LOL
What about bugs, or will they remain until you revisit WTO as whole?
Yeah, exactly that
Aight
im glad to hear you guys are making another game c:, i havent finished OYH yet, im pretty sure i got stuck on the exact same puzzle as geo, but its a really good game
unfortunately maps 14 and 19 were made under a pretty bad time crunch and so we're not super proud of them, especially compared to 04 and 09
14 in particular we went through like 3 visions for lol
I suggest the same fix that I said to geo, might help
Im glad youve enjoyed it though
oki, ill give that a try
i read that as ||dopafish..||
@zenith phoenix
Oh I didn't even realize it was you, Nova
lol

Before its suspension, could a tiny patch be released to make dead gallenarmas not grunt indefinitely? They're a neat enemy but, sometimes they die to something and they just, don't stop making noise
Will definitely give a full opinion once I finish it, whenever that be
Yep, this worked
btw, i should point out that every prop in the interior's main room appears to be in the item layer. the Terminal Gal's (Code Rebirth) item scanning feature highlights pretty much everything
hello ooblkind
is there any chance this mod is updated for the newer versions? it is more likely than not for this mod to have become unusable after the release of v73
pretty much anything with custom scripts and networking got fucked over and needs a (fairly quick) recompile
all the enemies surely got nuked
If you think I should
I didn't do it cuz I didn't wanna like... seem like I was rushing anyone but I suppose it makes sense
it wouldnt hurt, worst thing he can say is no as, idk if hed check the thread as its been over half a year
since theyve been here
I'm on the dev team, we've talked about what we wanna do. It's a bit tough cause most of our time is spent on working on our new game. I'll bring it up again on our next dev call tho
nice, good luck on the new game btw
hello! just as a heads up, the mod is most likely broken in the new update. LC changed unity versions and so a lot of mods (enemy mods in particular) need- oh hello :D
won't @ OP then
Oh yeah no we're aware it's wicked broke
wasnt sure since plenty of devs come in and out of this place haha
I hope your new game comes out fantastic, I love your games' particular style, it's mad cool <3
I forgot i have notifications on for here so i was going crazy trying to figure out where i was getting pings lmao
thank you :D
but yeah no i will try to force the issue, it is sad for the mod to not work as is cause it's easily the most well known thing we've ever made
lol mb for the spam then
i did the same damn thing
I didn't know people still went here
I should probably update the listing to say Depreciated since that's ATM the mod's current status. I had assigned dee to upkeep but his talents are better spent on DeltaP at the moment
However I am entirely willing to spin up the project and try fixing it myself on the one condition that Unity doesn't nuke everything like it does sometimes
It'd have to be when I get home, so sometime next week
short answer is I will Maybe fix it, stay tuned
hopefully unity shouldn't fuck the project over when you update, but make sure backup that thang...
I haven't heard of anyone getting their project nuked from making the move, but juuust in case lol
to be clear it's not literally deleting the project. It just sometime fucks all the dependencies/references and i have to run the uh. the tool. I forgot what its called
but the tool only gets half of them so I inevitably spend another couple hours linting
I sure will ๐ซก!!! I was reminded of the mod yesterday when I was doing LC mod redesigns as an art exercise... and then I realized this probably didn't work anymore!! I was really heart broken cuz I'd just been able to take a good look at the Oobl ghost and it looks so fucking cool ๐
the patcher?
if you need help with anything there's a ton of people willing to offer you it in the dev channels, #dev-enemies #dev-interiors #dev-moons
and there's a bunch of resources pinned there, as well
esp for the recent networking fixes people have had to do for older mods
best of luck, hopefully the process of updating is not too cumbersome!!!
i should lowkey just release the models at some point
ooo that'd be real useful lol
We can unlock the resources repo
my friend had a hard time discerning the shape of the wanderer for example, though I do like that aspect of the art style
though all of them, including the oobl ghost, are part of the Rainbringer's Extras dlc
I love me some weirdos
I threw the model in there even though it's not in OYH
im not sure if you are able to download this without owning OYH but if you can, you don't actually need the game EXE in order to access it
it's just files in a folder
warning that i was learning modelling at the time so some of these models are genuinely atrocious LOL
wanderer armature my beloathed
laz I hope you know the old grinder is in there
with the face?
