#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
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AYYYYY
If the spore lizards are prefabbed, this is an issue with starlanceraifix 3.2.0 (upon which Bozoros currently depends). It was fixed in 3.3.0
i have latest for aifix and it still happens 🤷 not the biggest deal
Huh, weird
got nothing going on rn i can look into it
chances are something on my end isn't right
Maybe try ticking on/off the "is outside" setting on the prefab to see if that fixes it
what exactly is the expected behaviour when the lizards are outside
do they get scared and move to the next outside node or does something else happen
because i can't really tell
From what I've seen of functioning ones they just wander and then run off when startled. They seem to try to back away a pretty good distance before navigating to the next node
i have lethaldevmode and all my testing mods installed again. back on outpost... sun still yellow.
yeah at this point i have no clue what caused the purple sun in the first place. well at least its fixed somehow. 🤣
using lethal quanataties i dont see your custom enem'ys are they auto set to your moon?
They should
they are prefabs that are dropped into the scene, not spawned in on the AI nodes
i never used lethal quantities so i don't really know how it handles enemies, but i would wager probably has no effect on prefabbed enemies on certain moons
LLL is getting an update soon, so the custom dudes might be able to spawn in, in the future
though that method they would lose their individual custom names in the scan node (Krusty, Arthur, Teller, etc)
keep them as prefabs tbh give a staple to your moons
🤠
i'm fine with them being prefabs, the giants are pretty easy to avoid and the lizards are just cool in general
lizards always end up kissing near the ship
they are in love
what if we kissed in the hills of Bozoros in Lethal Company
Steve likes to circle around the node by the truck
He lives in spain
Outpost has reached 100k downloads 🎉
@late roost
Loving Bozoros' interior. I also love your choice of Circus monsters and Drop Ship.
idk if it's known but the custom sound when entering the interior doesn't play
that's known, don't know what the cause of that is, the sound gets loaded by LLL and the script
otherwise it throws up an error like it did in 1.0.0
Beautiful
Evidence of an alternate universe
The year is 2025
doin other moons as well
All moon mods have been absorbed or forcibly destroyed
Wesley's Universe is 438 moons strong and growing
Wes is great at makin authentic moons, but Bozoros and Gorgonzola are wonderfully unique ideas
Reminds me of the planet Bozoros is inspired by
Agreed
I think "unconventional but executed awesomely" is a good moon category
I'd put USC vortex in there too
current modpack has 72 unique moons. if i could JUST get a randomizer to work for all of them XD
Nice
I think there are randomizers, do they not work for your list?
probly a bunch of config settings im getting wrong. one will just stop randomizing after a few moons, and when i retry it wont allow it
anyways
wishing Kaldor looked nicer. the concept is there, but needs a lot of polish. the drop pod music is also playing constantly outside.
Space Station will certainly be a fine addition once completed
testing Vortex now. somehow missed that one
Vortex scrap needs balancing and the interior size is unhinged (5)
But it's super cool
that all?
And has a ||moving platform that transfers you between levels up to a fire exit||
The fire exits are all really cool
||noted||
Btw, you may wanna look at EQM and EEM if you missed usc
You'll probably recognize most but there may be a few you haven't seen
Nostromo being my favorite hidden gem
Really hyped about what we're working on right now
Just made the Thunderstore icon tonight
On Bozoros, I encourage people to ||look behind the cannon and iykyk when you see it||
Real ones will know what's coming
got them all
already
and also
Vortex is a keeper
👀
Nice
Different from this one?
We're moving on from Bozoros
This is the next thing
Development time will be a very long time but would be well worth the wait for
Gonna start a new WIP thread once we have a substantial start in it and we'll even do alpha / beta updates throughout development for people who can't wait
It wouldn't really be fair to withhold until release for something as big as what we're doing
I hate when people don't put screenshots on their pages
that's probably one of the reasons they're hidden gems tbh
Yeah agreed
👀
unspoken rule of mod uploading; previews will net you more downloads if your product has effort put into it.
no pics, no clicks
that’s true
i get this on this map
Do you have "PathfindingLagFix"?
i do not
That might help with the CalculatePolygonPath error. Might just be an odd ai node out of place though.
could try that ty
You did so good on the new update omg
Forest giants look so goofy 🤣
Its amazing
is there any way Bozoros could have a feature where it costs 100 per player to travel to, or would LLL not allow that?
this is something that I thought of
depends if @viral girder wants to do it
But this was an idea I played around with called Ticket Price
I'm down to try it honestly, and there'd be config to make it static or per person, don't sound too awful
the new interior is really cool and me and my friends were blown away by the eclipsed version of the moon
very cool moon
Can someone send a few representative screenshots of the circus interior? I'm polling a thread for my modpack asking where people want it to appear
There
I don't really see how it could fit any other moon than Bozoros tbh
PsychSanctum was my first thought
moon
So true
Thanks!
figured since I'm now fully in this community I should be helpful in some way
Stardew Mods usually do the same with each new update for that game
The more documentation and libraries there are for LC modding, the more robust we become
Hii sorry if this has been addressed or not. When playing this map with friends, it seems that a couple of them have issues with playing the moon, but is fine for the rest of us. They cannot play upon entering the factory. As soon as they step foot inside, they said that they fall through the floor and make the game unplayable. Other players can see that they are stuck in the floor through the ship cameras.
We weren't sure if this was an issue regarding order that mods load, but I also noticed some people mentioning an issue with LLL and was wondering if it had to do with that. Is there any solution that allows my friends to be able to enter the factory without issues? We really love this map and want to find a solution to the problem.
This kind of problem is usually common with some modpack incompatibilities that aren't necessary with Bozoros
Double check that you and your friends have the exact same mods, as well as the exact same configs
For the time being, also make sure you and your friends have LethalLevelLoaderFixed installed
Thank you! This was the only modded moon that had that had this issue, so we were not sure if it was the moon itself or the mod compatibility. We will look into LLLFixed
lmk if you get that working!
Bozoros has passed 100k downloads 🎉
Thanks everyone!
Catching up to Outpost 31
Happy April Fools, everyone! We have now announced our WIP mod we've been cooking up for the past few months. Please go check out https://discord.com/channels/1168655651455639582/1224229436719890432
i played with some of the formatting, hope you dont mind
Not at all, I'm not familiar with Google sheets
my fav sheet ive done so far is prob the lll tags one
OKAYYY damn i did not expect the circus interior when routing to Bozoros, I should’ve checked the changelogs!
It’s just so good
🤡 ❤️
@late roost Do you perhaps know how to play a specific sound at a specific time?
I'm trying to play a sound at precisely 11h45 pm so it times with an event I have, a bit like how your fireworks work
damn I missed out on the bozo drop
i assumed the loot boxes were ultimately pointless after i opened 8 of them
they are, its a temporary thing lol
I'm not at my home PC right now and can't go into specific details but basically under the SunAnimController object there is an animator attached for the day / night cycle. It's 18 seconds long, each second being about an hour in game time with 18 being midnight. So basically you want to find where in the animation clip you want to play the sound, and then make sure you have a child object under the sunanimcontroller that has a sound source attached. In the animation clip you would key that to enable at the point in the timeline you need it to
Of course, you should be using a duplicate animator / animation clip that packs in with your moon instead of editing the default one
For example in my animation clip for Bozoros' day / night cycle, at around the 16 second mark (10pm) I key the fireworks audios and particles to enable.
