#v2.6 Facility Meltdown
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that is a known issue
that will not cause any problems
alright 1.1.3 will be going live which fixes the stuff spawning in the wrong spot fr this time
I just took the apparatus and the lights went red and the sounds all played, but there was no explosion. The music and the alarms just ended and the game continued. @mossy jay
lemme see
probably not because of how slow thunderstore is
nope still on 1.1.2 with no update
just wait for 1.1.3 to be available everywhere
its out
Will be testing it again soon
Do you think there might be an option to eliminate shockwaves?
They are not to my liking
Ooverall, it works perfectly now
could I ask why you'd want to remove them? I'm working on the 1.2 update and that will come with a sound for shockwaves if that is the main problem?
It's more of my opinion, it doesn't convince me.
But if I wanted to see their result in the final, I hope It can change my mind
sorry for the bother
Im sure the excessive screenshake can be a bit much from some idividuals
there's an option to disable it cause I realised that some people either don't want that or can't handle it
yes the latest version of this mod works on v47
it should as long as they implement things in the same way as vanilla moons
oo
will try this next time i play
well the game updated to v48 due to a hotfix
but prob didnt change much
ah i didn't know about that
but yeah going from v45 to v47 didn't break much in the mod
the mod should still work, there is something wrong with the config syncing it seems
any idea what this means
everything seems to be working except the explosion, so alarms play, fake explosions explode, but after 2 minutes nothing explodes and it seems safe
this error seems to be that you haven't copyed the assets file its the one just labeled "facilitymeltdown" with no file extension
otherwise there will be an error at the very top that has more information
nothing happened after two minutes
on a modded map
explosion never happened
ship never left
on #1194042915840872548
which modded map?
this is most likely because they don't implement it in a way like vanilla
in which case I literally can not support it
is there a list of maps it dont work in ?
ahh that uses lethal expansion
if its an issue with lethal expansion i will be able to fix it
ye Le got some updates recently
isnt it decently easy to read where the main entrance is and just apply it there?
im no pro lethal company modder but from what ive seen it doesnt seem that complicated.
yeah im using the way the vanilla moons do it
its just a question on whether or not that works on modded moons
i understand, i havent dabbled in t he modded moons area yet so i wouldnt know, good luck with your mod though. its amazing!
I hot an insane error message from the mod on custom moon let me dm you it
Im on my phone though let me dm it in like 5m im outside rn
i would send it here but the message has so much info in it it looks weird and i dont want it public @mossy jay
is this facilitymeltdown? cause i can't find factory meltdown on the mod launcher
it is
about time 
Not sure if this is an incompat or something with the netcode of this mod but dead players desync and cannot see the explosion
Otherwise everything works
hmm is there any more information about this?
i have a few clips where i'm spectating and the explosion is shown for me
Might be a mod incompat then, I'll shift through and see if it is
Probably more thoroughly tomorrow cause haha nearly 5 am
how is it looking with fixing support for modded moons?
i've got no clue
it'll have to wait until v1.2
i see
depending on how easy it is to implement this new feature it could come out tomorrow
i made a video showcasing your mod. very very underrated mod by the way. https://youtu.be/qBcaIYxEo80
This video showcases the FacilityMeltdown mod by loaforc. Which is apart of a modpack that Puddlespout, one of the members of UMI is currently working on.
nice showcase
yoo thank you this is actually sick
does the error code from modded moon affect the game in a bad way / lag
shouldn't
its just the outside won't explode
i think its kinda bad, might rework the video soon when i do a full showcase of mods in my modpack
wait there is so many snare fleas
using this with hardcore mod combined will be cooked
thanks for your support though, it means a lot.
the song playing in the video is unrelated right ?
it's based on time, so grabbing the appartus later will spawn harder eneimes
yeah, i modified the files of the pizzatowerescape mod
as a failsafe the mod still disables the entrance teleports after the explosion
shouldnt it be opposite ?
i thought it fit better
it uses the vanilla system of spawning harder things later
my only question is how did the first snare flea get off my head?
and you already get punished for grabbing it early becuase you can no longer grab other scrap
i just started walking and it just kinda got off
said "my bad big bro didnt realize you were recording"
man i wish this worked on modded moons its so cool
yeah from what ive seen modded moons are cooked right now
so supporting them is hard 😔
but you are working on it?