I think @proven cobalt streamed the game wanderer is from while I was drawing the Gallenarma redesign, is it this one?
and the old lurker. so we actually have 2 models that are UVmapped to their concept art instead of an actual texture
yep, WTO is based on OYH
ah do it IS from that game!!
dude that game looked siick I wanna play it sometime
oh my fucking god ๐ญ
that is. so incredibly scuffed but I love it
isnt the grinder still like that or did i retexture it
p sure it's still like that actually because when I had you draw the veins texture you had to just draw it over the concept art
OYH was made by a bunch of people who didn't know how to make video games yet. There are still several materials in that game that are world grid aligned because I just straight up did not know what UV mapping was
we learned a lot over the process, of course, but
some artifacts remain
we'll fix it in the remake
lel
peak
Also the Gallenarma were originally called The Gallen, but we would always make two fbx files for every monster. One for the mesh and one for the armature, appending -arma to the end of the armature file. Gallenarma just came from that. The problem with that is that seperating out the armature and the mesh into two seperate files made absolute no sense i genuinely do not remember why we did that lmao
I'm sure a lot of people I know would want to die after hearing that but imo that type of... "scuffedness" gives games like you guys' a particular charm that not many others can say they have
I've actually heard this before, a friend of mine used a pretentious japanese word for it
"wabi-sabi"
I told her she was insane but i guess she isn't the only one
though I've admittedly come around to some (note: not all) of OYH's flaws as just a sort of marker of where I was as a creative at that point
that is fucked oml
idk how scuffed this is by comparison but the first enemies we did for our mod had each body part have a separate texture instead of a single one with proper UV mapping
the ones w red circles on em are we ones we ended up using (no, we didn't use 7 different petal textures surprisingly)
that's not too crazy, there are some legit reasons to do that
there really wasn't one behind this tho it was just like that cuz our modeller didn't know how to do UVs (and I didn't even know UVs were a thing)
this was another one where we did this for like, no reason
and "rootstuffs" is used for the world's least visible, most thin legs in existence
this is what they look like ingame. so like... there was 0 reason to even texture those
that's worth a lot tbh, it's a great way to measure improvement
but ye, im glad to see you guys still around! thanks for the nice chat, and good luck on your new game :D
what if it was goodbye to ooblterra...................

is it possible that this mod will get updated to v73? Or should I assume the worst and remove it from my pack?
Remove until they return. Most likely its gonna take them a lot of work to fix everything up. I honestly fear its dead though.
not dead yet, "Hiatus" is what we're running with
we do still have it in the pipeline, it's taking a bit longer than we initially budgeted since there's still work to be done on our main project
but yes I do recommend removing it from the time being, and watch this thread or our discord where we'll announce when it's updated
sorry this is taking so long y'all, but it's definitely within the pipeline for this year and ideally before Q1 ends
I mean unless im forgetting something id just be the enemies needing update netcode
tho yeah they have their main project rn
I'm just glad to hear the mod isn't abandoned
I will offer that if anyone is programatically minded and is interested, I would love to have a dedicated maintainer on WTO
update your mod with a license that indicates such will ๐
what do you recommend?
90% of my git repos are private I never learned this stuff
I remember there being a TLDR copypasta that went around a while ago that explains each one
Non-judgmental guidance on choosing a license for your open source project
thank you
and yeah ideally make repo public and have it as the link on ts
preferred so if you drop off the grid you can do so knowing people have the option of picking it up
I hope that WTO get's updated soon, especially considering how unique it is.
as of saturday the programmer who was previously doing LTS on the mod has finally returned to the role
so we're at least on track for our Q1 2026 target for this mod to be compatable again
NICEEE
Also since I noticed it before I knew the mod was broken it's woth Mentioning that Ooblterra's Spawn pool and Interior were also triggering on Terra from Skelaahs Wild Moons, which I'd wager is a naming conflict.
we have some news coming very shortly everyone

Oh?? intriguing
Just did some very promising testing ๐
Is Oobblterra making a return??
