#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
1 messages Β· Page 8 of 1
Fair enough...
Came here looking to see if a mod for swimming existed and somehow this was the closest thing, it's kind of a tragedy nobody has made one
goated with the sauce
advanced company had flippers for swimming
but well, we all know what happened to it
I still really think best βsolutionβ to swimming is to instead have certain props and deployable items rise and lower with the water there inside
So it develops like parkour routes
I'd love for it to just drain stamina and be slow/less effective based on weight, but be effective when you're carrying 0-10 lbs
personally i hope swimming/water traversal never gets added and zeekerss just adds fishing to give the handful of water spots/flooded weather a purpose and appeal to interact with.
That's why I'd rather it be a mod, so it remains completely optional
every game needs fishing!
i'm surprised there hasn't been a fishing mod for this game yet
Hey! I now have a Ko-Fi account. If you like my work and want to support it (donations are a great motivator) click this link: https://ko-fi.com/its3dmatt
Any donations that mention "PlayZone" or "Bozoros" I will be sharing with @quasi nest
I should really update my portfolio sometime soon
Everything I have in there is from 3 years ago or older
If I mention bozoros and play zone at the same time does paco get all of it

Or what if I specifically say I hate those two, does paco pay you
i hate talking about my work π
i have like a full portfolio worth of projects i gotta update my portfolio with that i keep putting off
my portfolio consists of an windmill generator i made in highschool randomly, one day i'll update it
was wondering, will the new playzone interior have its own ambience like the sounds of pins being knocked down or anything related to the map?
In a way 
I'm not touching moons' actual ambience, but things like hearing the bowling alley pinsetters slamming down do contribute to ambience a bit
Hearing ball pit sounds from afar too
Spoiler for new LC update:
My reaction to the ||Kiwi||
i love this thing
its so goofy
i welcome it with open arms
perhaps too open, my arms are now bleeding
also I was never a fox hater
||its babies are fucking irritating when you bring them back though, im happy they shut up once in orbit, but like, jesus||
v70 only really majorly effects large bug fix projects like butteryfixes
its possible a major content mod breaks but idk
I have a few scripts inheriting game stuff though
But yeah I'm not directly patching anything so it does just seem to be alright
@quasi nest turns out ESR/ESK is broken in v70
so, that would be a problem for bozoros
(Also figured out why Candy Cane wasn't getting replaced, but I might try implementing the skins myself, at least for now
)
Actually I might try recompiling Registry, I'm guessing that's probably all it needs
And new enemy, but it should still work without it
xu wanted to, but shes been holding off due to antlers not responding about if its ok to bounce off what they made
at least afaik antlers never did

I think EnemySkinKit's unlicensed though
@bleak remnant am i being stupid???
TestAccount was the one that wanted to
I don't recall Xu wanting to
But if pacoito wants to do it he can
It's understandable though, even if it's permissively licensed it's not ideal to just yoink and reupload a fixed version
Even with proper credits and all
Means I can keep my beloved Bito
Now a fork, on the other hand... 
EnemySkinKit might work when Registry is updated tbh
It relies on Registry
so it would be a matter of testing
If not it just means mods using it would need to migrate over
I guess I can try it now, waiting for Bozo/PlayZone project to patch so I'm in the snail π waiting room

If you get it working and can upload an updated version that'd be poggers
i would love skins for the new creature
they would go so hard
Unfortunately SkinKit would also need an update so any Kiwi skins will have to use Registry
But that's likely not a deal breaker
SkinKit isn't licensed so it can't be maintained
Yeahh
Bozoros will be getting a small update for v70 and will include some small surprises
SkinKit will probably just slowly fade out and become deprecated since future enemies will only be able to be given support through SkinRegistry
indoor ||sapsucker|| now coming to bozoros π₯

Actually I forgot it uses ThunderKit, hmm
I'll restructure into a regular project most likely
Good luck lol
I am the one who said I'd maintain the mods considering I know how to use them yes
I still need to reach out for permission though
I'll probably do that now
EnemySkinRegistry is MIT so that could be updated, that also alone threw the errors too