LE core should be posible to make it compatible
this works with LLL already for custom interior
and the dev would actually want to help you make it compatible if you ask
it disables all the annoying features in LethalExpansion
if you have any questions ask in #1193705132081291275
he made both scp foundation mod and scoopy variety mod work with it
yeah its just difficult
LE Core is way more flexable
ive not dabbled to much in modded moons but from what ive done it fixes basically all incompatabilities i ever had
Lethal Expansion has a million incompatibility issues with the aproach the dev is taking due to the way he want it to be finalized
i just realized that i survived the snare flea the first time because an explosion slightly damaged it, causing it to jump off my head
your mod saved me
thats weird lol considering those explosions shouldn't do any damage
they dont, but it still registers as getting hit
idk i just "repurposed" lethal things way to create the explosion effects on the electriocion
also, i cannot stress how fun your mod is
its so fun to just get on and try and find a apparatus and escape with it narrowly
thank you!
i should be thanking you, since release ive wanted something like this, and you implemented it in ways that i never though were possible.
just be advisied that modded moons don't work in the current version yet but vanilla moons should have the best experience
Ah okay
Why is the music like that?
Assuming it's just a warning it still works without Lethal Settings?
Yes it still works. It doesn't need lethal settings
nothing happened at the explosion time in 2 minutes
maybe mod compatibility issue
What moon was you on?
i had the same thing happen to me today in a multiplayer match on march
018cf371-7351-332e-3858-90db78201af7
yeah on march too
hmm interesting
weird because i tested it on experimentation in a solo game and it worked fine
oh god
I saw the lethal level loader dev losing it over March so this is going to be fun
march gets the prize for being the worst moon ig
it's always march lol
yeah lmao
multiple fire exits are probably just making every dev die inside
at this point make a mod that removes it from the list lmao
bro if so the function .FindMainEntrance is going to get a beating
yeah i wonder if it has some weird level generation not shared by the the rest of the moons because of the fire exits
thats would be a safe bet ngl
Worked for me on modded moons, the music just died and it took longer than 2 min.
It’s just buggy ¯_(ツ)_/¯
i got the error on modded moons idk if its actually broken on them lol
it just scared me how scary that error message was
Error: Your Computer will explode in 2 minutes.
it works for me on every modded level so far only issue is audio it seems
its not playing the muisc and im unsure if its doing the actual explosion at the end as we left the ship early as we didnt know what to do
Like what
the music kinda dont fit the event
xD
i thought it was edited into the video
Is there any mod/way to obtain the reactor faster? Would make testing for incompats a lot faster lmao
i edited the PizzaTowerEscape music and gave it like 20 songs to randomly choose from
that was just one of them
oh ok
i couldnt hear the audio speaking outside i think
when my friends grabbed it and i was already in the ship
planning on remaking the video with fitting music, and better intro and ending
on Kast modded moon
i dont think you should put music
as its not part of the mod is it
oh the ship auto leaves when its not safe
so i dont even technically have to hear the audio but its more imersive if i do
yeah, it leaves just before the explosion reaches your ship
but in my opinion the blast moves too slow for it to be climactic
itd be cooler if the ship left earlier, and the explosion just moved faster.
but thats just my opinion
also i think itd be cooler if there was stuff happening outside other than just pulses and shakes. maybe like radioactive fog, explosions that you can only hear not see that seem to be coming from inside the facility. maybe the pulses are slightly damaging, or because of the radiation if paired with LethalEscape would all run outside to escape the radiation or the blast.
hm just tried the mod on vow, it played the music and everything but nothing happened after 2 mins
sometimes nothing happens, you have to go back into the facility and go back out to fix it i believe.
so i have no clue whats broken in the current version but this issue should be fixed in the next update
Interesting
do you guys both have lethal level loader
i do yeah
hm
maybe report it to that guy
because that mod takes over dungeon loading iirc and reloads all scrap
i havent noticed the problem in my game though
it also seems that modded moons will be fixed in this update
How are you implementing syncing? ConfigEntry itself is not serializable.
a little bit of repurposing
Ah ok, then I was mostly responsible for that. mb
there is a PR to fix it
My gist should be up to date however if u want to try that :)
hey just a heads up to add a notice on the gist that my project by default didn't have like a full refernce to System.Runtime.Seralization. It had some stuff but i had to refernce the full thing
no like a project refernce my project was created without System.Runtime.Seralization added as a reference (from this tutorial)
In this video we go from 0 code to having a functioning mod in lethal company, no experience needed(but is recommended). We create the project, add our references, find what we want to patch, learn how to patch it, and make a functioning infinite sprint!