Deprecation Update
Ooblterra will be receiving no further updates!
After 17 years of upholding this mod, the red exclamation mark of glory is at last being placed.
(/j)
((dont hunt me down, i was only making funni))
I nearly took that serious
cant believe its already been 17 years ๐
hunts you down anyway for the funny
oooooo
so soon โข๏ธ
I'M SOONING IT
Welcome to Ooblterra Release Version [2.0.0]
Finally, with only a month before v80 releases. Oh, goddamn it.
Welcome to Ooblterra is now finally available for Lethal Company Version v73!
CHANGED
- Updated the map schema to reflect modern Lethal Company's map system
FIXED
- Fixed a
persistentRECURRING, occasional issue where the Enforcer's texture would be pitch black instead of transparent while it was hiding - Fixed an issue where the machine room's battery didn't insert properly rotated
KNOWN ISSUES
- Frankenstein Room beds will not change to say "Body Placed!" when a body is put on the bed. Multiple bodies can be placed down; the Frankenstein room will "revive" only the most recent player to be put on the bed.
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! v2.0.0
everyone give a big grateful round of applause to @viral flint for taking over maintenance on this project
ye pls complain at me for any future issues
NO FUCKING WAY
looks like it was rejected bc of how long since last update
gonna wanna post of in #1229912303588212796
@grim bridge
meant to reply to you haha
they don't want this getting out
its too powerful
Skeleton Studios will forever be 100% on starting some kind of fire at launch
I assume this is prob to prevent hacked accounts uploading malicious stuff
fwiw, manually downloading the mod still works and gives the correct file
WHAT
bizarrely
hope your own separate game dev is going well btw
also how do I pin messages again
depending on your definition of well, it is
./pin-bot
thank you
pin and then the link of the message
should prolly unpin all the old ones
WOOOOOOOO
also nvm i forgot about the mod manager update period
but youll enjoy it skull
we have to deal with the package getting rejected, so we're also waiting on manual review
oh i see
interesting
i made a post in there
yet they let random games probably made in like 4 hours get added
sorry it took so long to get this all updated ๐ฅบ
come to think of it we're also now 2 for 3 on "manual review delaying a release and curbing the hype for it a bit"
blame robyn, she obviously owns thunderstore ๐ก
meow
๐ฑ Meow!
this gif fucking rules lmao
im sure we'll get a lot of use out of this internally

YOU DA GOAT
it's ok!!! the fact it's updated is super nice so I don't mind the long wait time to get it back
once we can get it fixed to not be rejected by thunderstore ๐ญ
soon I hope ๐ค
you just need to @ a mod in the rejected packages thread i think
yuppp i made one before
now we wait ๐
you can manually download if you want to play right now though ๐
this had me so excited up until i saw the hole in the map wasnt patched up and somehow its more glaring of an issue. really wanna love this moon but its been there almost forever lol
@grim bridge here you go, backgroundless renders of all the ooblterra monsters :)
(i forgot the lurker initially, its further down)
it gives my crew conniptions that this is so close to being a good experience
hole in the map?
if you can show me where that is I can fix it
you just walk out front of ship, like slightly left. youll walk right off the map.
its been there for a long minute now
alright, this latest release gets approved on thunderstore, would you be able to show me?
just a screenshot of where it is happening
i can upload a vid rq, just lemme compress it
awesome as fuck
like i said this has been here for a minute
ah there's a hole out the back huh? alright
lmao
i'll be sure to have this fixed in the next release
thank you ๐
this kind of thing is literally on a lot of vanilla moons
i wouldnt call this something that has to be fixed
not just cause of that, but why would someone go over here anyways
that is such a bad excuse to have a hole in your map
it doesnt matter though???
like, this doesnt provoke laziness at all
you can find holes like this on vow, march, rend, dine, embrion, and artifice
does that mean zeekerss must fix those?