At least, I think that's how the clip scales in proportion to in-game time. You'd have to test and double check my math might be misremembering
If you're writing any code you could probably use the same animation clip to trigger stuff, pretty easy to key a lot of things in there
There are three clips associated within the animator too btw, each for the different weather types, this is how I was able to do confetti and fire during eclipsed etc
my god thank you so much for all this help!!
I've been messing around with the sun anim these past few days and you helped me so much
I'll try this out to see if I can make it work :)) thank you!
@late roost Do you use this property and tick it on on the right keyframe?
yeah
in this case by default you want the object disabled and to enable it on keyframe
theres a little record button in the animation window and you can press it and any changes you make to object automatically get keyed for that frame
Hey I was wondering how you made events happen at certain times
I would like an animation to play at a certain time
I see you talked to binder about audio which I also want to do
But I think I understand that
What's with the floating crystal near the cannon on Bozoros?
#1224229436719890432
hey im a bit curious on how you made bozoros interior. It seems to be like the facility but retextured, i wanted to do the same thing and was wondering how
Writing Lore for moons and I had a lot of fun with Bozoros. 😄
Bozoros! The only circus that you will ever need to visit! Come enjoy our fantastic ferris wheel, ride the rollercoaster, or enjoy a lakeside cannon launch! Step inside the bigtop to see our wonderful quirky crew swing, balance, flip, and fly! When you need a rest find it best at BigTop Burger! Make sure to get your cotton candy and popcorn for the nightime fireworks extravaganza! Don't forget to get your commemorative collectible clown nose and Bozoros Baloon! See you next time at BOZOROS!
||See something? Say something! Please report any mysterious shards to management at the box office.||
haha
realized I was in the wrong chat oops
@late roost
Will other interiors work with Outpost 31?
They should, might have to change bunker settings to be less aggressive
@late roost
Roger always avoided as it came bundled with Bunker.
can some one send me the link to the list of working mods on v50
Matt may i ask how you changed how the monsters looked on your moon ?
You can make a copy of enemy prefabs in the editor and then modify the new prefab. In this case it seems Matt changed the textures and attached a couple spheres to the giants. You can also adjust scale, some basic stats, the scan node, and a some sound stuff, but you have to place down the prefabs to get them to sync properly. The alternative is to use the EnemySkinRegistry/Kit to make naturally spawned enemies have different looks.
the new LLL will have options for extended enemies that can spawn which is neat
This could be cool if it worked with the scp moon, making the coilheads look like Peanut only on that one
Btw where should one report mods that doesn't work ?
in the discord there's a channel for that i believe
You could also see if the mod thread is somewhere in here and report to the mod author directly

Oooo Ooo and you could have them play like circus music instead of that robot tune
@late roost
[Request] In Shattered Company when using outside spawns on Outpost 31. I have found that certain spawned enemies seem to huddle to the right of the entrance, between the buildings in a small group. Why do they all path to the same spot?
Could this be fixed?
So far I have seen this with Peepers and Hoarding bugs
Don't know why this happens, probably won't be fixed since I lost all the working files for Outpost
Absolutely not lmaooo but nice try
Awww man
That would have been goofy
Welp thats what we have MoreMonsters for
At least whenever they update
Wait? Will you be able to update it for v50 then?
Nope
@vague shale May be able to help. He ripped all assets from Budapest, without any files he recreated it. Just used the Thunderstore download to do it.
I ripped the assets yesterday from Outpost in an attempt to rebuild it, but things were so broken and missing that I may as well just rebuild it from the ground up
It was something I was thinking of doing anyway, but its not at the top of my priorities atm
Thanks for the “nice try” at least 🤣
Fair.
Yo @late roost looks like the mod compatibility v50 sheet got deleted
intentionally
oh, gotcha. why'd it get deleted?
griefing
dang, that's unfortunate
#help-and-troubleshooting message
Once I saw Nazi flags I took that shit down
I know some of the moderators here didnt like the sheet either so I made the conscious choice to take the sheet down
Which is fine I think, most of the mods work anyway it was only a select few that didn't
And there was so much incorrect info on the sheet too it was like wikipedia but worse
true it was more useful at the beginning of the beta
@late roost
Any plans on adding v50 content to your moons? I think the butler would fit very well with the circus interior of Bozoros.
I was considering doing some clown butler shenanigans when I eventually get back to Bozoros
kinda breaking from it to do jazztronauts stuff
How much does bozoros cost to travel to?
100
i assume this planet works with the new version of LLL or does it not
i mean bozoros
forgot there was more than one planet for a second my b
It does
I went there yesterday
awesome
love me the clown moon, its on brand
bozoros works, but LLL 1.2+ will mix in vanilla facility dungeon with the circus dungeon (you can remove vanilla facility in the new LLL config)
outpost doesn't work in LLL 1.2+
wdym by mixing the dungeons?
I played yesterday and only got the circus interior
oh now you can just straight up remove the facility and mansion from moons entirely
It's supposed to be 50/50 circus or reg facility iirc
exactly what it sounds like? vanilla LLL 1.2+ (currently using 1.2.2) will, by default, have even odds for circus dungeon and vanilla facility dungeon instead of exclusively circus dungeon
prior to LLL 1.2, it was exclusively circus facility
just to clarify do you mean you can straight up remove facility/mansion from moons entirely now?
yes
neat thanks
Do think it's kinda weird to include this last sentence then
Yooooo I didn’t know that
Why does Bozoros have lethalconfig as a dep and why can't the interior be registered with LLL correctly?
I'm really not a fan of editing setting in-game as it causes issues with other mods including LLL, I would rather do the settings in my launcher
Nothing that depends on LethalConfig has ever required you to do it in-game
also Bozoros hasn't updated for LLL 1.2 changes but should still be in the LLL config
ok so lethalconfig is unneeded
I'm in LLL 1.2.2 and it doesn't register
Issue seems to be on your end since it's registering fine for me
Do you have lethalconfig?
Yes
Ok, it appears there is some check where it refuses to generate if you do not have lethalconfig
after generating it with lethalconfig, the LLL section will go dead the next time you play without lethalconfig
Easier to just have LethalConfig in the pack and just turn off it showing up in game
It just perplexes me why it is required, like the code uses other stuff it adds that aren't so clear
Probably since there's other stuff for Bozoros ig
like the music and weather effect intensity
I guess so, maybe its just to change to no copyright last second?
Is it actually needed or just a soft dependency?
need or LLL cannot use it in configuration
Wonder if outpost 31 is gonna be fixed?
been gone for a while, I've been taking a break
was reaching a point of burnout but I do know I wanna start back up
rest assured I'm going to touch up these moons at some point
gotta get my juices flowing
all good, just was doing a routine check in on mod that havent been updated in a while
outpost 31's original files were f*cked to high heaven so i'm not super sure on how to fix and update something i don't have anymore
i don't really know how to rip the files in such a way that things will still work
a few months ago i tried ripping it and nothing worked, materials were all missing, it pretty much would require rebuilding from scratch again
which, I don't really want to do when I could put the effort into something else
fair at least bozoros isnt having issues, at least I can find other decent snow maps that while not as good fill the slot
bozoros got destroyed too, but I was able to salvage like 80% of it
so I'm just praying it stays playable until I can fix it on my end
so far so good from whats been said
Screw it, I'm rebuilding Outpost 31
OH MY GOD
I found a version of Outpost on my PC from before everything got corrupted
!!
ok so from what I've got, this is Outpost back when it was on Lethal Expansion and not LLL
So I still have to set everything up again, but this should save a ton of time
Oh snap, that’s great to hear
let's goooo!
huge!!