(I just ported the project off of ThunderKit, haven't actually done anything lol)
Lol
I was just gonna clone the github reoo and get to work
Repo*
If you wanna do the work for updating it though go for it
It's only a new enemy you'd need to setup the SO for and all it's events
It's probably easier to actually just continue using ThunderKit π
I was just doing this while my project was patching
So I couldn't do Unity stuff
I've never used thunderkit, what is it?
Uhh it's some editor scripting thing
I've only used it when I had the Bozo skins in EnemySkinKit, but for whatever reason it's not compatible with Unity Project Patcher projects though so I had to open a different project when changing skin stuff
Switched to Registry since I needed something EnemySkinKit was lacking
You're gonna make me dread updating ESK or ESR if I have to write the code somewhere very specific and build it in a very specific way 
Though there's a couple things I've been wanting to change in those two mods for a big
Bit
Some stuff uses .material when it needs to use .sharedMaterial
Some null checking isn't always done
Yeahhh also not too big a fan of all the enemy patches, though I can see a couple of them being needed (like Butler stuff)
Not sure if any skin actually uses it for the other enemies
The process could also be a lot more generic
It is me, I personally do it 
Every SoftMask error is hand written and printed out to console by me
I knew it
PlayZone 1.0.0 Released!
A custom interior for Company employees to bring their families to. Created by LethalMatt and pacoito.
PlayZone is an expansive indoor amusement center featuring activities like playgrounds, cosmic bowling, laser tag, a trampoline park, and more!
All models and textures were created from scratch, with a few exceptions. See more of my work on my ArtStation. If you would like to support my work or want to encourage future projects, you can donate to my Ko-Fi account. Any gratuity is very highly appreciated!
Details
PlayZone was a childcare service created by The Company for employees to take their families to in times of leisure, or to drop off their children during their shift. However, PlayZone's last day of operation was in October 18th, 2004. Maybe you can piece together what happened on its last day...
FEATURES:
- 6 main 'zones' to search and play around in.
- 4 story log terminal entries to find.
- 14 themed scrap items to collect.
- Various custom hazards and player obstacles.
- Functional trampolines, slides, and ball pits.
- Loads of other custom scripted stuff!
LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
Bozoros v2.5.0 uploaded!
- Migrated (almost) all scripted stuff to my own library, itolib!
- A lot of scripts have received some tweaking and/or refactoring in the back end, but it should all be functionally the same.
- Recompiled and rebuilt project for
v70.- NOTE: Contour map for Bozoros has not yet been made, but is planned.
- A bouncy castle has magically appeared out of nowhere...
- Small bug fixes/adjustments:
- Fixed
BananaMultiplierInsidesetting not actually applying when any interior that wasn'tCircusFacilitygenerated in Bozoros. - Fixed
Santa Butlersneither wielding nor dropping their signatureCandy caneweapon, - Lowered a bunch of lights' fade distances, which were previously set to the default value of
10000. - Tweaked NavMesh stuff around the Ferris wheel.
- Fixed
- Changes to spawn weights:
- Added
v70's new creature to the daytime enemy spawning pool. - Toned down
Turretspawn curve a bit.
- Added

I wanna thank Zeekers for updating Lethal Company the same day we originally were about to release PlayZone
At least it ripped off the bandaid of updating to v70
YOOOOOOO INCREDIBLE!!!!!!! SO STOKED TO TRY THIS OUT
also.. GARRY THERE I AM!!!
My studio's game also released today so kinda big day today for releases
My brain is over stimulated from the excitement
Time to play some PlayZone with the boys
Do let me know if there's any issues found, there's a bunch of things going on 
@quasi nest wheres the itolib thread homeslice
oh you need the modder role
He has the modder role
Ah
im assuming in #1175883003474485369 right?
get me out of there
Nice list, I'll keep it in mind
Oh there's default weights for at least three moons 
you forgot peter
Filitrios 100%, maybe also Etern tbh
also what moon is The playplace
It's set at 252 π
Sounds like a funny one to have in there
fits
sorry paco i just realised they actually took away my resources role π
i know i had it because i have one or two threads made in there for tools
but ig no more 
Ah
just ask robyn for it in #dev-general
I mean I can make one in here like JLL's thread actually
also no one looks in #1175883003474485369 anyway
Yeah lol π
An unexpectedly good one for PlayZone is https://thunderstore.io/c/lethal-company/p/DemonMae/The_Iris_moon 
Don't ask why 
Congrats guys
Plug in zeekers cord show and tell or ill do it for you π
reddit too
PEAK PEAK PEAK PEAK PEAK
Yeah im pretty sure this is my favourite mod
screenshots do not convey how amazing this is ingame
I never imagined we'd get custom content to this level
You should repost on reddit w/ screenshots instead
and link in comment
people like photos and you have good ones
We have more planned for updates π
We had to move some things we want for post release so we can get it out earlier
im currently doing an investigation of the loot circle placements and more technical stuff like that
i just now tried it and we only found a single piece of scrap by 4 PM in game
in fairness that might be the titan effect (we were on titan) but i feel like there might be some issues with the placements
not sure, ill check stuff rn
That's concerning π
I wonder if its the same bug I saw in Wesley's art museum interior
All the loot spawned on a single node there
Whar
this is x2 as big as mineshaft
is one tile one small rectangle?
Yeah they quite literally are as modular as you can get
Single tube section as well
But yeah loot's still a bit rough, might be worth playing with the +6 bonus Mineshaft scrap using ScienceBird Tweaks
We were on Titan and found almost nothing
There's a few spots that steal loot from other places 
a couple things
that tweak doesnt apply the same bonus scrap as mineshaft, it lets you apply your own choice of a number to an interior
and im gonna check the size on EXP for a rough reference
(e.g. if a Bowling ball were to spawn, it gets teleported to a shelf at the bowling alley)
Might mess with loot distributions a bit too much
I could lower the number of those 'guaranteed' spots
forgets to apply spawn weight
forgets to make scrap count 99
forgets to install imperium
please kill me