thats not an excuse? if i go slightly off the beaten path and your moon has a hole in it like a poorly maintained wooden rollercoaster that should be a problem.
idfk where you got the lazy from
chill
what about what i said indicated i was upset, in any fashion
all i did was explain to you that this shouldnt need to be fixed
what is your deal dude
โ
this is like, insanely funny
comedy (from lethal company) is leaping through my monitor
you can find em by flying OOB n stuff but this one's accessible via foot so I think it's fine to request a fix
and it's pretty close
never had an issue with them mentioning it in the first place
that's ok
that's peag
OOBLTERRA IS SO FUCKING BACK
"just slightly left"
/j
we're so back this is so peak
imma leave some recommendations in a moment
Fwiw I made the map and I would have rather not left ways to just walk off it lmao.
I thought I placed an invisible wall around to stop that from happening. Unsure if that broke or if I just missed a spot.
you did put it there properly, but it got disabled because the wall would cause players to get squished to the back of the ship on fly in
absolutely is and this is what I'll do to fix it
also these go hard
recommendations/bugs:
- While it is a part of the aesthetic, the heavy green fog makes it somewhat hard to appreciate the moon's beauty in full since you can't see jack-shit anywhere loll, maybe turn it down a little bit?
- The path to main has been greatly improved, but the Fire Exit over the river is pretty rough. The jump is not possible when jumping to the exit and impossible to jump back if you have more than 40 pounds of weight
- The closing door mechanic indoors being so common is kinda a problem since they're unopenable. Making is so that after they get to a certain point they can be "lifted" with a long-ish interaction would help encourage travel further.
- Every time after the first time you land, landing on the moon later does not play the outdoor music themes, even after the quota is complete.
- bigass key icon lmao
also interior fog on this moon is actually dastardly
key
is it not descriptive
key
Is the custom Time of Day ost not working for anybody else on Ooblterra?
Is the clock also not displaying intentional ?
you have
mods breaking shit
both were working when i was making the renders of the guys
its betterspraypaint 
What mods are you using? I'll make a note to take a look at what might be breaking it
It's LunarConfig ๐ญ
@golden adder CRAFTYYYY
Disabling Lunar fixed Ooblterra's custom footsteps, time of day, and clock
Do you even have configure content on for it
Yep
the 4th thing is due to a vanilla game issue with how the timed ambience works i think
Had to remove the scrap from Generic Scrap from the mod, alongside Code Rebirth entities that force themselves on there
the game is supposed to play ambient tracks at 8 AM, 12 PM, 5 PM, and 10:12 PM
but this only happens the first time you land on a moon (AT ALL, not once per) in a save file
because zeekerss fucked up the code for it somewhere
Yeah, ButteryFixes fixes that
It's been so long, I forgot that was an issue, lol
also there is actually a way to use the fire exit without any equipment or problems with weight
theres a fallen structure to the left as you exit
which can also be used to jump to it
This is all we change about Ooblterra, by the way
to be clear, the fire exit is intended to have a couple of solutions:
- you can jump on the objects in the water, requires no equipment and works bidirectionally
- you can jump on top of the crates and then on top of the shack, running across its roof to get to the fire exit
- you can buy an extension ladder, which is long enough to cross the river, but requires you to be considerate with your timing/have a friend lest you get stranded on the opposite side after it closes
also, the closing doors will actually reset on the condition that the machine is found and activated
I'm curious, are they a dev of y'all's?
Haven't been in the SkullCrusher Discord for a while
yes!