LethalMatt Moons - Outpost 31 [2.0.0], Bozoros [1.0.1]
* Now compatible with LLL v 1.2.4+ (Game version v50)
* Completely reworked enemy and loot spawns.
* Completely reworked scene lighting.
* Added film-accurate post processing and color grading.```

we're so back
Also going to start a new exterior map tomorrow 🎉
poggin
poggin
poggin
fuck yeaaah
actually holding off on this otherwise jazztronauts would never get done
so many ideas that I can't work on atm
Hey Lethal
I got a funny idea for the Barber
if you plan on having it on Bozos that is
trust me its stupid funny
so so so what if, the barber was completely clowned out, clown nose, clown hair, goofy boots all that
I'll keep that in mind for if I ever decide to revisit Bozoros
look im rotating in the sky
anyways I think the enemy skins are messign with it
clearly he's inside the crate
this. It hasn't been a problem before, but the mod just updated today

I think in my general opinion thats it
it makes the hoarding bugs and other enemies have silly colors
I know tha- Awww loook at the yippeeeeesss
yeah that fixed it
removing the color mod?
ok what the heck
yes
HHHAHAHAHA
Is any mod known to prevent Outpost 31 from fully loading? I'm getting stuck inside the ship but the level is loading. Not happening with any other map tho
Might be hd lethal
Is bozoros changing the fov intentional?
Yeah that fixed it 👍
Getting low fov in most locations in the level (I am using FOV adjust to normally increase it to 90)
The exception being the entrance inside the dungeon
Not exactly sure what I did, but uninstalling HDlethal for LCUltrawide fixed it
Hello!
Hey LethalMatt, how did you reskin the Forest Giant, not only that but how did you manage go make it work only on your moon
I found and copied the forest giant prefab, copied the texture / material it was using, and made my changes and dragged the new custom forest giant prefab into the scene
this also meant i could give them custom names by changing their scan node info
it's preplaced iirc
it’s packaged with the moon and it’s a seperate prefab from the normal giant so it spawns it in as a seperate entity
speaking of which that’s genius matt
not to ruin the compliment but it's actually a bad way to do it in the longterm
it's just the modding community isn't refined enough to make the problem apparent enough
its not genius, as batby said it was the quick and dirty way to do it which causes a lot of problems with other things
well sometimes you gotta do things the dirty way
I'm an artist, not a programmer so taking the most unconventional routes to get things done is kinda my forte
Learning that this game's day night cycle was all controlled by an animation clip was all I needed to abuse for Bozoros
oh I see
To be clear it’s not a diss at all, It was a cool way of getting it to work just unideal longterm
Using animationevents to do custom shit without coding was fucking sick strats
I forget the origin of the story but it’s how a qa tester got hired as a game designer at one studio. they had no way having like arbitrary timer based events in their engine so a qa suggested they use looping animations so they had an invisible squirrel somewhere constantly looping
that's awesome
thats sick
the bozoros experience
Jesus christ lmaoo
Was just reminiscing to a coworker about a show that used to be on the air called Trading Places and I was looking up the rooms from the show and found this:
goes hard
@late roost can i ask how you tag your terrain/layer stuff etc? i have a thing that adds plants to the ground but it doesnt seem to like spawing on your terrain for hte most part, only some certain spots it does it
oh nvm i can see the problem
u only have 10 AINodes on the moon
any chance u could up that by like, 8x minimum 😂 im surprised enemies are routing just fine seeing how big bozoros is too
for reference this is how many nodes adamance has
Unfortunately the thing that happened to outpost also happened to bozoros, those files got wiped, so it would be a while before I can get it back together

Both my moons had to migrate GitHub repos and they lost a bunch of data when I did that, the guids of everything got jumbled when I re-ripped LC after updating to v50
rip
for me, i make sure i have a copy of every texture i use, especially if it's vanilla, since those will be lost when i rebuild/patch
I gotta say, driving on Bozoros is so satisfying. Feels natural to drive from exit to exit over the course of a day.
I'm a solo player with a love for the cruiser so it's nice to finally have a good moon to drive on.
yeah for real
I do the same! I run with a group anywhere between 5 - 8 players and Bozoros is a nice break from major chaos with many entrances so I'll stock the cruiser with keys, walkies and flashlights and drive from door to door collecting their scrap and resupply them if their lights or radios die so they don't need to run to the ship to charge. We get so much loot from Bozoros runs.
They love coming outside to see me there for a pick up and just jump in and go Hey sweet I needed a key and a new flashlight! Then back to work they go. Gotta take care of my great assets!
But when they get out of line or fail to get scrap I just take the truck to a giant and let the giant get a free snack.
@late roost hey I was curious are the giants on your map killable?
No
I drove into the giant and I think I broke him. Probably technically dead idk really
It was just running in place forever
is outpost bugged right now? It's taking super long for the map to load
Are you using hd company?
I listed music credits in the Thunderstore page. Offhand I think it was a royalty free track called Clownin' Around
Any chance you might update Bozoros sometime soon? So Giants can be properly killable without breaking? I also think with LevelMusicLib now being a thing it'd be super cool to have unique ambient music while on the moon
Having BodyCleaner (kinda) fix the giant make them dissapear when having 0 health
but yeah, Giants needs to be killable
.
Ahhhh
I guess the moon could be tweaked to no longer have the custom enemies spawn on it
and just be replaced with normal variants
not able.
Those enemies are forced, I can't even disable those via LQ
Rip
I tried :,]
Vermin are part of BioDiversity
Tbh I'm not really interested in LC modding anymore, been too busy and honestly don't play enough Lethal Company to want to keep at it
Awww that's a shame to hear 😦 I really appreciate the work you did tbh. Are any of the assets custom or are they all vanilla? Cus I'm wondering if someone may wanna take on the project :3
most definitley custom
i don't think a single bozoros asset is vanilla
Well the interior I'm pretty sure is just a retextured version of Facility
the interior has a few different props like tables in the server rooms but the interior is just vanilla stuff yeah
also last he said that the project was corrupted, its pretty demotivating to also rework on a lot of stuff he lost
Yeah
Alternate timeline Bozoros. 
How did you fix this?
Haphazardly added the missing stuff from v50+ at runtime, haha.
Ahhh so you're making an addon mod
:3
Nice
Setting it on fire still doesn't work, though, but yeah planning on releasing it.
hope we can get it soon
I was thinking of that name actually, but I gotta find a second thing to fix to justify the plural fixes. 
Btw where do I recognize your name from? I'm trying to think of the other mod I know you from
lol
But my brain is being annoying lol
Oh, probably StoreRotationConfig, but I've been adding stuff to MoreCounterplay recently.
Will you also be adding the missing vanilla scraps and enemies to it natively as well?
I could try that as well, actually, but I kinda worry about pathing issues both outside and in the custom interior (which I don't think I can really fix). Items definitely could be done, though, soccer ball's a natural fit. 
I guess just test and see if the Maneater and Barbers work okay
Immediately after stopping the recording a meteor shower event started, would've loved to watch it get struck by a meteor, haha.