Oh this is supposed to spawn inside, pretend it's inside (can't grab it
)
I might have increased the loot area of that too much
i think the only place that needs more loot circles is this area
Yeah there probably could be a couple spawn nodes in there
There's freebie shoes behind the counter at the main entrance though (if they happen to spawn) π
does the pizza room always spawn far away
you saying purple cant afford shoes or smthn? smh
Yee, PartyZone and TykeZone are at opposite ends of the dungeon
(Generation starts and ends with one or the other)
can you not make the large rooms randomized?
this is one of the landmines of all time btw
!
I've only seen one floating turret, and it wasn't even me that saw it 
I have no idea how since NavMesh in those places is pristine π
is this also not intended?
Oh
Yeah that's where the turret was seen
Uhh
I have never seen it happen personally π
Again, NavMesh should be fine there so I don't know why those hazards have chosen to defy gravity
Also they're set to show up at around similar places throughout the dungeon, but whichever one gets picked is randomized
I guess I should test with 500 turrets or something
team green apparatus doesnt cause a radiation warning it seems
or do both need to be pulled
Intended 
i see
also
none of the custom playzone scrap is spawning
besides the apparatuses
Oh hmm
i was confused when you said theres shoes at main
and i just found nothing
then i checked the imperium scrap list lol
Actually wait you play with CentralConfig, right?
I'm not actually sure if it overrides the spawns I set when initially landing but it might
let me check
There's a config setting to toggle the stuff I'm doing, since you can add it through CentralConfig to the interior specifically iirc
you're not adding the scrap via LLL?
I am 
i have no plans to add this to arduous, i just do a general check on modded stuff im interested in
huh, i guess CC just weird then
i noticed a lot of people dont notice things that are very easy to notice, and they end up just unreported
Yeah I added that config setting specifically since I wasn't sure how it would play with it, but I also forgor to actually test with it
god i hate the "enable content configuration" setting sometimes
its my fault for forgetting its there but H
(Also I'm just making DungeonMatchingProperties for LLL items actually apply https://github.com/pacoito123/LC_itolib/blob/main/itolib/Behaviours/Props/ScrapInjector.cs
)
yeah nope they just arent spawning
Huh
I did just see a Bowling ball placed on a shelf, not sure what's going on
oh yeah none of that stuff applies in actual LLL lol, i noticed it a while ago and it was kinda funny
Weather weights also dont apply since they dont refresh past first day
oh boy i love random mod incompatibilites
hold on let me generate a log with all log messages
Ye
There's a bunch of other errors in the log (but no actual PlayZone generation), if you share a profile code I can take a look though 
Least from the quick brief runs on March (bumped up to 30-40 items) I'm also noticing a pretty big lack in loot too. Only time I got a bunch of loot was when I got the pizza room, got lucky with a fire exit being there π€
I found a shoe at main on most of my runs
Ohh wait right, I forgor Arduous Experimentation does this
The custom scraps are added to the moon's actual spawn pool, they spawn naturally and are not spawned in addition to the moon's scrap spawns
Yeah I was just wondering why only Gold bar + Apparatuses spawned in that picture lol
youre telling me during that debug, not one of the playzones scrap spawned
Ah yeah that's where I'm not sure if something overwrote the values
I'll do some more testing 
Whats happening? Mod incompatible?
Yeah just custom stuff not being added to the loot pool in that specific pack
Roblox oof
CentralConfig if I had to guess 
However it can add items to a specific dungeon by itself though
i will say
when i disabled centralconfig, i didnt make exp spawn 99 items again
so, maybe i just trolled myself
Perhap 
and it would also make more sense if the loot isnt just spawned when the interior is loaded
Their weights aren't that high so as to not take over any given moon's loot pool (like for Wesley stuff)
Dude I need a weekend like holy jesus the last few days have been nuts
i really like playzone overall
Yeah that's why the scrap injection thingy can be turned off, if you wanna add any of the items to specific moons
very few issues, designed to fit in to vanilla, few immersion breaking possibilities
i like it
Thank u, my game on steam has gotten negative reviews overall and I'm crushed man
The highs and lows of releasing stuff all in one day
What even is your game?
whats the game?
Oh I saw actually, it was mostly technical issues though, right?
Or like some performance stuff
tycoons arent really my thing, sorry
When are we getting Pacoito: The Game? 
but if you were able to get a fanbase to warrant a sequel, that is something to be happy about
nw totally different than anything I've been making here haha
greed: the game
I never even knew you made games until you mentioned you released one today
We were brought on to make the sequel another studio made the first game
interesting
Yeah I'm a 3d artist at an indie studio
Noice
Lethal has been my outlet for personal work
It does not appear to be CentralConfig
Maybe one of the errors when landing is causing my thing to not run for some reason
if it helps I do see the custom scrap. so it is working for some people
it is just my mod pack
ohhh I see
while its technically not a mass issue
Thy Hardships be Arduous 
random mod incompatibilities are still issues
Can't wait to drown in ballpits, 4 times in a row 
unbelievably peam interior btw I can't wait to show my friends
It ain't balls you should be watching out for 
Unless fired at you
Hmm
I removed ScienceBird Tweaks (throwing Zap Gun errors) but also Code Rebirth (throwing Spike Trap errors) and the custom scrap shows up
Not sure which be causin this
Code rebirth adds the forklift right
Ye
I believe so yeah
Probably related then, it moves the custom hazards
It's something it's trying to look for in the Pinsetters if I had to guess
Thy pins be set 
Pinsetters are reskinned spike traps
jimothy cant move spike traps
Yeah but not matching structure 100%, I gotta see what Code Rebirth is looking for lol
its probably coderebirth, the zap gun stuff is related to the option in sciencebird tweaks to use it on hazards to temporarily disable them
i highly doubt that would cause custom scrap to just not load
It's actually ScienceBird Tweaks, huh
LOL???
Code Rebirth errors seem benign (for now at least)
I shall investigate 
You better have it fixed before Friday
I wanna check out PlayZone
Oh it's just because I have it named 'PinsetterAnimContainer' instead of just 'AnimContainer' (like regular spike traps)
The reason I have it like that is the following:
-# There is no reason 
ok and why is this making the scrap not spawn
Domino effect 
Good excuse to update the mod to [v71] lmao
@lilac raptor https://github.com/Science-Bird/ScienceBirdTweaks/blob/main/ZapGun/SpikesZapper.cs#L30 You probably should have a null check here anyway to turn off in case any dummy changes up the structure of spike traps 
Because Pacoito is a naughty boy
I don't know who would ever do that, however
You did goofy change
Uploading an hour before the game updated again was just the universe lining up a gutter ball in action
broke scrap generation
Can't wait for v72 after v71 build 
v76 coming when?
honestly i wouldnt be surprised