Please don't hesitate to reach out if you're running into issues or have questions !
How t...
Should suffice?
yeah that should be good
considering people attempting this should know what that means
wait so is this mod and LLL are incompatible?
i think so on the current version

but i'm almost complete on the next major version which seems to fix these issues
thank god 😭 i love this mod so much i was gonna be so sad if i had to disable it when i played with LLL mods
Oh btw bongo I have no idea how but it kinda fixed itself and there's no more desync with dead players and the explosion
yeah networking is a strange beast
yo so how i get this mod?
whats it called
look at the name of the thread
yeah
ight bet
some guy spread misinformation to you saying it was factory
alright here is a beta for version 1.2!
This version contains a lot of improvements to the inside feel of the facility with
- streams of water coming from the ceiling
- and dust particles
(i plan to add more but im tired..)
It also should add more effects to the main facility explosion - things like sun flares
- shooting fire particles
- and a more blazy surface
It also should help fix some issues people have been experiencing around vow/march and modded moons so i'll need help testing that out
v1.1 FacilityMeltdown (beta for v1.2)
im going to bed now so hopefully nothing catastrophically implodes
could we be able to toggle some of the effects?
one of the people I play with runs on a 710 which isnt even technically supported, so all the extra effects are likely going to be a death sentence for him.
it genuinely shouldn't be that performant but I probably will in a later build
also this game runs is the high definition rendering thing how on earth does that 710 manage it
it actually runs fine (60+ fps apparently) with Vanilla, its just with mods it starts getting weighed down
I've told him to download HDLethal and bump down the resolution to help, but 🤷♂️
mods are an fps killer (165 -> 70 for me on a high end pc) but that's mostly a CPU problem
I also just realised that the build includes debug tools so whoops. should still run but just don't press the right shift button
It does. Both mods have a custom scrap value for the apparatus though. In my experience it was always the value of this mod that was in effect
oh that's perfect
@remote badge please!
Pin
Ty
So I tested it out a bit. Currently not on modded moons since I don't use them personally.
Things I have noticed:
The new particle effects are not loading properly
[Warning:me.loaforc.facilitymeltdown] Failed to spawn effect, raycast failed.
This gets spammed in the log along with this:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
FacilityMeltdown.MeltdownHandler.Update () (at <51c47ed589ae482691f449eb7675f2e3>:IL_0116)
Sometimes it fails to destroy the whole meltdown event and the next moon you land on will have the meltdown effects inside the facility still.
Like the new water stream (which looks cool btw) and a still shockwave
In that case this error appears:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
FacilityMeltdown.MeltdownHandler.OnDisable () (at <51c47ed589ae482691f449eb7675f2e3>:IL_000C)
UnityEngine.Object:Destroy(Object)
FacilityMeltdown.Patches.RoundManagerPatch:UnloadMeltdownHandler()
RoundManager:DMD<RoundManager::UnloadSceneObjectsEarly>(RoundManager)
<DetectElevatorRunning>d__130:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
yep i've gotten this too with aftershocks showing up in random places lol
Yeah I encountered this bug with my mates in v1.1.3 for the first time
"What's this giant bubble?" lol
meltdown kinda works on custom moons
but i've seen a lot of random shockwaves and clients didnt see anything at all
but the event itself worked
hmmm let me try rebuild it with a new asset bundle
even when it says failed to spawn effect that shouldn't cause any major issues
alright this should be using a later assetbundle
i think this error is an issue of when I destroy all the previous stuff I assume that the explosion happened. So if a shockwave happens and you leave before the explosion occurs it fails to destroy the shockwave
luckly shockwaves don't have any effects in that case
alright this should fix the shockwaves just existing still
dont forget to change the name of the thread
it's in beta rn because this changed a lot of things behind the scenes
ah. by the way, when is thunderstore beta release planned? if planned at all
i won't release the beta into thunderstore im waiting for it to be fully completed
makes sense.
if i install the mod using the zip file does it change the config at all?
actually, nvm. sorry for the inconvienience
played with it on modded levels everything seemed to work fine i think
shockwaves are meant to be shown outside right ?
