Bozoros
[v69] A custom clown / circus themed moon. Featuring custom music, weather events, an interior, enemies, mechanics, and a firework show!
By LethalMatt
CHANGELOG
Changelog
Version 2.2.4
- Added vanilla
SnowmanSimpleAI
script to the custom Snowman prefabs that can spawn around the map. They can now turn and laugh!- Why do they need to be on the
MoldSpore
layer...?
- Why do they need to be on the
- Fixed softlock caused by reloading the lobby while landed on Bozoros.
- Added some (redundant) null checks for good measure, but they're really not necessary.
- There is no longer a
ReflectionProbe
during WeatherTweaks'Blackout
weather.- Spooky!
- Toned down brightness of the moon prefab's lighting.
- Switched to using
LethalLevelLoader
'sLethalLevelLoaderNetworkManager
to register the balloon prefab on the network.LethalLib
should no longer be a required, undeclared dependency.
CircusFacility
changes:- Found a couple more vanilla assets to compress that I missed.
- AssetBundle size decreased even further!
- Removed wooden boards from the back side of door blockers.
- They were poking through certain walls, and I'm pretty sure the player can't see them at all in the first place.
- Found a couple more vanilla assets to compress that I missed.
Version 2.2.3
- Added windy/blizzard ambiance sounds during
Rainy
weather. - Tweaked outside ambiance to actually play the forest ambient noises that have been supposed to be playing this whole time.
- I now understand
AudioReverbTriggers
~5% more.
- I now understand
- Drastically reduced range of Mysterious Shard
AudioSource
, for it could previously be heard all the way from the main entrance. - Made quicksand/mud actually look like snow, with a blue tint to differentiate it from walkable ground.
- Nerfed Santa's gifts a lot, for he could sometimes be quite generous.
- Scrap spawn weights are now being taken into account (instead of just picking any item in the pool), and there's a maximum value each present can have.
- Made Santa slightly less forgiving in regards to choosing whose name gets put on the naughty list.
- Santa also found his (magic) broom.
- Fixed purchased balloons only spawning for the host.
- I'd moved the balloon prefab to a subdirectory without updating the direct paths I was using to load them, so they were simply not being registered on the network and couldn't spawn for clients.
- Switched to using
LethalLevelLoader
to load certain assets, instead of having the additionalbozorosstuff
AssetBundle.- I am also no longer using direct paths to load assets...
- Made balloon stands easier to interact with.
- Added a notification for the local client when purchasing a balloon, with brief instructions on how to operate it.
- Should only show up once per session, until closing and reopening the game.
- Added the client-sided
BalloonInstructions
config setting to turn this notification off, if you're already balloon-certified.- I recommend leaving it on if exporting a profile to share with others though, since it might be useful for any new players that join.
- Painted terrain in a few places to make dirt blend a bit better with the snow.
- Bozoros' enemy skins are no longer enabled globally by default, and should actually only show up on moons with their respective tags.
- Probably still need to remove them from the global list manually, I don't think it retroactively removes config entries if the default values change.
- Improved compatibility with WeatherTweaks somewhat:
- Tent and Ferris wheel lights now turn off during
Blackout
weather.- It's still pretty easy to see through the dark due to emissive materials.
- Firework show is no longer canceled during
Cloudy
weather. Rainy > Eclipsed
weather is currently treated asRainy + Eclipsed
due to the weather switching not working.- Likewise,
Eclipsed > None
is simplyEclipsed
.
- Likewise,
- Tent and Ferris wheel lights now turn off during
- Fixed moon prefab showing up much closer to the ship when joining a lobby or loading a save file while orbiting Bozoros.
- Boooo!
- Changes to spawn weights:
- Lowered outside spawning weight for Butlers.
- Reduced maximum spawn limit for Butlers.
CircusFacility
changes:- Added missing collider on door blockers.
- Turrets could very rarely target you through the wooden boards, through certain walls.
- I think CodeRebirth's laser turrets also went through them, but I'm not 100% sure.
- Made footstep sounds for surfaces actually sound how they're supposed to (mostly wood).