zeekerss still hasnt fixed clocks and candy being unable to spawn
Oh what lmao
fixed in v72
oh
π Fair enough then
Was about to joke Zeek took them out for lore reasons
This shall come to pass
The prophecy is true
or
The icon for PlayZone lowkey bothers me
I update pre-emptively
My OCD doesn't know where to put it
I have OCD; it is fine right there 
anyways the reason they cant spawn rn without butteryfixes is cause zeekerss gave them a test thing to spawn in specific loot circle types, similar to tabletop items, likely to test items spawning in the new drawers/cupboards in the manor
I focus not on icons, but on the fact that interiors are what's grouped, and that criteria is met
and he forgot to remove it, so they just couldnt spawn anywhere
i personally organize specific mod types by date added to the pack
I do alphabetical by arbitrary category
some exceptions are the moons, theyre organized by their tier
Allow me to trigger you
And yeah I pulled the full Dull pack, I wanna see the new Mansion more
I sort them by what part of the gameplay loop they're in, and the order they're loaded
I wasn't even aware it had issues
E.g. Moons > Interiors > Hazards > Scrap > Entities
I sort by latest added to the pack at top π
Oh yeah that's similar to the arbirtrary categories I have set
It makes searching for specific parts of the modpack easier
Since I'll know where to look
CORE -> BUG FIXES -> HUD/SMALL TWEAKS -> LARGER TWEAKS -> (CONTENT) -> ENEMIES -> MOONS -> INTERIORS -> SUITS

STOP YELLING
i just think it looks nice, even if people wont really realize, i like putting in extra effort into things i dont need to, just for a bit of credibility to those who notice
we need to be nice guys
The dopium levels are off the charts with this one! Let's just hope that blasted ogopogo doesn't spam my logs again lol.
He still does 
I sort by last updated because I'm tired of things breaking my pack. x.x
(Especially when it's me.)

Accurate to gameplay 
just like magic π
What did you do
This 
You are terrible
Or actually I think for CodeRebirth's fix I just had to add an empty object named 'MovingBar' under SpikeRoof

Smthn like that
It just gets set to the MapHazards layer
Zeekerss messes up spike trap colliders
Yes
For jimothy and seamine gal scan to work I had to
Ye it's just there's no moving bar for the bowling alley pins
Could add a null check to that specific thing, but not sure if anyone else would encounter such an issue 
Just add an empty for now scarab, I might add a null check for it later
Can't update cr rn anyway
Yeah I'm finishing update, I did just double check the elevator hazard despawning thing worked 

(It did not, but now it do
)
That's my bad, I'll give jimothy a mask in not being able to drop his hazard on stuff on elevator layer navmesh lol
OH wait is that what happened lmao
That makes more sense
I tested spawning 500 bear traps and none were even close to elevator
Jimothy just samples navmesh near ai points to put em in, if it's routable 
It checks like up to 500~ different points
Oh he could also be attempting to route towards main to exit through it
I have an interesting solution for enemies that may want to exit through main 
You should wait for zaggy's pathfindinglib api
Yeah but cheese π§
It's like 99% done but he got busy with job hunting π
But enemies can just use elevators and fire exits and main entrances easily
real
Yea
J*b..
No need for the j slur
i spent two years on that grind and got nowhere π
There's like one issue that crashes me once every 20~ sessions which is left but probably needs a bit of a rough patch π₯²
What's the cheese do
OffMeshLinks that I turn off as soon as enemy approaches π
One to request/open elevator door, the other to actually enter and go up
They have no way down at the moment
If there's a player sitting on the top floor while there's an active Jester, the Jester will get his ass into the elevator and get them 
I'm definitely switching to PathfindingLib, this is extreme jank
Hey @late roost any chance u can add a chill arcade kinda zone to the company buildimg usimg stuff from play zone? Also make it not in the same location as the casino mod plz. I