Still so happy to see you keeping Bozoros alive by fixing the bugs with it
especially since the dev has decided to move on
@quasi nest Any eta on the addon releasing? 
Ah, I was testing adding Barber spawns by sneaking it into my friend group's modpack. It's not exactly as customizable or sophisticated as something like LethalQuantities, so I'll probably just release it with the Giant fixes as soon as I can and add the enemy stuff later, once I add more configuration.
I also had the idea of making balloons pop if shot with a shotgun (or float into the air if cut with a knife), but it's not exactly a high priority change so it'll also be added later, haha.
That would be so cool lol
ETA probably not longer than a day, though I need to do some stuff, but I'll let you know when I've published it! 
Oki ^^
Omg, id love to see other peeps make patches for older mods(rosies, scoopies, etc)
Snoopy doesn't have moons, patches wouldn't be enough for Rosie's
Rosie's need asset bundle optimizations and other stuff
Bozoros was a unique case
I said mods not moons
True
@night quest https://thunderstore.io/c/lethal-company/p/pacoito/BozorosTweaks published it a few minutes ago. 
Hoorah!!!
OH wait I just noticed something... Clown Giant patch is not actually applying... 
Lol hotfix time
Now if we can get a fix for Masked being unable to path out of main entrance with Scoopy's castle lol
I know the Crown also has an issue of being struck by lightning if you have stormy weather lol
Am I correct to assume that a patch like this is unable to modify core properties of a moon like its name and tags?
Yeah, modifying some of that stuff externally could cause a lot of issues. I guess tags could maybe be modified given the circumstances (other mods aren't supposed to touch them so there's no 'supported' way of doing it, but I'd have to ask about it in the LLL thread).
I figured as much. Thanks
apologies if this isn't the right place to ask, but i'm trying to adjust configs for the monster spawns on outpost 31 and it doesn't seem to be working. specifically removing dogs from interior . i've tried deleting them from the list in the configs, and setting the spawn to 0, and neither have stopped them spawning.
have you enabled content configuration?
is that in the same config file, for LLL?
yeah, each interior/moon needs that enabled for any comits to do anything
gotcha, thanks i'll look into that!
that top box there
where is that menu found? it looks different than the config i've found before
wait nevermind i think i found it lol
yours just is set up differently
yep those settings are on now so i should be good, thanks again!
they're just using a different mod manager, that's all
@robust flint Tent gameplay™️ 
I hope you can finally fly around with Jetpack without exploding by hitting an invisible wall >w<
Yeah, it's the tent colliders that extend really far into the sky you're crashing into probably.
These... 
WAAAAAAAAAAAAAAAAAAAAAAAA
Is Bozoros still on the same version as it was when V50 released?
im curious
theres a sentence I reeeeeaaaaalllyyy wanna say if this is true
It's still in its v49 release due to this, unfortunately.
Wait its v49 version???
I totally get to say my sentence
||The Company Cruiser is illegal on Bozoros||
Yes, it was that exactly
Is that going to be fixed in your next update?
I could add a quick patch for that to BozorosTweaks, but it might be deprecated soon... 
This was not Bozoros!
Are you also gonna be uploading your fixed version of Bozoros? So there's no more navmesh and ainode issues 
Happy to see the Tweaks mod get an update :3
Not planning on just reuploading it out of the blue (due to licensing and stuff, also haven't even discussed it with LethalMatt, though I'd be down to share the project files once it's fully done), but I'll see if it's possible to replace the navmesh with a freshly baked one loaded from an asset bundle, I'll probably upload that as well for the time being.

By all means go ahead if you want to! It's good to know that Bozoros shall live on and people like my work enough to want to maintain it. If you could credit me as the OG map maker and link to my artstation https://mattryszkowskiart.artstation.com/projects
as well as attribute the proper credits for the voiceover work and music, absolutely!
Perhaps one day I'll get back into Lethal Modding and do another map, but for the time being I'm way too busy with my game dev job to do passion projects
Hoorah pacoito's version will be uploaded 
I'll make sure to throw in proper credits, likely also including the credits in the current mod page. I originally just wanted to remake enough to load stuff to the current map from an assetbundle, but got carried away and ended up remaking it completely, haha. Best of luck in any future stuff! 
Thank
I'll send a DM, I can invite you to my lethal company github repo so you can access whatever original files are left for Bozoros / Outpost
Oh, sure! I was actually wondering if you happened to have some of the data with the sun animations, since I need to find what each of these corresponds to.
For whatever reason the animations do play, so I can figure out what every path corresponds to, but it's very tedious.
I sent a friend req
Thanks for the hard work you put into it!! I feel like you put the keys in the right hands 
~~I am no longer updating and maintaining Outpost 31 and Bozoros as I have moved onto other things outside of Lethal Company. I'm still open to one day maybe doing more maps and mods in the future but as of now am not able to maintain current projects and make new ones. That said I have given @quasi nest access to the thunderstore page and my moon github repo since they have kindly offered to maintain the moons.
Any updates to Bozoros / Outpost 31 will still be through the same thunderstore page as official updates, just know that @quasi nest is the one running the show and not me.
Thank you all for visiting Bozoros and we hope to see you real soon!~~
EDIT
I took a break from Lethal mods for a while and was getting burnt out on trying to make stuff, that has since passed and @quasi nest is helping out to maintain stuff.
If a mod could pin the above too for me ^
my b I am illiterate
<@&1173795317469159444> please and thank you
Sorry about the ping Lunx, you were at the top of the list and a different color
@quasi nest Super excited to see you get the Bozoros update out ^^
Haha it's fine 
I'mma be impressed if Bozoros updates before I stream later
but I see it as a possibility
(These are unfortunately not in the GitHub repository, might take a bit but it's pretty much the last thing before being done with the moon itself
).
gotem
Also I was thinking of turning the enemy variants into enemy skins compatible with https://thunderstore.io/c/lethal-company/p/AntlerShed/EnemySkinKit and having them be 100% by default on Bozoros, mostly just to have Giants spawn normally (since the moon does become a lot easier after ramming both of the ones with the Cruiser).
You could do that
I have requested that pacoito make Bozoros compatible with the archipelago mod by giving the moon a slight rename with a number at the beginning since my friends and I have gotten into the archipelago scene
For those who haven't heard of it before, check out APLC and archipelago.gg, it's really neat and has breathed a lot of life into singleplayer games for me. https://thunderstore.io/c/lethal-company/p/APLC/APLC/
We're actually waiting to unlock Outpost 31 in our game and it's likely locked behind one of our other friends who is playing Subnautica, so they have to complete a random objective there to send us Outpost
Oh i actually never tried this but always saw it being updated I was curious what it can do 👀
Archipelago is so fun and its compatible with a lot of games and a lot more are being added since it's all just modders that need to make mods for games to work with it
I gotta look into it now
One of my friends in a previous arch game was playing Dark Souls 2 and needed a sword, but the sword he needed was locked in my game in a chest at Winnie The Pooh's house (I was playing Kingdom Hearts 2)
In APLC, the checks you need to do to send out items are things like filling quotas, finding new scrap, and adding creatures to the bestiary
And someone might have to in their game find flashlights, or one of your moons, or an extra day for the quota
Or they might accidentally send a trap like spawning a bracken behind you or subtracting time from your day
It's awesome
Thats crazyy
All that stuff was triggers for the firework announcements and various PFX
Eclipse the animation clip enabled all the fire PFX and the confetti
Normal weather would be firing the cannon at noon and doing the announcements at the end of the night with the fireworks and water fountains
Rainy would enable the balloons
Oh I did end up finding it all in the GitHub repo actually, in an older commit. 