- Did some repairs to the floor at the main entrance.
- Lowered brightness of the chandelier at the main entrance.
- Fire Exits are hungry now?
- Added missing collider on door blockers.
Version 2.2.2
- I've been informed having the terrain in the
Terrain
layer is not a requirement for snowy footsteps, and also causes some issues. It's now set back to theRoom
layer.- Thanks, s1ckboy!
Version 2.2.1
- Reverted some "compatibility" (
extreme jank) stuff for WeatherTweaks' combined and progressive weathers, which was breaking events altogether with WeatherRegistry installed...- There will be weird stuff happening if you land on Bozoros while on a combined or progressive weather at the moment.
- Modded weathers work just fine with how I currently have them.
- Removed
Stormy
weather, for it didn't make much sense to have lightning without rain.- Moved
Stormy
weather particle effects toRainy
, which now has both the balloons and blizzard effects! - The fireworks show also no longer plays during
Rainy
weather.
- Moved
- Changed terrain tag from
Grass
toSnow
and moved it to theTerrain
layer, so snowy footsteps actually show up.- Side effect: Hitting the ground with a shovel no longer makes a sound, but it's really not that important.
- Moved every
AudioSource
for the icy lake to theMaster
mixer group and reduced their range a bit.- Don't think this'll fix their sounds mysteriously being global... Not sure what's going on with that, as Spatial Blend is set to
1
for them all.
- Don't think this'll fix their sounds mysteriously being global... Not sure what's going on with that, as Spatial Blend is set to
- Removed collision from the moon preview prefab while in orbit.
- Forgot when exactly I added this, but I was testing some stuff and left it there...
Version 2.2.0
- Snowy season is here, just in time for the holidays!
- Be sure to stick around until late for an extra special, jolly firework show!
- Snow has covered up all grass around the circus, you may even stumble across a wild Snowman!
- We don't know who's making them, but they keep showing up...
- The firework show's water fountains will not be operational for the time being, as the lake has frozen over completely!
- We're not actually sure if it's fully frozen... Tread lightly!
- Candy Canes and Nutcracker statues now adorn the circus.
- The Candy Canes are purely decorative. They may appear tasty but we strongly advice against licking them!
- The Nutcracker statues appear to have been purchased en masse from a factory by a nearby Toy Store, but they were sent to the wrong address. You may see them from time to time while we're still transporting them to their rightful owners!
- There have been reported sightings of a red-clothed individual acting suspicious around the circus and stealing Candy Canes.
- We've been unable to verify their identity as they keep evading security, but be on the lookout and stay safe!
- The
CircusFacility
interior has returned!- There have been too many changes/adjustments/tweaks/fixes to list since the
v1.0.1
release, but it's kept the same essence! - Some things may be a bit off or different, as it was rebuilt from the ground up. Feedback is welcome in case there's anything to improve!
- A few minor things (e.g. an additional Hazard spawn point here and there) were intentionally added.
- There have been too many changes/adjustments/tweaks/fixes to list since the
- Switched to using pure
EnemySkinRegistry
as a dependency, no longer usingEnemySkinKit
.Clown Giants
andGoofy Puffers
that spawn in other maps will now also have their custom names!- It's still a completely optional dependency, if enemy skins are not desired.
- Miscellaneous tweaks/fixes:
- Balloons now properly despawn when leaving Bozoros.
- The interior no longer becomes red during Eclipsed.
- Added some more Vain Shroud spawning locations around the map.
- Added "Jolly" tag to the moon.
- Changes to spawn weights:
- Lowered inside spawning weight for Brackens.
- Lowered outside spawning weight for Old Birds and Barbers.
- Raised inside
and outsidespawning weight for Butlers. - Raised outside spawning weight for Circuit Bees.
Version 2.1.2
- Accidentally inverted the
StreamerFriendly
setting when I re-did some config stuff... Sorry about that. - Readded the dropship's thruster flame, took it out while testing possible replacements and forgot about it.
- Beehives are no longer being classified as Popcorn on other moons.