Oh wait for the company building
Could be neat perhap
Landing just to see Jeb absolutely ROCKING an arcade machine..
They would be good at video games methinks
Especially after consuming the minds of millions
Yeah, somewhere that u have time to play minigames in between
Imagine having gambling, and minigames too
Play with Jeb on the arcade machines,
you lose it flexes a tentacle at you
you win it gets angry and tries to eat you
PlayZone v1.0.1 uploaded!
- Renamed some parts of the CosmicZone Pinsetters to match the expected vanilla structure a bit more.
- Should stop some errors with ScienceBird Tweaks and CodeRebirth.
- Tweaked loot spawns a bit.
I'm playing my zone rn
weeell I might as well look at it now
Kinda wish the reskinned plastic ball turrets were non-lethal or just less so than normal turrets are. Not sure if that's possible to do tho since it's just a reskin
I might be psycho but I think performance got better after v70?
I really like that the ball launchers use the sound of zurg's weapon in toy story 2
i could literally think of no other sound
anything else felt off lol
i tried to foley a few things best I could like the whack a noodles or the elevator
YAY!!
thank you guys for your hard work π incredible fun!!!
LethalMatt
and Pacoito
you guys are fucking amazing
genuinely amazing and I could not stress that enough bro
Im about to do the playzone
I am excited to see it
BROOOOOOOOOOOOOO
THIS LOOKS SO FIRE
this is really stupid but i put that because I was thinking of the guy from meet the robinsons
valid
meet the lethalsons
which is like the most out of pocket thought i had
so, how do the zones work?
i know they are probably archetypes but
do all of them always appear, or is it like 1 or 2 randomly
Each zone is guaranteed to spawn, but never more than one each
Awesome interior, nice job guys. The only issue I've seen so far is scrap spawning in unreachable places: under floor (team blaster), behind a wall (bowling ball), or inside some object like this on the screen (had a mask inside)
Hmm, I've only seen it happen one time with the LaserZone pillars, but I'll double check scrap nodes are placed correctly
I still cannot believe how so fucking well made this interior is
Like Dawg its beautifulllllllllllllll
@burnt cedar Was just shown this interior! So far from testing it looks SICK! This may be one of my new favorites π
nice!
i cant wait to try it im so excited
the effort is insane
possibly one of if not the most high effort interior out there