A
@viral flint
hi heres a list of issues i noticed
- ghost oobls dont seem to be properly attempting to attack players
- ghost players have no animations
- the painting decoration of the interior doesnt have its texture properly wrapped to the canvas, and you can see extra parts of the center on both the far left and right
- the unique spike trap can be set off again while its pressed into the wall from the back of it
- ghost players become clearly visible from far distances due to the games LoD system (idk if this is fixable)
- 5 million default footstep causers (minor, not very important)
most of the stuff of the moon and interior just have default footsteps
the feint wooden ones
do oobl ghosts not just move toward the player?
so they like
circle around them weirdly
That's intentional
and if you try to get close to one they dont do anything
overlapping their hitbox doesn't cause you to take damage?
that's odd, that didnt show up in testing
no
?? They were working fine for me without it
this has always been a thing on ooblterra
Uh
i didnt say everything has default footsteps
If you're referring to the structures having wooden footsteps tied to them, then yes, that's intended
to be clear, the only footstep sound we've ever customized is the one for the planet
the squishy one when youre on the surface
are footstep sounds not otherwise determined by object type?
doesnt the main entrance room use different footsteps from default though
because im pretty sure we tag objects properly as metal, etc
possibly, im not certain
but I can go back and lint through all the tiles
Also, since Crafty is about radio silent rn, is compatibility with LunarConfig planned at all?
I believe it's technically his ballpark to fix, but then again, Ooblterra is very unstable with a lot of mods due to just how independent its features are
Dee's opened an issue about it on the git repo, so I assume it's on his radar
We need to do more On Your Hands fanart
Btw how is your other project going?
The new game
what's this about a map schema?
We redid the map to add a countour map to the overworld, and tile highlights to the dungeon
since that's how LC does the map now
that changed somewhere between v68 and v73
also hi this is my cool oble original character do not steal ill sue and kill and you the you 
youre always welcome back in the skeleton studios server. in fact everyones welcome in the skeleton studios server. please join our server
in terms of next projects we've unfortunately decided to go back to square one. Delta Perspective development was having a really hard time and it was better for us to shelve it
I feel like we did something stupid there and left out of guilt, but yeah, sure
Ah
I'm really excited about our next project and im really excited to end up showing it off
Yipee
On Your Hands was a blast, we're excited for what y'all have next
Take your time tho ofc
as always itll be something well worth everyone's time and attention
I kinda want to start talking about it right now but im holding myself back

currently compressing a video
oh my fucking god why is my bandwidth genuinely degrading over time
The rot
I installed Welcome to Ooblterra! and when i landed VEGA gave some errors and it forever loaded, and when i removed VEGA, and landed lethalmin gave some errors and forever loaded, note i did not land on Ooblterra! at all
heres the painting thing i was talking about i guess
Shit and I was gonna re-enable it on my ultra modded modpack
Iโve had it disabled for months on end
But seeing these issues
imma wait a bit
I need to test with those 3
yeah i have to apologize if its overwhelming
guys its almost done compressing holy shit!!!
3 things shown in one video
oh and the really awesome thing about the specific floor i showed not having stone footsteps or whatever theyre called
this specific tile with the metal cart (btw no metal footsteps on that) with the exact same floor does have it
spike trap thing i mentioned
and the ghost player LoD thing
it's by tag
iirc metal tag doesn't work properly, it just makes the sound of the tag of the object below it
so if a rock is tagged as metal and it's above terrain that's tagged as snow, it'll sound like snow
also don't let the amount of reports overwhelm y'all ;P
I'm sure you're used to it since you've developed whole ass games, but there's nothing a few quick patches can't fix- esp when it comes to footstep stuff
i think its less the object below it and more so just hte previous object you were stepping on
oh is that how it works?
makes sense
in any case this guide by s1ckboy's pretty good
#dev-moons message
Dropships not only do not play their cruiser theme here, but also the wires connecting it and the Cruiser are missing texture pink
@viral flint Ping just in case this gets swept under the rug
Also, please reduce the hitbox sizes of trees and make flowers destroyable via the Cruiser. The Cruiser is almost unplayable here; it took me 'till noon to reach main, and that's with Ooblterra's slower time.