yes
you cant see them from the inside of the bubble so if they were on the interior youd only see a glimpse
i only saw them outside
thats intentional
same issue here with the latest build, everything else is working though.
i just commited a cardinal sin but hopefully this should work now
i included the games base textures in the mod
if this works istg
alright this could fix it
ill test it right now
well its better?
i dont know if thats the intended look or not
lol
also i found out that if you go out the fire exit or exit the facility too fast it stops the countdown
sure, one minute
like the music? the countdown doesn't stop at anything so the explosion should still happen
when i exit the facility under one of these conditions the whole thing just kinda, stops till i go back in through the main entrance and go back out. the shaking doesnt happen at all, no shockwaves or anything.
no clue, my console just kinda stopped showing up a few days ago. no idea how to get it back
the window doesnt open it just takes a while to open the game
go into your console and open the bepinex config
there should be a value called console in there
also
Watch explosion and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
spams after i detach battery
music plays, red lights flash, then music just stops and nothing else happens
and keeps spamming on and on
got it to work, ill keep you updated
YES! this is about how it is supposed to look
what version are you using?

that looks so cool
latest afaik
cant wait for the future of this mod! keep up the amazing work. my only issue is that there isnt enough effects on the interior and exterior before the explosion but this update is a huge step in the right direction.
1.1.3
bro is cooking and is cooking good
i genuinly don't remember what the issue was but it is fixed in the current beta
this one
is there any effects inside the facility
there should be like droplets of water
and dust
not that i could see from the path i took, let me get back to you on that
btw you can press the right shift button to enable fullbright-ish mode
with your mod?
no
good
i saw a few droplets of water but from what i could tell no dust.
Watch particles and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
thats all i saw
tuning in to just say that i love your mod very much, is great fun esp when you dont tell anyone that you got it
(my teammates got scared the second i pulled out the apparatice and left without me)
also one of the most badass escapes ive had so far with this mod https://medal.tv/games/lethal-company/clips/1OCfxqp_v8XHJw/d1337u2PXzZQ?invite=cr-MSxENGssMzEzMDQ5NjIs
Watch narrow escape and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
(its funny because its not spelled like that, its apparatus, one of my mods changes its name for some reason)
one of my friends while we were testing the mod got on the ship like 3 seconds before it took off
i also did this https://medal.tv/games/lethal-company/clips/1NjQbjz-XSgg1Q/d1337K4GvsdY?invite=cr-MSxpNkwsMzY5NDgzMjYs
Watch clutch and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
genuinely the best mod to clutch in
I don’t know if this is within your vision for the mod but a ship upgrade that had the autopilot take off right before the explosion so that you could always give your crew the max amount of time to escape without risking yourself by not leaving them behind would be really nice. Bonus would be getting to see the explosion every time.
yeah that's already there
just because I didnt want to punish people who made it onto the ship but didn't start it so therefore they die
hey bongo, just out of curiosity what do you have planned for the mod in the future?
in the next major update i'm probably going to add a geiger counter
to help guide people to the appartus
then also maybe a new weather event but im not sure
like as an item or a hud element?
item
neat, thatd be very useful.
is it like an irradiated event? that happens the day after an apparatus explosion so you cant keep grinding the same planet?
That sounds amazing. This is actually the mod I look forward to the most. Thanks a lot for the work!
yeah there was some discussion about it earlier in this thread
that won't be for a little while though
this mod is amazing as is, i will wait patiently.
thanks everyone (especially you @hollow crane ) for testing v1.2! The full version is going out now on thunderstore. It could take up to 30 minutes to appear on thunderstore and even longer for r2modman.
v1.2 FacilityMeltdown
changelog:
- Added particle effects to explosion fireball
- Added particle effects to the inside of the facility
- Fixed an issue where leaving before the explosion occured caused shockwaves to not be destroyed.
- Hopefully fixed modded moons not working.