Version 2.1.1
- Actually included the updated Bozoros
.dll
file... I should've looked at the file dates.
Version 2.1.0
- Balloon stands are now open! Make sure to grab a balloon or two for you and your friends, they make for great gifts!
- Watch out for any strong winds, though they may lead you somewhere useful!
- Management has heard frequent complaints from visitors regarding bee infestations. Rest assured, circus staff is now working hard to keep hives out of all general areas!
- Be sure to celebrate with some Popcorn!
- Tweaked sky volume profile during Stormy and Eclipsed weather to stop using volumetric clouds and be substantially more haunting, respectively.
- Configuration file changes:
- Made config settings for particle effects affect more than just the maximum number of particles.
- Now the intensity multiplier also applies to both emission rate and burst amount for the root
ParticleSystem
, as well as any children it may have.
- Now the intensity multiplier also applies to both emission rate and burst amount for the root
- Fixed audio/volume settings not actually applying, which was also preventing
StreamerFriendly
mode from being turned off.- Also changed most default volume settings back to
1
, since they've been adjusted from within the map to be roughly the same volume.
- Also changed most default volume settings back to
- Added a couple more configuration settings.
- Made config settings for particle effects affect more than just the maximum number of particles.
- General map changes:
- Added missing collision to every part of the rollercoaster rail.
- Put up a second ladder on the other side of the lake to get on top of the rollercoaster rail from that side.
- Ladders are now also about 4 times faster to climb, to encourage their use a bit.
- Moved a tent slightly forward to stop a support beam from piercing right through it.
- Moved a support beam in front of one of the fire exits a bit to the right, to stop it from being in the middle of the road.
- Opened up an additional narrow passage to get to one of the fire exits behind the ship.
- Readded Goofy Puffers as Daytime enemies, and up to 8 can now spawn. Yippee!
- Miscellaneous map fixes:
- Implemented an ethically dubious solution to Tulip Snakes throwing a bunch of
SetDestination()
errors after diving into the lake.- LostEnemyFix by JacobG55 is also highly recommended in case any other enemies are also causing this issue.
- Made sure all
OutsideAINode
points are correctly placed on top of surfaces, and are not too close to any map prop.- Should hopefully fix most '
Failed to create agent because it is not close enough to the NavMesh
' warning spam, though some modded enemies might still just inherently cause it.
- Should hopefully fix most '
- Adjusted an
AudioReverbTrigger
outside the ship's door to stop audio from becoming echoey while on the catwalk. - Fixed left side of the bench texture not fully matching how the other side looked.
- Vanilla assets used in the map are also now being compressed to shave off a bit more from the AssetBundle size.
- Rainbow lighting for the water fountains disabled for now.
- The rainbow lights were causing my game to flash a black screen every so often while staring at the water fountains, not sure if that's only happening on my computer but I'm temporarily disabling it just in case.
- Implemented an ethically dubious solution to Tulip Snakes throwing a bunch of
Version 2.0.3
- Made further improvements to the NavMesh, mostly targeting compatibility with 2-sToRy sHiP by MelanieMelicious.
- Revoked enemies' unauthorized access into the ship (through the walls) when using the 2-story ship.
- Changed object collection from a specified volume back to every object within the current hierarchy, but added massive
NavMeshModifierVolume
boundaries (set toNot Walkable
) outside the expected play area to stop the NavMesh from generating there. - Voxel size further lowered to
1.17
voxels per Agent radius (previous value was1.4
). - Tile size lowered to
27
world units, (previous value was76.8
). - Despite the two changes above, loading times increased a bit with the
Regenerate Navmesh
setting enabled, but the end result is a lot better.
- Made the Cruiser actually collide with and take damage from map props by including them all in the
Room
layer.- Driving full speed into, say, a popcorn stand now has disastrous consequences. Don't fall asleep at the wheel!
- This change apparently also made map props visible on the ship map, though the map screen is still pretty dark when the sun goes down.
- Adjusted some visuals and general lighting.