Hoorah
@quasi nest Any eta on the Bozoros update? I'm interested to know if the assetbundle size is gonna be smaller when you update it 
That's basically what I'm doing at the moment, haha. Trying to shrink it a bit before proceeding with the interior, but timed events and stuff are working!
Noice ^^
Yeah I was thinking the interior bundle is likely gonna be the easiest to get a size reduction
Since it's a reskin of the vanilla facility
Also it does seem like custom enemies can path correctly with the new navmesh, testing with Shisha since I've always seen it stuck at specific points in Bozoros.
Yay
Tried locker outside for fun and it works 50% of the time, but it's not exactly its intended environment, haha.
yeah lmao
No more Nutcrackers walking outside with EnemyEscape only to go into a corner and get stuck
lol
A good test would also be to see if Shy Guy can spawn outside on there now without being invisible, although he works perfect as an indoor spawn on that moon
I've seen the puffers get stuck near the ship
Ah yeah, Vector.zero is a common hangout spot for them, I'm guessing that's probably what they default to if they don't have a nearby node to declare as their 'favorite' place.
popcorn scrap for bozoros when?
Watching your crew getting chased by a Jester while eating popcorn in the ship. 
now that would be a good show
I could definitely add a few custom scrap items, though it's not high priority at the moment.
He appears to have materialized. 
I just need the ETA for the update
I need it 😄
Yay lol
Yeah I had a feeling his invisible spawns were related to when he spawned on a floating or buried ainode
There's still a few things left to do, but I guess I could maybe separate the interior from the main moon on and add it as a dependency once that's finished. Right now I'm adjusting spike trap and enemy spawns and figuring out why the moon diorama thingy lacks terrain, but other than the enemy variants that's pretty much it! 
Oh, and I gotta remake the plugin that adds configuration, but that shouldn't take too long.
Yeah fair, cus the plugin doesn't need interior weight stuff anymore that should be adjusted with LLL
c;
Yeah, I'll let LLL handle what it can in regards to moon stuff, but some of the settings like volume control and streamer-friendly music are pretty important.
Yeah those are
Also the Interior being seperated is always nice
when you upload it likely make sure you name it BozorosInterior or something like that, I'll just use Toy Store in the meantime while you work on the Interior update :3
Toy Store fits on Bozoros really well
lol
||I'm including the Beans tag for Grand Armory as well.
||
||Why not include the tag for the ball pit armory?||
||The Fun tag would add the ball pit one, I think that'd fit more||
||Yeah that's probably more fitting, I'm not aware of any maps that currently use Beans though, haha.||
||Makron does||
||And I know Wesley said he wants a moon to use the Fun tag lol||
Also gotta decide on the number, random.org picked 300 but there's probably a goofier number I could use (that isn't one of the common 'joke' numbers).
Well what would be a good fun number?
In your eyes?
For Outpost 31 it could probs just be renamed to 31 - Outpost lol
I can't help but think of 069 for Bozoros but ik that's too goofy
Yeah, 31-Outpost 31 does sound a bit weird, though people would have to update their configs for enemies and stuff.
Maybe 072 - Bozoros?
993 - Bozoros 
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
Not sure if that one actually, but naming it after a goofy SCP sounds like a decent idea...
I'd say it works
Isn't there a more fitting SCP actually? That's like themed around a carnival?
Yeah SCP 823 lol
https://scp-wiki.wikidot.com/scp-448 could also work maybe, though Jester themed.
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
Yeah 823 is probably more fitting for a moon, given that it's a whole place instead of a creature. I was thinking 448 because of the event that plays at the end of an eclipsed day, haha.
If I were to pick one I like 823 even though none of this moons is SCP related
Also I'm cool with a slight rename to Outpost 31 to 31-Outpost in the terminal
Obviously it's still outpost 31 but the formatting would fit the terminal much better and be more compatible with the Archipelago mod
Sounds like 823-Bozoros it is
:3
@quasi nest Me impatiently hoping update will be out before stream lol I wanna play on it so bad 
Missed the (unconfirmed) deadline, sorry... 
All good lmfao
I'll try wrap it up today, pretty much just have to readd the config stuff and do some testing!
Yay
Haven't seen it mentioned while skimming, but will the map on the ship monitor be fixed with this version?
I loves it btw, so excited for the update
Oh, what's wrong with it? Haven't noticed anything wrong in particular with the ship monitors.
Same
Might be some mod in their pack causing issues
The map has always just been pitch black when someone is outside on the monitor. Only moon that's ever done that for me or my friends.
i was curious so i made a new modlist of only bozoros, it's requirements (on all their latest updates), and cruiserfix (to order a radar booster on bozo) and the map has the issue tru mentions
i asked our friends we play with if they had this issue (in case it was like, a graphics card issue with us) and they also said the map has always been black
Oh, I see what you mean... It's probably just the lighting, other maps eventually go pitch black at nighttime, but since Bozoros is naturally dark and lights don't turn on until later (and turn off again when the firework event starts), it's pitch black pretty often.
I gotta see if there's a way to illuminate the map without having to illuminate everything though.
Forgot to mention, Bozoros v2.0.0 is ready for release but I'm waiting on LethalMatt to test it before uploading it (and he said he won't be able to until late tomorrow evening). I could maybe upload it early in here if you'd like to have it for your next stream (and don't mind having everyone who joins import it locally). 
If I do upload it, there are two .dll files which (objectively) should be decompiled and read before running (good practice in principle), but it's just config stuff in Bozoros.dll, and BozorosEnemyVariants.dll was generated using EnemySkinKit.
Do you not trust it enough to push it without his testing?
Hehe
It's mostly just that I haven't uploaded the project files to the private repo he's got for his moons, since I'm still figuring out the best way to go about it (without bloating the size of the repo with unnecessary files).
He hasn't been able to personally see every change as I've been making them, so I don't exactly want to push it to production immediately without him knowing what's actually in there. 
Full changelog if you're wondering (I had to make the text pretty small so it would all fit, sorry if it's a bit hard to read). 
rip the Giants and Spore Lizards having names?
Yeah it's camouflaged in the middle of a lot of text, haha.
Also giants still have "Teller (Clown Giant)" in their scan node.
It's only spore lizards that have names in the current Bozoros, but I could add a similar setting like that for giants.
Oh... not sure why I interpreted "Teller" as their job title or something. 
Forgot about the one named Penny.
Probably since they're all puns
I imagine Pennywise and Fortune Teller
or something like that
also an irl magician going by Teller apparently
...who has a comedy magic duo, Penn, lol
I did just grab a selection of names from https://www.fantasynamegenerators.com/clown-names.php for the Spore Lizards, but you can modify it to have it be all puns, haha.
Clown name generator. 1000's of names are available, you're bound to find one you like.
I'll add a similar setting for the giants, too.
shrug
I did read that part of the changelog when finishing the update but was too fixated on the fact I'd rebranded 'Bozo-Lizards' to 'Goofy Puffers' since I was unaware of their actual names, haha.