- Mod is also much more resistant to errors occuring
ill let you know if i encounter any more bugs
Hopefully fixed modded moons not working.
what was the issue with modded moons? i tested it and it seemed fine...
im not sure
people reported issues with modded moons before this update
and while I was developing this version I tested modded moons and they seemed to work fine
it seems to be based on which moon and if that is the case then I literally can not fix it
0.0
oh i also forgot to mention this as a new feature because I don't think it is working
but turrets should now go beserk when the meltdown sequence happens
that will be hell with turret terror events in hardcore mods lmao
I noticed I thought that was awesome
needs to be a config option
please dont enforce that
its already hard as it is with hardcore mod enabled
I plan to add more options in either the next patch or next update
yeah it should be fixed in this update
ok
i was gonna say mines been working fine
dunno? i think its a lethal expansion core thing? or was? or maybe im nuts
Hardcore mode?
mod * makes game harder by default
Oh, lol
@hollow crane the game is already hard why do you want it harder
let us be able to change the music
🙏

Use the pizzatowerescape music mod
what
of the meltdown?
Yeah it plays music when taking out the apparatus
Just turn off the music from this mod and use the other one to add your own
🤔
why is scan like that
looks very interesting havent seen that mod before,
That’s not my scan that’s night vision from the AdvancedCompany mod
Fire mod
for adv company is there a way to disable clothing ? ie nv and bulletproof vest?
It’s not on by default?
You have to buy them
And plus only other people can see them
So why does it matter?
oh i know that, but as in can you disable them visually while equipped
my modpack hinges on paranoia on whos a mimic and who is who
What the hell does that mean
no name tag, skinwalker masked men with no masks
no cosmetics
except for the default store ones
They can spawn with the cosmetics
@dense marsh @hollow crane just be careful with AV company as it tends to break with other mods
Not really it’s one of the most stable mods out there
but skinwalker mod uses voices from a variety of players regardless of who theyre disguised as
Like messing up the terminal
Right that's why when I ordered night vision I got something else
Just from experience advanced company, lethal extra, and late game upgrades, tend to break the terminal on my games
You have mods that screw with everything
The mods you listed themselves are fine, you have one or two mods that hate all other mods. Causing your issues.
I had the same issue
I love it when people don’t do testing and just blame it on a random mod.
The only reason I even ran any of them was for the hacking or night vision I never cared for the other stuff
Whatever you say big guy
I never blamed them I just said be careful
???
And it does so basically said be careful on what mods you run with it
So is the case with literally every other mod?
Advanced company has actually the least problems ever
Nvm just seems like you want to argue with me even though I never said it was a bad mod never said it was the problem just to be careful with it as it does have comp problems with some mods so if run a ton of mods it might brake something and you would have to test to see what is conflicting with it
i am sorry for indirectly starting this
janitor just wants to defend the integrity of the mod, anubis just wanted me to be careful and playtest before jumping into it. There is no harm on either side
Your fine some people just like to argue
weird, after explosion i quit into main menu and now it spams with errors
dunno if it's mod related, but last thing i did is survived nuclear explosion, so...
good news that explosion sequence now work
but i suggest adding more sounds to earthquakes and shockwaves
they are kinda silent now
only final explosion has sound
Could there be an option to have an explsion timer?
how does this version work compared to the other ?
erm
damn why did it have to hit me with a high school essay
hey @quasi jay that new syncedinstance does not fix the issue
so did this happen when someone else joined? that seems to be the problem here
i am fairly certain this is an issue with the config syncing
How so? Any error?
nvm
in the lethal.wiki tutorial it has you put your configentry in the config
your way has only the value
yes
every time
that is a little bit annoying
is there anyway I can have it not seralize data?
does NonSerialized work?
Any properties without [DataMember] arent serialized I believe
nvm it is literally 1 scroll down
:P
surely there is a better way
however @celest needle the mod should still work. it just means you'll need the exact same config for a little while
kk
Im not quite sure why ConfigEntry isnt serializable. If I had to guess only primitives are allowed for security reasons
You could try extending ConfigEntry and adding [DataContract]
could that be added to the gist? i think that would make sense in there
cause having one variable for the config entry and one for the synced value is a bit cumbersome
Ive yet to test that theory
@mossy jay you know whats crazy and unfortunate
the fire textures are bugged again the thunderstore release
womp womp
let me send the clip
or are they orange and just don't have a texture?
just to clarify, this also happens without other mods. i just didnt clip it when i had no other mods (didnt have medal open)
https://medal.tv/games/lethal-company/clips/1OG38qS-VB0aTQ/d1337mZh4WWQ?invite=cr-MSwxU3YsMzEzMDQ5NjIs
Watch explosion bug again :( and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
yeah
at least it isn't fully broken
bro and i just put out a patch half an hour agao for config syncing aaaaaaaaaaaa
lethal company modding:
my dearest mother trying to call me when i didnt make it out of the facility with the facility meltdown mod installed
Mod didn’t work for the most part after testing :( tried it with a friend, and after the timer hit 0, music stopped and nothing happened for me or my friend
I went back inside and it seems like the countdown started all over and then the explosion only happened for me.
this is a known issue
and by that i know it happens
and no clue what causes it
i had that bug also
lol
at least its closer to perfection?