- Lamps now turn on a bit earlier, at
2:00 PM
. - Increased lamp light range and intensity to
12
units and9000
Lumen, respectively. - Increased popcorn stand light range and intensity to
1
unit and1000
Lumen, respectively. - Disabled volumetric lighting from all light sources, which were giving the map's fog a weird tint.
- Rebaked reflection probe using lighting at
12:00 PM
as its base, which affects all reflective surfaces (e.g. water surface and rollercoaster steel).- Still not sure how I feel about the new water, so it's subject to change based on feedback. Looks great during the
10:00
event, though!
- Still not sure how I feel about the new water, so it's subject to change based on feedback. Looks great during the
- Lamps now turn on a bit earlier, at
- Raised Ferris Wheel very slightly and adjusted NavMesh areas within.
- Medium and small-sized enemies can now properly path underneath it.
- Players should have less trouble taking cover under the gondola in the center, though it might still be a bit janky.
- Improved NavMesh surrounding the lake a bit more.
- Fixed custom Goofy Puffer and Clown Giant names applying only for the host.
- Names are selected locally, so having a matching list of names in the
ClownGiantNames
andGoofyPufferNames
settings is needed to see the same names as other clients.
- Names are selected locally, so having a matching list of names in the
- Made circus ambiance no longer persist when leaving Bozoros.
- Bozoros sound effects should no longer play when at the Company when it was the last moon routed to.
- Might make this a config setting, since the Company having the same ambiance as the last moon routed to is a vanilla thing.
Version 2.0.2
- Defined area underneath the ship as a NavMesh obstacle to avoid.
- Small to medium-sized enemies should no longer be able to path under the ship for surprise attacks through the ground.
- Fixed an extra sneaky misconfigured
AudioReverbTrigger
that was not throwing errors.- All of them should now match the pre-
v2.0.0
Bozoros configuration, hopefully all audio issues are fixed!
- All of them should now match the pre-
- Set announcer voicelines to deactivate immediately after finishing their audio, to avoid playing more than once.
- For some reason this was happening on my personal modpack, but I couldn't find the mod responsible for it...
- Removed accidentally-duplicated clear weather
AnimationClip
.- I don't think it was actually causing any issues, but it's gone regardless.
Version 2.0.1
- Simplified NavMesh a lot and rebaked it once more.
- There are no longer surfaces on top of the tents for enemies to stand on (they shouldn't have been able to get up there normally in the first place).
- Changed object collection from all objects to only objects within a specified volume, which is within the expected play area instead of the entire terrain.
- Voxel size lowered to
1.4
voxels per Agent radius (previous value was3
). - Loading times should be drastically improved when using 2-sToRy sHiP by MelanieMelicious with the
Regenerate Navmesh
setting enabled. - So far I haven't noticed any issues with it, but if enemies start having difficulty pathing I can further tweak the NavMesh parameters.
- Fixed sneaky misconfigured
AudioReverbTrigger
that was throwing errors when the ship was leaving.- It was hiding in a separate location from the other
AudioReverbTrigger
instances near the ship. - I don't think it was actually causing any issues, but having no errors is typically good!
- It was hiding in a separate location from the other
- Adjusted illumination of the Bozoros moon preview outside the ship when orbiting.
- Not visible unless using a mod that adds windows to the ship, or allows players to open the ship door in space.
- Removed Key from the scrap spawn pool (
LethalLevelLoader
was removing it automatically, but this gets rid of the warning it was throwing).- Keys are still able to spawn.
Version 2.0.0
- NOTE: Removed
CircusFacility
interior for now, it'll likely be uploaded as a separate mod once it's fully updated. - NOTE #2: BozorosTweaks by me is no longer needed and will be deprecated after this update. I'm not sure if it actually breaks anything, but it should be disabled to prevent any potential issues.
- Rebaked NavMesh and defined almost every environment object as an obstacle to path around.
- Scattered a considerable number of additional
OutsideAINode
points across the map (there were only 10 before, now there's 156).- Allows enemies to both spawn in and pathfind to more areas.
- Should solve most pathing-related issues enemies (especially modded ones) were having.
- Improved colliders for circus tents.