soon you will have so much it will be like a minecraft grass texture
right
like the photos do not do it justice
and the photos are great
@nocturne charm have you pulled both apparatuses?
I haven't had a chance to proper play yet!
Been in the depths of end of semester assignments
ahhh
ive been showing it off to all my other post-game grad friends tho π
get plenty of sleep when you can! i did way too many of my finals super tired all the time
for the last like 3 months i just haven't slept on sundays
its been rough lol
almost there tho
i always had classes that were either at night or first thing in the morning I hardly ever got sleep, I started to depend on stuff to knock me out which sucked
Hey but like
seeing it in game is so surreal
Either way LethalMatt you did a phenomenal job
yeah im 2 hours away from the city and my class is at 8:30 so on the days i go in i gotta wake up at like 4:30am
paco too, it wouldn't be half of what it is without paco putting in the work to add the features i wanted
ill stop gassing this up at some point and not that other mods didn't do it but this project and wesley's big release are the two projects that really make me feel like the time put into LLL was worth it
so crazy seeing this stuff ingame
dont make it out like everything has to be grandious or cinematic, LLL has birthed a ton of amazing content all around, for everyones tastes and preferences of what they want to see in lethal company
LLL is too fucking good
LLL gotta be better π
i think i gotta give it some more love before lethal 1.0
I think more features that let people implement custom things could be goated, like ship furniture for instance
(We have some planned for PlayZone)
Skee-Ball on the ship
yeah, that stuff purely didn't happen cuz of burnout/time. def. should be in
I did really want a good solution to creating tiles to inject into other interiors too
Or a funny arcade cabinet
Arcade is on the list of future zones to add, just putting it off because I'd have to do a bunch of custom arcade cabinets which is very involved when it comes to graphic design for the textures
Fair
Go overscope
Figure out how to rub pico-8 games in unity
And then add actual games
I already did π
There were only like 4 tiles planned for release but I kept adding more ideas to my ref board
There's a teaser for the next one in the elevator which will be my priority
Oh so that's what that was lols
The elevator entrance was inspired by this kids club daycare type thing I remember going to when I was a kid and we were on vacation in Las Vegas
gorgeous
I NEVER forgot this place it was so cool. There was a walk-up restaurant inside that you can just order stuff because it was already included
There was a giant playground with pneumatic tubes that shot ball pit balls
There was a lot of video games, arts and crafts, a freaking music zone with electronic instruments
I, a full grown adult man, miss this place it was so fun
Nostalgia hits hard sometimes
I do reset the player's gravity when coming into contact with the trampolines, or at least I thought π π
It is SUCH a troll lmaooo
The whack-a-noodle drop sound π
Storehouse-ahh walls LMAOOO
||Toy store's|| ballpit-ahh death
I might give it a try soon ish
Every now and again I feel like I've just become a lot better at understanding the code and how I should be doing something, so making stuff like ExtendedHazards or ExtendedShipObjects(whatever the name may be) wouldn't be too bad
Considering I rewrote lethallib's code of enemies items and map objects because the code was unreadable I feel like I can do smthn in LLL that'd work pretty well
Though the only problem is I'd probably get a bit lost in finding where you read bundles but I'm sure I'll figure it out
I'm proud of you xu 
Kiszony I'm not proud.of you, go kill mu more
what the hell this has custom weights for my moons lol?
im suprised
they are all pretty accurate except maybe thallasic would be higher since its a more modern facility but they all work
π
i really need to improve my old moons
but im focusing on interior revamps rn
ty for the weights tho :P
There are at least three moons in the default weights list 
Minimum three
Probably more than that
ah yeah slightly more
yes ma'am π«‘
-# (that hurts) 
Bounty accepted 
for some reason, LLL isnt properly taking my custom weights
its 100% a LLL issue
it happened with my interior too
I usually forget to toggle Enable Content Configuration 
i had custom content configuration yesterday for LLL and it didnt work, but ill recheck
hmm
might have been cus i was on a test build
You gotta toggle it for specific moons/interiors, not the whole of LLL
yeah i know
that bool means βim not responsible for what the text file does to your gameβ
i checked, it somehow turned itself off for vehicle hangar
Oh just double checkin
anyways, does playzone need to be locked to a multiplier of 1?
im worried it would make large moons too easy
it was automatically on in my config
All of them are on 1 by default iirc, pretty sure it's a multiplier applied on top of specific moon dungeon sizes
oh, hmm
i thought it was the max limit of the moon size modifier?
vehicle hangars is not on by default
hmm..
ill keep it off and see what happens
did you guys make this asset yourself?
if its public tho where did you get it, i might wanna use it
if its not I wont use it
damn im guessing they are all custom
this is alot of neat assets
love the vending machnines they are so cool
also ποΈ
how the hell are you supposed to cross those swing pits tho
is there an interact trigger???
There is in fact that
i assumed they were auto like the slides
oh yeah maybe put one next to the tile and its just that
just the bottom rules
or on the wall next to the swing
Yeah something on the walls could work
There ain't much space though for like a sign on the ground
@late roost Also I just realized, gotta add the new creature to the Jungle Jake's logo 
Prime candidate to be in there
π¦
wait so the map is like, mainly the playplace but the different zone are put in there as singular rooms?
am i getting that right?
Yeah basically
ahh i thought it would be like unique sectors with archetypes but thats cool
my only worry is that due to the open atmosphere some planets will look buggy down there
on adamance i saw weird white streaks in the distance
but overall its fine
Oh weird
the only way to fix that would be to add a black plane above and below each tile
and in the distance
which isnt manageable
There is that actually 
hmm
Or uh
makes it even more odd then
Comically large plane at main entrance
hmm makes sense
There's only one moon I turn the ceiling plane off for, and it's https://thunderstore.io/c/lethal-company/p/DemonMae/The_Iris_moon

It's pretty

It's just an effect from that moon that surrounds the dungeon
I'm not sure if you're actually able to see it normally on other interiors lol
ah. hmm
but anyways
this is one of my favorite interiors now
if only I wasnt so stupid as to constantly fall in those pits with the cubes
i missed them like 3 times and died
Trampolines are a bit wacky to get used to
JumpZone has a warning on the walls that says "Don't run!", but it's misinformation
It's easier to control when holding shift 
Also trampolines are banana peels, so they possess rocket jump π
This is a sentence that totally makes sense, I swear I'm not crazy 
reporting your own bug is crazy 
enough sense for me 
It is a bug that was funny enough to become a feature 
It's only about 10% more useful when executed on a trampoline so it's probably fine to keep
I could fix it, however 
nah, who cares about that
wait for someone to report this "issue"
No fun allowed
fun is illegal
I got blasted with balls
10/10 interior π₯
Why can't your ballpits be like theirs.
my ballpits are the ballpits we deserve
i know wesleys ball pits kill you but what do the pits here do π€
Jump in and find out. π
Needs more shotguns.