The texture for the Alien Corpse Part is also bugged a lil' bit
It's mainly the flower petals and tree leaves that're the worst offenders here...
there's some guides on how to make stuff destructible by cruiser
lemme find it rq
#1260335790731558952 message
read from here
thanks for this
no problem!
just note that the parent tag matters as of v70
as this determines whether now to play snowmen breaking effects or tree break effects
this also affects stuff like my modded vehicles, as i do a tag check to check "is this object a tree" and if yes, damage the car, if not (i.e. snowman or other) don't damage the car
@grim bridge is this texturing as intended or do we need to adjust it?
definitely wrong
This cargo crate on the left here managed to make our truck do a fucking flip ๐ญ
We didn't get it on footage unfortunately, but it happened
amazing drawing
Lol, ty
Also managed to capture an enforcer doing something for once
Pretty sure their AI was broken previously, or at least almost passive
They made us jump in our chair to say the least
We were not expecting that, lol
so small update is that we have a mostly(?) working version of v80 to work from, and I will start porting WTO to that in the coming days.
all bugfixes will start once the port to v80 is finished
oh right also @obtuse raptor I wanted to ask you a few things:
I had to apply a pretty big hack to LLL 1.6.8 to get WTO to load after the first attempt. I think something is wrong with LLL's caching of scene bundles, because it freezes on the LAN/Online selection after the second launch of LC. The first launch is fine. I can kick it out of this state with some ungodly code that eventually forces an AssetBundleInfo.TryLoadBundle() https://github.com/Skeleton-Studios/Welcome_To_Ooblterra/blob/b01e8b1dcc67cdc9eb2d051f63fbb21ebc16d837/Properties/Plugin.cs#L218
I want to check if I'm somehow doing something wrong with how I'm creating the WTO scene bundle, or if this is something that needs to be fixed on LLL's end
also a second thing, pls update LLL github ๐ ๐ it's quite out of date ๐ญ
I havenโt touched LLL in awhile, paco has been maintaining it
This might be a bad initial take but Iโm assuming itโs on your end just off knowing a majority of moon mods do not need to do whatever that code is doing(?)
I thought so too, but we don't do anything special with our scene bundle, and I tried to trace the issue through a decomp of LLL and it does seem to be an issue that the event to allow the main LC lan/online scene to load is not being fired.
I can provide a reproduction, and there also seem to be a few issues on LLL github that bring up the same symptoms
Also alright I can speak to paco about it - who were they on here?
@exotic temple sorry to lunx you but you've been mentioned and wanted to make sure communication went down about this ;P
Whar 
I've been pushin to here for the moment: https://github.com/pacoito123/LC_LethalLevelLoader 
Also I make it so scene bundles are skipped when loading at the start (since they will be hotloaded later), but does WTO need its scene bundle always loaded or somethin? 
Ill get a reproduction working after I get home from work.
WTO shouldn't need the scene bundle to always be loaded, so its possible im flagging something incorrectly somewhere
I wish you good luck ๐
Oh I mean it's interiors that are goofed pretty much 
alright, i have a cut down test here I can show you.
r2modman profile. I've removed all the WTO scripts from this and it literally just contains the scene bundle.
the first load resulted in this log, which loaded into the main menu correctly:
the second load does this, and is not able to get past the online/lan menu:
this is after it creates the scenebundles.txt file
if I delete that file, it loads correctly
the problem that appears to be happening is that the blocker that LLL puts in place to prevent the main scene from loading is never released, because an internal event is not getting fired.