- Circular tents now simply use the
MeshCollider
they've always had. - Rectangular tents no longer have a sky-high
BoxCollider
players could crash into when flying over the map.
- Circular tents now simply use the
- Smoothed edges around the lake and improved NavMesh around it a bit.
- Enemies should no longer occasionally go for a swim when pathing around the lake.
- Added spot for the Cruiser to land on when dropped off by the dropship.
- CompanyCruiserFix by DiFFoZ is no longer needed for the Cruiser to arrive.
- Made trees and speaker poles breakable when rammed into by the Cruiser.
- The Company Cruiser is now legal on Bozoros!
- Clown Giants and Goofy Puffers (Bozo-Lizards) are now enemy skin variants, using EnemySkinKit by AntlerShed.
- By default, if they're the only skins installed, they have a
100%
chance of spawning on moons with either theFun
or theCircus
tag. - They can be configured to show up on different moons, or be turned off entirely if so desired. This dependency is also completely optional.
- Due to this change, Giants and Spore Lizards now spawn naturally, and their spawn rates can be adjusted through LethalLevelLoader configuration or other mods.
- Clown Giants are now also properly killable and their AI no longer breaks, since the enemy skin simply modifies the vanilla Forest Giant.
- By default, if they're the only skins installed, they have a
- Miscellaneous map changes:
- Added a couple more firework spawning locations for the
10:00 PM
event.- Truly dazzling!
- Added ambient music to the fire exit near the Ferris wheel.
- Added a couple colliders to the food truck, near the bell.
- Patched two holes players could walk through to get to the outer parts of the map.
- Increased tree LOD distance to make texture swaps less noticeable when approaching trees.
- Modified ship scan node to be slightly more accurate.
- Added a couple more firework spawning locations for the
- Optimization changes:
- Increased total size of occlusion area to help with performance.
- Enabled compression for all textures and meshes to reduce AssetBundle size by around
55 MB
.
- Updated configuration file:
- Relocated configuration file to
LethalMatt.Bozoros.cfg
, settings will need to be reconfigured. - Changed
StreamerFriendly
setting to be enabled by default. - Added
GoofyPufferNames
setting, a comma-separated list of names that are randomly selected for Goofy Puffers that spawn on Bozoros. - Added
ClownGiantNames
setting, a comma-separated list of names that are randomly selected for Clown Giants that spawn on Bozoros.
- Relocated configuration file to
- Updated general map properties:
- Added number
823
to moon name to match vanilla naming standards (also for compatibility with Archipelago).- May have to update custom enemy and scrap spawning configs to use the new name
823 Bozoros
, but I'm not sure.
- May have to update custom enemy and scrap spawning configs to use the new name
- Added tags
Fun
,Funny
,Circus
,Clown
,Lake
, andPaid
. - Added spike traps to the hazard spawn pool.
- Added enemies from
v50
and above to the enemy spawn pools.- BarberFixes by ButteryStancakes is highly recommended to avoid any potential issues with multiple Barbers.
- Added certain scrap items from
v61
to the scrap spawn pool. - Increased difficulty rating to
B+
due to the added enemies and hazards. - Increased routing price to
300 scrap
to match the difficulty rating. - Balancing might be a bit rough, it'll likely be adjusted over time, and I'm looking for feedback on this.
- Added number
Update brought to you by pacoito!
Version 1.0.1
- Fixed issue where Bozoros would load before LethalLevelLoader.
- Fixed issue where interior First Time Audio would fail to load and give a log warning.
Version 1.0.0
- Bozoros is now out of beta!
- Added a new Circus Interior. Should be familiar as it is a reskin of the vanilla factory.
- Removed Giants from outdoor spawn pool and added Penny and Teller; the two guardian Clown Giants.
- Added 4 Bozo-Lizards: Steve, Krusty, Ronald, and Arthur.
- Removed lake from Navmesh so Giants and Lizards don't walk into it and drown.
- Attempt to fix eclipse object texture not loading.
- Added new water fountains to EOD firework show.
- Replaced textures and music on Item Ship drop to fit thematically.
- Added fire effects to the eclipse atmosphere.