fucking peak interior with my only nitpick being that loot isn't the most plentiful
Thats cause you're not tall enough to see the loot π
if it's a measuring contest...
only 80% of those are coderebirth i think
PlayZone v1.0.2 uploaded!
- Reduced overall size of dungeon a fair bit, mainly targeting number of branch paths and their length.
- Adjusted all hazard and scrap nodes to avoid potentially floating hazards, as well as items spawning inside the LaserZone pillars (or going through the floor, but that was due to something library-related).
- Custom scrap with 'set' locations now have their intended rotation when they show up there (e.g. Bowling balls on shelves being in slight disarray).
- Added a scan node to swinging bars, with brief instructions on how to grab on to it.
- Fixed (hopefully) rotator hazards potentially being able to push people through walls and out of the map, when going extremely fast.
- Adjusted some of the custom scraps' values and rarities a bit.
- Added a few PlayZone-themed cosmetics for MoreCompany:
Laser VestLaser GunBall CannonCardboard Crown
(Not actually uploaded yet, I lied
)
Taking its time for some reason
π
low-wage employee. something the players can truly sympathize with.
Snail going for a second lap 
oh, and let's not forget the lovely merch hoarders that every themepark has 
ExtendedFurniture π‘
does inverse teleporting not work on playzone? i've tried a couple times and it just doesnt do anything when thats the interior
That's odd, I've been inversing just fine
Even had a moment with my friends where I inversed in and appeared right on a trampoline and immediately was bouncing
must be a conflict with something else I have. I'll play around with stuff and see if I can find out what
Hey guys
I know this'll sound like a strange question
but what version of Bozoros was the last one before it updated to v50?
Hey matt, we keep getting this error spam whenever the Purple Blaster is in a storage closet. As a client I cannot see the blaster at all, and when it is dropped near me I fall through the ship floor mid-orbit.
Yeah its being weird lol
It is one of the cursed items, I see
excuse me what?
Item that causes clients to fall through ship π
yeah he cant see green one either xD
Heralded by a NaN error spam
LMFAO
I shall look into it lmao
Also want to file a complaint!
Also the version right before v2.0.0
v1.0.1
I took my crew to the circus last night to have some fun and entertainment, and while expecting Play Zone we instead were left with complete depression and saddness....it was grand armory xD
we entered the "staff only" door
Oh the blasters just crashed me
Huh
when i quit and came back, i saw the blasters and pew-pewed the green one and dropped it
then I pew-pewed the purple but when I dropped it, it disappeared and we both went into the floor
My complaint was a joke btw lol just wanted to express you having Grand Armory hidden in the circus filled me with much sadness xD
You can disable the custom scrap through PlayZone's config, so they don't spawn
Also 
There be ball pits in Grand Armory
LIESSSSS THEY ARE NOT THE FUN BALL PITS! THEY ARE BALL PITS OF SADNESS
thank you 
this clip part way in shows an enemy in a spot you cant path
the later half is me trapped in a funny way
Lockers on this interior are evil!
It's fine NavMesh-wise
Weird lol.
I'll keep an eye out for other enemy issues there.
and see if its consistent or if he just got lazy.
Also lmao Locker π
That dude put me through hell. The clips go on of me dodging him and eventually turning around to him full speed into my dead end tunnel with no escape
Wait I have an idea
for a video
showcasing this mod
or well the Playzone
Ironman challenge but the only interior is the Playzone

oh yeah i only wish the glass in the tubes had an actual grime texture so it was easier to see
thats my only complaint rn
It's got one but it needs to be illuminated to see it 
how did you get playzone to appear like it's in the abyss, without the moon visible above?
i think vanilla kills the sun no?
it doesnt
you can see the sun outside main on factory and mineshaft
Yeah sun was saying hi later on in the day
if its visible from there
maybe im thinking of cullfactory that would do that...
i remember while im debugging the outside goes super dark
I think the skybox is hidden, but I forget
I know lighting's different because of the reverb trigger switch when going inside, so when you teleport out through Imperium or something you still have the inside lighting and the outside looks pretty dark
(I just turn off its renderer when entering or inverse teleporting, and turn it back on when exiting or teleporting back to ship
)
also, how did you do the generation of the interior? it has alot of verticality which is awesome
Tiles are very modular/uniform in their size, they can stack on top of each other pretty easily, so with tiles like this jump one it just makes it pretty tall
I realized that the cosmetics aren't actually in the latest version, we'll throw them into the next patch
LOVE THE NEW INTERIOR!
ONE THING
Is it normal for like the square foam death pit to sound like mud
I mean they both do the same thing
but it's kinda weird?
Yeahh I'm just using the vanilla quicksand script for it, and the mud sound effect is pretty hard coded (kinda like footsteps)
I gotta add drowning to the thing I use for the ball pit
It is fake water
More of a spider web than water 
it shouldnt be mud tbj i like how it is
Oh no I mean to also use it for the cubes
Ball pit's staying like that
But I can reuse script 
i mean... as lkong as it dont sound like mud lol
Hooray!
We're gonna be adding some stuff so the interior is less... quiet
add Frebby fazbar /j
This is such a cool detail omg
im confused what am i looking at
The bubble window tile of the playzone interior
still confused
oh those deadend tiles
too bad it never shows up without flashlights...
i sometimes cant tell theres plastic there etiher
lethal company shader jank
Showing up because of flashlight is extra creepy lmao
But yeah glass looks a bit wacky without lighting
It shall be addressed 
hurrah!
also
had a sudden idea
what if the foam death pits actually teleported you somewhere random and dropped your items
incredibly punishing, but not as punishing as before
would lead to some scary scenarios
also would be super illogical
but
I think the jumping until out of stamina could work
since when was logic in the realm of possibility
I must add drowning to my PlayerHindererβ’
It's actually a spider web but I pretend it's water
Actually adjusted this earlier today
now you can see it without a flashlight
just had to multiply the mask into the basecolor in photoshop
just photoshop nans
also cubes will always be death but we are making changes to make it easier to deal with
irl the cube pits are quite hard to get out of
and that one incident in twitchcon where someone got injured really badly
TwitchCon took over the San Diego Convention Center this past weekend, and one exhibit left several people injured and in need of medical attention.
The convention was home to thousands of people and some of the internet's biggest streamers and content creators. While the event might have started with many excited visitors, many left disappoint...
broken back + more people got injured from it
yeowch
yay
true
but ive never sunk into the floor in them and never returned personally
idk maybe that happened to a couple kids before