LethalLevelLoader.AssetBundles.AssetBundleLoader::LoadAllBundles in this function, there's this block of code at the bottom (note: this is from a decompilation):
if (requestedBundleCount > 0)
{
OnBeforeProcessBundles.Invoke();
OnBundleLoaded.AddListener(ProcessInitialBundleLoading);
{
foreach (AssetBundleInfo info in Instance.AssetBundleInfos)
{
if (knownSceneBundles.TryGetValue(info.AssetBundleFileName, out var bundleManifest))
{
if (bundleManifest.timestamp == File.GetLastWriteTime(info.AssetBundleFilePath).Ticks)
{
DebugHelper.Log("Skipping streaming bundle '" + bundleManifest.bundleName + "', as it will be loaded later!", DebugType.User);
info.Initialize();
requestedBundleCount--;
processedBundleCount++;
continue;
}
DebugHelper.Log("Found different version of bundle '" + bundleManifest.bundleName + "', it will not be skipped.", DebugType.User);
}
info.TryLoadBundle();
}
return;
}
}
DebugHelper.Log("No Bundles Found!", DebugType.User);
AllowLoading = true;
OnBundlesFinishedProcessing.Invoke();
that return is the problem - it prevents OnBundlesFinishedProcessing from every being invoked if every entry in Instance.AssetBundleInfos hits the continue statement
and thus LLL just hangs forever
o
That doesn't run immediately, OnBundleLoaded gets invoked later
But yeah I can take a look at what's goin on
ah but since no bundles get loaded with TryLoadBundle() the OnBundleLoaded event also never gets invoked
LLL v80 do be out but you still cannot patch project + LethalLib is not updated either 
yeah, this is slightly out of date code
Should be pretty much the same
yeah minus the decompilation noise
though the logic appears to be the same from what I can see
If I had to guess it's probably somethin with how the moon is being bundled
but basically if you just try and start with that profile 7z file I sent before, you should be able to see the problem pretty quick
Yeah
even if this is the case, LLL should probably not hang if it can be avoided. forcing a TryLoadBundle does fix the problem too
though, I would like to know if I'm missing anything in the way I built the scene bundle, because I don't think I did anything special
thank you btw ๐
Oh wait there's just one .lethalbundle?
Does it have like the ExtendedMod and stuff as well as the scene?
Actually I guess I can extract it to check
that bundle contains literally just the scene
and whatever extra stuff that unity pulls in automatically
Oh huh
everything else is in content
I do wonder if it could just be that it does not end in .lethalbundle lol
Probably not
I gotta downgrade game I forgor 
Yeah
this is the asset bundle browser for it: (ignore the terminaldesktop bundle though)
Weird, on a profile with just WTO it seems to be fine:
[Info : BepInEx] Loading [LethalLevelLoader 1.6.8]
[Info :LethalLevelLoader] LethalLevelLoader loaded!!
[Info :LethalLevelLoader] evaisa.lethallibfound, enabling compatability patches.
[Info :LethalLevelLoader] Config Level Set As: User
[Info :LethalLevelLoader] LethalBundleManger: Starting!
[Info :LethalLevelLoader] LethalBundleManger: Now Loading Bundles!
[Info :LethalLevelLoader] Skipping streaming bundle 'lllscene', as it will be loaded later!
[Info : BepInEx] Loading [Welcome To Ooblterra 2.0.0]
[Info :SkullCrusher.WTO] =======[WTOBase]: Loading CustomMoon/OoblterraExtendedLevel.asset...=======
[Info :SkullCrusher.WTO] =======[WTOBase]: Loading CustomDungeon/Data/OoblLabExtendedDungeonFlow.asset...=======
[Info :SkullCrusher.WTO] =======[WTOBase]: Loading CustomDungeon/Behaviors/ChargedBattery.prefab...=======
[Info :SkullCrusher.WTO] =======[WTOBase]: Loading CustomDungeon/Behaviors/DrainedBattery.prefab...=======
... (loading assets)
[Message: BepInEx] Chainloader startup complete
[Info :LethalLevelLoader] lllscene.lethalbundle Loaded (11.05s)!
[Info :LethalLevelLoader] Finished Processing Bundles!
[Info :LethalLevelLoader] LethalBundleManger Recieved Group: Lllscene
[Info :LethalLevelLoader] LethalBundleManger Finished Requested Load
[Info :LethalLevelLoader] Custom Content Processed. Unlocking Main Menu.
[Info :LethalLevelLoader] lllscene.lethalbundle Unloaded (8.22s)
Bundle is skipped from being loaded but it continues just fine
Although it's not really being skipped now that I think about it, it do load it lol
Weird
ah
sorry yes this will happen
remove the WTO dll file
I added a patch for it that forces TryLoadBundle if it detects the loading freeze
Oh yeah I see
@viral flint I was half-joking with this but it does appear to work ๐
LLL do look for .lethalbundle for ExtendedMods to determine stuff to register
I'm guessing ExtendedMod was not being created early enough maybe?