- Added a new music track for the firework show.
- Tweaked enemy spawns for indoors and outdoors. Good luck!
- Added a config file to change various audio volumes, pfx amounts, streamer-friendly music, and Circus Interior settings.
- Compressed audio and limited texture resolutions to decrease filesize and loading times.
- Fixed a floating lamppost by the ferris wheel.
Version 0.9.9
- The park is now open! Default ticket price is 100.
- Added cotton candy and balloon stalls.
- Added new music track to CircusTypeAmbience Insanity Music.
- Adjusted base volume of many insanity queues.
- Changed firework music to a DMCA-free original track. (Will be available again when config file update happens.)
- Removed invisible colliders leftover from rollercoaster support beams.
Version 0.1.8
- Added a set of Ambience sounds for both outside, indoors, and increased insanity.
- Fixed some collider issues in a few places.
- Minor adjustments to a few spawn rates, including increase in Nutcrackers and outdoor Lizards.
- Fixed some spawn points that were producing errors.
- Increased texture resolution of several textures (for HDLethalCompany users).
- Decreased dungeon size from 2 to 1.8 for performance.
Version 0.1.7
- Fixed missing skybox
Version 0.1.5
- Added a service bell to BigTop Burger.
- Added popcorn machines at various corners of the map.
- Updated planet preview prefab.
- New icon and README update.
Version 0.1.4
- BigTop Burger is now open for business on the south end of Bozoros!
- Bumped up emission of many textures to be slightly more visible in shadows.
Version 0.1.3
- Added trash and recycle bins. Keep Bozoros clean!
- Added a Big Shot cannon at the far side of the lake.
- Updated lake reflection probe.
- Made most level objects static, this should boost performance.
Version 0.1.2
- Added benches and balloons all over the map.
- Stopped enemies from spawning over the lake.
- Confetti removed from storms; replaced by rogue balloons! All weather types now have unique reasons to visit.
Version 0.1.1
- Fixed material missing on Fire Exits.
- Added a lake between the ship and the ferris wheel to discourage darting to and from the fire exit there.
- Map now has a baked reflection probe.
Version 0.1.0
- Added loudspeaker prop at various points on the map.
- Added unique voiceover announcements for fireworks for all three weather types.
- Timed point lights during clear days that turn off for the firework show.
- Adjusted heights of rollercoaster support beams to prevent them from clipping into the interiors.
Version 0.0.9
- Decreased max particle count for confetti from 10,000 to 8,000.
- Constrained confetti volume and fireworks to the same positions at all time in the world.
- Added a kill trigger for confetti underneath the ground to prevent confetti in interiors.
- Shifted fog color towards a dark blue instead of off-red.
- Disabled fireworks during weather events.
- Removed Foggy weather type.
- Replaced MouthDog enemy spawns with Sandworm
- Added Spore Lizards to outside spawns.
- Added a preview video to the ship monitor prior to landing.
- Added a real info description of the moon in the terminal.
- Updated README screenshots.
Version 0.0.8
- Attempt to fix colliders that go into interior.
Version 0.0.7
- The Trickster rollercoaster comes to Bozoros, the most thrilling ride in the star cluster. Prepare to ascend to great heights and maximum g-forces while plummeting several stories down to the ground. A drop just high enough could mean your DOOM. Scared yet?
Version 0.0.6
- Ladies and Gentleman; patrons of Bozoros! The IN YOUR HEART Firework Spectacular show is now in season! This fabulous celebration of Worthikids and BigTop Burger can only be viewed at 10pm on clear weather days. Thank you for visiting our park and remember, watch out for giants!
Version 0.0.5
- Tweaked volumetrics of point lights to be less intense.
- Confetti now rains down during special weather events!
Version 0.0.4
- Big adjustments to Skybox and Daytime Volumes.
Version 0.0.3
- Fixed AudioReverbTriggers with default Forest Ambience for now.
- Enabled Read/Write access for meshes.
Version 0.0.1
- Initial release. Expecting things to not work correctly and a lot of art is still missing. Just wanted to get this out into the world for a fun journey.