yeeeaahhh but at this point the idea has been abstracted enough to be threatening in a game
yeagh
my brother worked at a trampoline place, he had to clean out the foam cube pit
told me that people drop all kinds of things in there
stray pills, knives, jewelry
damn??? knives???
yeah like pocket knives
ah
just doing random testing
pulling one app then the other and waiting for the timer doesnt seem to do anything?
||the elevator falls and stays stuck at the bottom when the timer runs out||
the 2 min timer was built in mind for facilitymeltdown otherwise
ahh
i dont have any suggestion for an addition or change but that experience felt "broken" to me
was giving my friends a tour last night π
||does it tell you it will do that?||
||maybe it should like have a warning sign next to it, if not||
I also had a super duper morbid idea while talking with them for ||rare chance to find a little skeleton incase timmy never found his way out of the playground||
no joke one of my core memories is being invited to a gymnastic place for a birthday party when i was super young and being stuck in the bottom middle of a cube pit
i might be the #1 target audience for the bit
||i'm gonna add a lore friendly addition in the partyzone that spawns if the log there shows up||
they also had the idea of ||kid voicelines asking for mom or mommy etc.|| as rare ambients
might be too on the nose tho idk
yeah that might feel odd
i dont see the place as innately supernatural
we are the lost children of the company
That one random "Hey!" ambient sound kinda has that vibe
- ghost girl π
there's not really any way I can think of having one that makes sense in the world fiction idk
ah i remember when there was a myth that ambient sound meant ghost girl was on the map
good times
i don't like having signs that explicitly tell the player what to do, thats why hold space to swing is in playground rules
or the one backrooms looking room means a bracken spawned
theres still people who believe this
its not fully dead yet
none of those spheres have helicopter controls guys what the fuck are we doing here
Oh I added it as a scan node too (like Bozo balloon), not exactly in-world but still informs player
google wont give me the examples i desire but surely you know what i mean
||"employee warning: incase of power power outage, block off elevator access for customer safety. Unpowered elevator liable to malfunction or failure"||
i dont understand how
because this game doesnt really explain a lot about how it works
and theres so much misinfo/misunderstanding that both wikis are wrong in a lot of things still
Also kinda random/ignorant question
Do you guys know what the reason is for why custom interiors tend to have worse dispersal of scrap than vanilla ones? I know-ish how the systems work but im curious if theres something im doing wrong for why in some cases they dont seem to deliver the same experience, or if its just custom content setup skill issue
Probably just setup skill issue, I'm still strugglin with that a bit 
so the way scrap spawns is through usage of what people tend to call "loot circles"
although the location doesnt need to be a circle
im not trying to be rude here whatsoever
its just a set invisible radius scrap spawns
but the question was specific to the people making the interiors
One put me in a knee brace for six months... Still kinda worth.
i appreciate it tho
the reason so many modded interiors feel off is because of bad loot circle placement
my best guess is modders dont realize scrap can only spawn from them
and just assume they can spawn anywhere
if thats the case then thats fine but im just somewhat concerned thats not 100% the case
idk we have a lot of nodes in a lot of places but I'm still struggling to find stuff here
i placed them in more specific spots after i reworked my stuff
before they kinda just sat on the floor lol
I also get this issue in Toy Store but I might just be inept at being able to find scrap there
i usually only find stuff in the little lookout glass tubes
idk
no toy store genuinely doesnt have many loot circle placements
honestly 99% of times its hard to find scrap, its just cus the interior generates way too big
i do think one aspect of it is just some custom interiors being generally too big compared to vanilla but only to an extent
the only ones are chests, on top of double shelf storage things, and on top of some shelfs without back ends
oh and on those round shelves
i can think of a way to measure/test that somewhat, afaik tiles have bounds? are you able to get the volume of a tile -> volume of an interior, get the amount of scrap that spawned and sort of determine how much of the interior had scrap in comparison to vanilla interiors
i have such an easy solution to this one that i should really make a mod about
i stopped caring about the cake after it became a "if you dont beat it fully alive u get no rewards"
ye, tho worth noting some vanilla tiles have fucked bounds, i have to recalculate them myself for the radar shit ive been doing
too high risk for bothering to get a reward
i think the only room that can have scrap on the floor is the pink apparatus one
yeah i think so
icic, it could be a way to measure whether its completely on interior size maybe
wesleys interiors are all great i love them, but balancing is not a strongsuit
between the instakills, etc they are pretty tough
oh that's easy too btw!
but enjoyable
thats another mod i should do, is replace the arbitary y value in basegame with the real boudns
i just dont like how unfriendly wesleys interiors are to casuals
also batby, im now just registering that you magically appeared after your long hiatus
welcome back 