You should bundle the ExtendedMod into a separate bundle that only contains that (and does end in .lethalbundle)
It be why moons typically have two bundles, one for the ExtendedMod and the other for the scene
Yeah it prooobably works
Wow.. lol
Should also update references to content in the plugin, so it doesn't look for the older name
Yep
Are there any changes to LLL you could make to make it robust to this maybe?
Just since right now it just freezes ๐ญ
Uhhh not too sure actually lol
If it doesn't have .lethalbundle LLL doesn't look for it at all, so it can't throw a giant error for that
I do wonder if scene bundle being loaded at the start also loaded the other bundle or something ๐
Since the only thing I'm doing is skipping any bundles that I know are scenes (and should theoretically be fine to skip due to hotloading)
Is it expecting to see both a scene bundle, and another bundle that contains an ExtendedMod asset?
Both with .lethalbundle extension
Sorta yeah
It's more of any bundle containing any ExtendedMod that should be registered, scene bundles are just a separate thing technically
Mmm
I guess I could remove it from the scene bundle list if the name of the ExtendedMod doesn't match its bundle? 
Lol
Could you identify when you've got a scene bundle without an associated ExtendedMod asset?
Plus a warning print lol
I mean yeah
Yeah something like this
Just to help identify what's wrong and prompt mod authors with how to fix
I'm surprised the ExtendedMod and stuff was being created correctly though, with only the scene bundle being directly loaded
Unless you were handling registering stuff through the plugin
Ohh
We call this on startup:
PatchedContent.RegisterExtendedLevel(OoblterraExtendedLevel);
I see then yeah
Is that not how we should be doing it now?
I mean you can 
But if the bundle ends with .lethalbundle it has its contents registered automatically
So yeah you can probably remove the calls to manually register content, assuming everything's listed in the ExtendedMod and stuff
Also looking at the code for footsteps reminds me, you can probably look into DawnLib for some stuff: https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/wiki
It does have working footsteps + stuff to mess with gravity 
Don't need to convert the whole moon and stuff to it, though it does have a lot more configurability options just out of the box
if you dont convert the whole moon though you blow up :(
Hey I wouldn't be opposed to it
Its only using what it currently uses now because thats how it was written originally
Like 2 years ago
if you do decide to do it lemme know what you think if there's stuff you like or dislike about it :p the workflows should be super similar though
You're the author of dawnlib?
ye
Owah
Im in the presence of royalty ๐งโโ๏ธ
(I wanted to move to dawnlib after I got WTO functional again ๐ )
loooool
Is lethal lib actively supported still?
yeah i maintain it, im just working on the patcher rn
your rpc diff didnt work so im still in that hell ๐ฅฒ
It didnt??
nope, i think it never errored for you because you didnt have the DunGen dlls
so those errors came first
dam, u sure u posted the full diffs then?
Yep
it didnt seem like you did anything other than checking for new attribute
Yes thats right, thats all it needed to get the Rpc stuff to work
huh, wonder why it didnt work for me
its just gonna end up being something stupid like im replacing the files incorrectly
its been a while since i worked on updating it when v73 came out so i've completely forgotten lol
so what I did was
- move the unity project patcher dependencies into the unity Packages directory, applied the patch, opened unity (to generate the sln), closed unity, then re-built the sln with visual studio
- re-open unity, run the project patcher as normal from the UI inside unity
- click ignore every time it prompted me that there was a script error
- once the patcher finished, copy in the DunGen dlls
- ran the missing script repair a bunch of times to patch up all the missing dungen script references
Is it the funny thing where it says it's in both assemblies at the same time?
Unity Packages directory? rn they're in packagecache, where did you put em?
nah this is smthn else
ahhhhh that's probs why it didn't work
Oh alright
unity has a Packages directory that you can put dependencies in, so that they become buildable projects on disk
oh i see it, so how'd you use it?