Update soon? ;o
Haven't asked LethalMatt since I assume he's probably busy, but there was also something weird going on with the fire exits when I was testing yesterday, though I'm not sure if it's map-specific or if it was due to some of the mods I was testing with... (did a few days with only Bozoros and it stopped happening, but there might be something that triggers it).
I was just falling through the world after entering fire exits sometimes, like it failed to generate a large enough map for all of them.
Map size multiplier is still 1.6 I believe, and there weren't any errors thrown during generation, so I'm not sure what was going on there.
I'll probably slowly reenable the mods I had enabled during testing to see if it's a specific mod causing it, but it's definitely something I don't want happening while playing... 
Could be a specific interior is generating too high in the y axis, moving the spawn point for that down might fix that?
OH you know what, maybe I rolled the mineshaft interior those times it happened.
Or wait no, I remember falling through the world but then teleporting to main after and it was facility, hmm...
That is the one thing stopping me from uploading the update pretty much, but I'm about to play some actual rounds in there with friends (though with several other mods installed), so if it doesn't happen I'll upload it. I'll keep an eye out for any suspicious errors, too.
Nevermind, power went out... 
Stormy weather moment.
Outside locker is VICIOUS... 
I can't seem to get this to happen again... tried generating at least 5 times for each of several different interiors, and all fire exits were working correctly. I think I'll just upload the update and hope for the best, but do let me know if this specific issue happens and I'll look more into it! 
Also I saw a giant on top of a tent one time... I have NO clue how he got up there since there's neither AI nodes up there nor NavMesh links connecting it to the ground, but its name was appropriately "Houdini", haha.
👀
Almost forgot! 
for one my fav moons its worth it, it was already fun with company cruiser fix but now its bouta be even better

GHEHAHAHA
WAIT I JUST SAW THAT
GHEHAHAHAHAA
HE SAW MY MESSAGE
HAHHAHAHA
THE CRUISER IS NOW LEGALLLLLL
ITS NO LONGER IN THE V49 STATE
why is the interior removed and being uploaded as its own separate mod if its made for this exterior?
@quasi nest New update is great, however there is some bad lag when initially loading in. I would guess maybe some asset is unoptimized currently during loading

yeah the initial load times are notably worse than other moons (for me it's anywhere from ~10-40 seconds loading in)
Oh... I've had that happen but only when I also had a height mesh baked (which is why it's not included in the current release), I was loading in pretty much instantly when I was testing. I'll look into what could be causing it, sorry about that! 
It seems to happen with 2 story ship mod, I'd imagine the compat needs fixed on your end
Ah, I'll look into what needs to be done for proper compatibility with it then.
Also I thought I fixed the reverb trigger errors, they were showing up specifically as the ship was leaving, but they stopped happening.
Yeah they showed up when we were leaving for me too I think
Yeah, I probably won't make it a separate mod, it might not even take up that much space after compression anyway.
turn off 2 story's 'regen navmesh' option, it makes it much faster
still seems to flip flop genning in less than 5 seconds and around 20 with it off though, from my experience
I'm not gonna do that cus it causes way more bugs, just gonna wait for pacoito to look into fixing compat
the only moons I've had problems with are Oldred and Bozoros after all
https://www.twitch.tv/lunxara/clip/WiseHyperZebraSeemsGood-3d8DdQKqzwRNnlRt?aaaaa Bozoros was old Titan today essentially XD
Vicious but couldn't save you from the giant
XD
old titan?
Loading-wise, I remember it taking a lot longer to generate the dungeon in the past, but I'm not 100% sure when it was fixed/updated.
Yeah it's still a pretty large dungeon size multiplier, could take a while depending on interiors too.
i always attributed it to the fog particles being denser than on rend or dine, but i also don't know how big their dungeon modifiers are
Rend and Dine are both 1.8, Titan is 2.2, I think it used to be larger but I need to verify it.
Wait... it took me a bit to process this, it rebakes it upon landing? 
So it regens navmesh so that way enemies can pathfind correctly with the larger ship
Most moons have no issues with it
But for some reason some moons such as Bozoros struggle
It's something to do with how the moon is setup 100% since 99.9% of the time no issues arise from it
if the name is accurate, yeah
like lunxara said, usually it only adds a second or so to load times on most moons, bozo takes a massive hit though
I mean it depends on how complex the NavMesh is, I guess. Fixing it would be removing a lot of the meshes probably.
Maybe? Not sure
That would be something to ask either @signal torrent or @still wharf about probably
They would know more regarding this
I was gonna guess it could be an issue with the navmesh for where the ship lands on some moons since I think it just regens the ship's navmesh
Yeah, it's still a bit weird to regen on every landing imo (I think the ship could have its separate NavMesh apart from the map but I'm not sure).
Apparently vanilla does this too the vanilla ship is just way smaller
lol
Also it's not necessarily a bad thing, as I discovered a plus side to 2 story ship doing this
On some moons like Terminus enemies are able to properly get on the ship now
When they couldn't before
it shouldn't be anything with the ship's own navmesh, and more to do with the fact that it regenerates ALL the navmeshing in the entire environment, which yeah, especially on certain moons, would cause issues
I tried to fix this by moving to a prefix and then not regenerating, so then vanilla just creates the modified navmesh, but that turns out to be pretty buggy in some case, so I made it a config option with the default being the old one
Maybe Matty could help you look into this sometime as well ^^ he's pretty smart with some things
I could look into simplifying it a bit to make the NavMesh baking process faster, but yeah it'll still be affecting other maps.
Any eta on the update that fixes the 2nd floor?
Cus I know my group was so excited lol
I'm not sure if Wider Ship is going to have a config like that too, but I hope it does, bc the buggy version of the navmesh gets a little more uh, weird, when mixing that while the Wider Ship is using the other one
oh yeah yeah, I'm about to update, just last test and then I'm releasing its update and also that new furniture thing with the workshop thing
Maybe the baked NavMesh could be cached until switching to a different moon? To make the following days a bit better, at least.
Yayyyy
If you'd like to join us tomorrow feel more than welcome to, cus I'm excited about the furniture mod
I can try to parent the navmesh to the ship and then it will build the navmesh only once (at least I think so) or limit what navmesh the wide ship builds (conditionally, only those related to the ship)
Matt
of lethal
imma be very big sad
if this is true
but did you get rid of the Bozoros interior?
It's a temporary change
Simplified NavMesh a bit and it seems to be working fine still (and loads a lot faster with 2 story ship), also found the sneaky misconfigured AudioReverbTrigger throwing errors! 
Yay 😄
That is so much better lol
(I had Unity project open here so it's probably even faster with just the game running)
Are you gonna be updating this today?
I know my group will be happy to not feel the game die when loading Bozoros
XD
Yeah, I saw the 1-2 minute loading screen in your VOD... 
I'll probably upload the quick hotfix in a bit (after confirming another issue I found was fixed).
Haha yeah lmfao
I have to also take out Infernis and Oldred I think, they don't work well with it
Wesley's other moons I use seemed to be okay
Announcements were playing more than once on subsequent days (three times on the last day, at slightly different times), like the audio object wasn't being properly destroyed when leaving or something, it was pretty overwhelming...
Oof
Btw Gratar is funny with 2 story ship hehe
The slight clipping
XD
It loaded fine though
Ladder skip!
Haha
Hmm, I was not able to pinpoint what's causing this in my pack... the announcements work fine on a profile with just Bozoros installed, but if anyone else experiences this I do recommend turning down the announcer volume to 0.0 for now until I figure out what's going on with it (which can be done in-game through LethalConfig).
Hotfix for other issues is out, though!
@quasi nest Audio gets fucky when landing on Bozoros
Could only hear out of the right side
I think it's an audio reverb trigger issue
Cus audio is very weird on the ship
Like when it doesn't happen the audio seems to be extra echoey
Also why is the scan node changed to Clown Car?
whats the version of Bozoros before the interior got removed
Just wait, the Interior is coming back in the next update most likely
Ooookiiii
I actually changed it last release, but made it work with the 2-story ship in the latest one. 
Hmm, I didn't notice anything wrong with audio but I might've copied something wrong from the old Bozoros to the new project, I'll double check again. 
v1.0.1 if you're wondering (though the Cruiser would be illegal once again!), but yeah I'll try to release the interior as soon as I can! 
ITS WORTH COMMITTING CRIMES AGAINST CLOWN KIND
but in all seriousness though
take ur time
you got this
and besides
I bet it'll look awesome!
Yeah because I noticed audio is very echoey when it works properly ((I stood still after pulling the lever so the audio channel didn't break)) if I moved audio would bug out and be prominent on the right side
So there's either a reverb trigger issue or the ship is landing in a bad spot messing with the audio
you know what honestly surprises me about Bozoros?
From v49's release
it survived the massive mod problems of V50, the enemy death problem of V55 and V56 and the new update of V60, V62 & V64 while still being made for V49
Bozoros is actually fucking goated
Nothing can take it down
THANK YOU ❤️, I'm sure even without the ship mods, this helps the moon regardless, but this also helps the ships mods a TON on this moon
Yeah, it'll probably help with some stuff and further optimization shouldn't hurt (it shrank the AssetBundle size by ~3 MB with the new NavMesh data). I did not anticipate anyone else but me having to wait 1-2 minutes for the NavMesh to bake, so I hadn't focused on reducing that.
I put exactly what I did in the changelog in case any other maps are struggling with it, but yeah for maps that probably won't be updated it'll help to do the ship NavMesh thing a bit differently.
I think what helped it the most is probably shrinking the total NavMesh size to 400x400 instead of the full 1000x1000 terrain, since there's no real point to having a NavMesh for the outer regions of the map (that aren't supposed to have enemies at all).
@viscid coyote Could be some useful info for you for when your moons are updated 
Might have to play around with the voxel size, depending on the map I assume.
yeah, I knew about this lol
I was surprised Pinnacle loaded instantly with 2 story ship lol
Cus it's probably the biggest moon I have XD

Yeah, I assumed it was already common knowledge over at #dev-moons, but wrote that regardless in case any moon-maker who's not in there stumbles across it.
A proper guide on reducing NavMesh baking time to point people to could probably be pinned in there, going over parameters in more detail.
How did you change your clock's color?
ImprovedClock
Could we get a config to shut off the screen effect for outpost 31?
Sure, I could add that once I start updating Outpost 31 as well, it'd be a pretty nice accessibility setting too.
Maybe also a slider for how strong the effect should be, if possible.
LethalMatt...You beautiful soul, you served us well
we'll miss you
as will I
you have made the greatest goofy moon ever and I will forever be thankful for your contribution to Lethal Company modding
Bozoros is genuinely my favorite modded moon ever
I have such a grand time being in it and the interior is colorfun too as is the moon itself
you have done an immensely amazing job at creating Bozoros
Yeah, I added that message to the changelog, haha. 
He's still been discussing ideas with me on more stuff that could be added, so his influence is still present, but I'm maintaining the moon itself (and making sure that I copied over everything from the old, half-lost project to the new one correctly). 
yeah i'm keeping watch 👀
That would be awesome! Thank you
Also in case anyone's wondering, the Ogopogo appears to just work™ on Bozoros without any changes by virtue of only having a single body of water, and because the lake is quite forgiving (you can swim out if you have enough stamina to jump a couple times), the main concern is taking damage (either from the Vermin or from falling on solid ground) instead of just drowning.
Also question: the bozoros audio issue is only when using 2 story ship right?
Planning on adding this moon
I don't think it's limited to the 2-story ship mod, but I'm wrapping up a hotfix that should (hopefully) fix it!
Awesome, sounds good to me!
@night quest Unauthorized access into the 2-story ship... 
I got recommended this video https://www.youtube.com/watch?v=GSBca7f7S5A
🛑 (mod works on v60/v62!)
Check out the mod here: https://thunderstore.io/c/lethal-company/p/Tim_Shaw/Wendigos_Voice_Cloning/
Modpack used: Moons_and_Monsters by GhostsModels (along with my mod ofc)
Support me on Ko-Fi! https://ko-fi.com/timshaw
Songs used:
Despic - Cool Funk Trumpet
Cosimo Fogg - Jazzaddicts
Luke Bergs - Shiva
Timestamps:
...
and Bozoros at 6:58 haha
It's still genuinely wild whenever I see it
Btw another bug we had with Bozoros was that when we went to the Company after being there a bunch of Bozoros sounds were playing
OH what, that's uh... interesting.
Was it just ambient noises, or like announcer voicelines?
Some of the ambient noises
I'll see if it happens in the runs I'm about to play, hadn't noticed that happening though.
Yeah, I'm not sure why the circus ambience is persisting, but I definitely heard it... 
Gonna guess a reverb trigger thing?
Maybe... I'm not sure why it wouldn't be resetting, I guess I could force reset ambience when leaving Bozoros from the plugin side of things, but it should just be reset when leaving and/or landing at the Company.
I mean did the logs say what it might be?
Hey
Just to let you know that the custom ennemies names are not synced between players, only the host can see it
Oh, I know why actually, RoundManager.LoadNewLevel() probably only runs for the host, I'm using that to get whether or not the ship is at Bozoros, I gotta change it to one of the ClientRpc methods instead.
It never gets to this point, basically...
Fun
lol
Probably can make it use whatever method it used for the old V49 version right?
Oh there wasn't actually code that modified their scan nodes, there just were already-named Giants and Spore Lizards on the moon itself, which is why they wouldn't show up on LethalLevelLoader/LethalQuantities/etc to disable, and also why I had to manually add the missing components to the Clown Giants in BozorosTweaks.
Now that I think about it, I also used RoundManager.LoadNewLevel() for BozorosTweaks, so I think the tent colliders were only removed for the host, too. 

At least you know what to fix now lol
Still lookin into the ambience thing, but I was also flabbergasted by this, haha: #1272137763667447819 message
(That's supposed to be on top of a Jester)
Nice, hope it will be fixed soon
Huh, the Company simply doesn't have a LevelAmbienceLibrary set, so it just keeps the same ambience as the last moon you routed to. I could make it so it gets cleared when you leave Bozoros, but that does just seem to be a vanilla thing pretty much...
Interesting
oh I originally didn't include it here cuz it can clip you into the walls of the lake
though actually, we could include bozoros in the wandering blacklist so that it doesn't move, so it stays in the center and never comes out of the sides which is how you usually can clip thru
also
Watch yayy rollercoaster ^_^ and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
literally unplayable...
||/j||
I really appreciate you testing that LMAO
I remember doing it a long time ago when I was making ogopogo's default weights
Oh, weird... I haven't had that happen and I've just kept it enabled while testing stuff (I get picked up from time to time, haha). I did also try with the wandering blacklist but when it's in the center it's almost never in grab range (and also the player isn't really able to swim out before drowning), so I think it works better near the edges. Are there any changes I could make to improve support for it?
Yeah finishing the rollercoaster collision is in the to-do list, especially since gameplay is a bit more vertical due to Tulip Snake shenanigans.
I mean if you haven't run into it then it's no problem! But personally I had that happen during testing lol
I wonder if id be possible for you to patch up outpost 31 after you polish of boz?
I don't know what changed you could make, honestly
mainly fixing some asset loading errors
that make the moon take forever to load
we're talking about Ogopogo lol
does it? I've had no problems w that heheh
or. maybe im just used to long load times
its hard to tell
ive been having issues yeah, not MAJOR but its a lil annoying
and not needing cruiser fix would be nice
Yeah, it's also planned (most likely after readding the circus interior), it's mostly done I believe since restoring the project was the last thing LethalMatt did before getting burnt out, so I'd just have to add some of the new enemies and stuff.
for now I'll add Bozoros to the defaults with a low chance, any weight ideas?
Nice, lil idea for an enemy concept, something like infected company
I love the thing
one my fav movies
15 would make it match the Old Bird spawn weight, and I intended them to be "once in a while" enemies, so that value's probably fine. It's really not too bad since there's no actual way of crossing the lake through the middle, so it's pretty easy to avoid as long as you don't get too close to the edges of the lake.
that's a pretty good value yeah
Oh damn, something like that could work as a Masked enemy skin variant, actually. Maybe also making them slightly faster or have more health if they spawn with it.
the defaults grow...
ogopogo on acidir would go crazy
yknow, once it updates
would never work unless wesley set up support, sadly
I have made progress on it, but it's a pretty tedious process... 
I'll try get it done soon, but I'm currently wrapping up v2.0.3, which fixes NavMesh issues with the 2-story ship (enemies going through the wall and stuff), and also some visual/lighting adjustments. 
(Also the circus ambience now clears when leaving Bozoros, so the custom sound effects shouldn't play at the company anymore, but other moons with custom ambiences will still have this issue pretty much).
Got ya :3
would you ever do custom scrap for bozoros in the future?
I will say if you use toomanyemotes, toomanyemotes scraps fit pretty well
tho I do hope custom scrap comes one day
@quasi nest It seems like there's some navmesh errors on Bozoros
Idk what enemy that was
Oh, that usually happens when an enemy lands on an area without a NavMesh. Could've been a Tulip Snake, actually.
Yeah I think so
I notice Tulip Snakes seem to cause fps dips a lot on there
Yeah there was some navmesh spam one game and I realized there were a lot of Tulip Snakes in that one
"SetDestination" errors
Hmm... can't think of a good way of dealing with it actually (without adding NavMeshes basically everywhere), but you could lower their spawn rate/disable them for the time being.
I'd like to keep them spawning pretty often there, though, they're a good fit for a goofy map, haha.
Yeah maybe just check where they're spawning that's causing issues and ensure there's no floating or buried ainodes
"SetDestination" errors usually realates to ainodes being finnicky
Although if they're getting stuck in some places that could probably also do it
I know we had an Invisible Shy Guy once though
So I would say probably some ainodes being odd
There shouldn't be any, but I can double check.
Yeah, never hurts :3
Oh... I thought I fixed him spawning outside (though I spawned him using Imperium, I'll try natural spawning in a bit™️), though maybe it could've also been him throwing those errors?
It's possible he also did lol
I just changed it for him to spawn inside on there
It's funnier anyways
Need the interior to come back, Shy Guy crying in a corner inside the Bozoros interior is legendary
Gettin' there...
Although even if I do finish by tomorrow, I'd want to test it a fair bit before uploading it, don't want it causing issues mid-stream...
Ye
but in that case they usually don't spam "resume", do they?
it's not just the tulip snakes that cause this btw
I was wondering about the "Resume" too, actually, had to have been something else but I'm not sure what.
Yeah, it's just I see it occasionally when a Tulip Snake jumps and lands on a bench or some other obstacle that's (intentionally) not included in the NavMesh.
I wonder if Resume would have been the Giants or Puffers I will admit I never saw any Puffers today
I also am starting to believe RandomEnemiesSize may play a role in some issues
They've got a slightly smaller weight outside than Forest Giants, and inside they match the weight of Slimes (33), they're not really guaranteed to spawn.
hmm none of them have any mention of Resume in the code
Maybe it was the freddles?
I did remove NightmareFreddy
I also wonder if it could be this guy
Nah not him I checked
nope
0192c13f-f6a2-8044-6085-713230d1fb7b my mod pack if it helps
I wonder what enemy may be doing that
I can say that this is definitely not a vanilla mob
None of the enemy mods seem to have that
It might be some oddity with Bozoros
I mean the enemy it said was registered by EnemyEscape
Was one of the custom Bozoros enemy variants
ie one of the Clown Giants or Puffers most likely
They're just skins though
Well none of the mods adding or touching enemies have resume in their code
I looked
So it's something else
Or vanilla
Yeah, I don't think it's the skins, Puffer is just a retexture, and Clown Giant is a retexture + clown nose and hair prefab.
What's the enemy mentioned in the first line there?
I figured that was one of the bozoros enemies
hmm, could this be Diversity with modified mobs?
None of my mods add any enemies with that name
Maybe
It's hard to say
Diversity would make sense though
Cus it uses a custom EnemyAI thing for it's stuff
It's the Freddles
oops
Explains quite a bit, cus they also caused mad lag on Vacuity and Toilation
Once a certain amount of them had been spawned and despawned
Does the NavMesh thing (with the Freddles) happen on other moons, though? Don't see why they would be spawning outside the NavMesh only on Bozoros.
My log from today, you can see if they did on other moons
It was definitely happening on other moons too (Vacuity, for instance), though the first two times it happened it was as the ship was leaving and you were playing solo, and then it was just happening after other players joined?
(On another note audio still thinks ur inside the ship when on the Railings)
Oh, weird... Which railings, rollercoaster rails, or ship catwalk?
I think that's just due to how the AudioReverbTriggers are setup on the moon, I copied their placement from Bozoros v1.0.1 so it had to have happened on that version, too.
They're like this, if you're wondering.
I could move them closer but then I'd have to start worrying about compatibility with wide ship/2-story ship.
It just makes things reeallly echoey
I'll take a look at how some other maps have them setup and switch it based on that probably, but I'm currently doing interior stuff!
Loaded into the interior, but it needs a whole lot of polishing still... 
Can't upload it in its current state, unfortunately.
Sad clown noises
@quasi nest Is Bozoros touching rainy and stormy weather?
Something is making it break badly
Oh, just tuned in to your stream to hear that symphony...
Not touching weather at all, and rainy doesn't even exist on that moon, so I'm not sure it's me doing it.
To be fair
There are weather effects, but Stormy weather itself isn't being modified (like from within the plugin).
In this issue are you experiencing an awful sound that sounds like when an audio cable gets half unplugged
And also the rain particles don't appear when that happens?
Because I've been getting an issue on different moons that have stormy weather, I didn't even have Bozoros in the pack
It's OpenBodyCams