You’ll def need to test it with a buddy and look at how everything executes
and adding cool feastures
what mod list do you have
people have reported it solo
my only shred of a clue is that round manager is calling something early
not a mod incompat problem, iots just a like 50/50 bug
that is the main problem
i did a bunch of testing
it only happens sometimes
hm
I’m one of those ppl lol, I just needed to mention this test with my friend since I saw the (late) explosion and he didn’t
dont have the modloader so you'll have to view it this way
had to delete the meltdown mod temporarily ... but i have also tested it with no mods
oh lord im not the only one
haha
if you could reproduce the issue could you look at for the "despawning props and enemies #3" in console
if so im going to obliterate zeekers
now im no modder
but isnt it a possible fix to make it so when you take out the apparatus, it sets a value. and as long as the value is set to that value, it runs the event?
i just realized that might not make sense
no i think the issue is based on zeekers unloading things early to save memory
this version should patch a different method and fix it
that would make sense
from a scraping for times indie dev perspective i can say that'd be possible in like any other game lol 😭
i think it could also be system dependent
you could also try this https://discord.com/channels/1168655651455639582/1184708473800364083
ah yes
the next layer of debugging
that i dread and dont do but i have to eventually 😐
it is so much fun
that also seems to be another 50/50 issue
i thought itwas just a rnadom bug
also
the explosions DO work
its just that theyre so spread apart taht most of the time you cant hear or see them
oh yeah i changed how it picks a point
it went from being stupidly pickinga random spot in a sphere around the player
to a random spot in the entire facility
that should be fixable
im working on unspagettifing this code rn
it was horrible
also
so far
the main bug seems to be fixed
ill do a bit more just to be sure
let me know if theres anythijng else you want me to test
alright lets go
managed to seperate quite a sizeable portion of the code into its own handlers
now time to find a solution to this
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I JUST HAD AN IDEA
what if you had to use the fire exit to escape the building after taking out the apparatus, to add a bit more challenge to it? maybe its optional in the config? so its actually used like a fire exit
i was planning on adding something kind of like this for the tier 3 moons
crazy
theres a mod called lockout which also creates this scenario after a certain time
i like the idea of being locked in overnight but later nights is currently not working
it doesnt do it after the apparatus though
yeah it doesnt but having lockdown at 430 means either you get the appratus first and sacrifice the rest of the scrap or you get all the scrap and have to find the fire exit when you take the apparatus (because it'll be later unless you have longerdays)
that might be a fun mechanic actually
im also planning on making a more general set of debugging tools for all modders and playtesters
thank god
speaking of playtesting, id like you to know im free all this week, and weekends. and im more than happy to help support this fire mod. if theres anything at all you need testing just ping me and ill be there asap
hey would love for you to test wether this still works
it should be literally identical
but the project went through a massive rewrite under the hood
just if it still works lol
alright
everything seems to be working so far
the only thing im not sure about right now is that the water droplets and the dust arent working
OK
did the shockwaves appear?
okay so that new ienumerator system worked
(too bad i'm already rewriting it for a more modular system)
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i think that speaks for itself
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aftermath sound doesnt stop
i loved how at athe end of the clip the sounds stopped only to play one more time right when the clip ended
sorry about the nightvision btw
it was the only way i could see
ill do more testing
also, no errors were in the console at the time
another bug
the particles dont go away at all
lol okay
doesnt matter what moon im on
i figured out that first issue
i'm currently working on smth so it'll be a second before i can make a build
but hopefully this should fix it
take your time
apparatus can only spawn on titan, because it's the only one that consistently uses the bunker layout
yeah but theoretically that should work
also, this is spammed in the console because of the screenshotted bug above
sorry if im being a bit annoying
yeah that should be solved
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they dotn seem to despawn
no visible console errors
tried this one twice in a row solo and it had no issues
youre fine, ill have a completely list of bugs so far that ive discovered for you when you wake up
its like 6pm there is no shot im already that tired
plus i need to get this system rewrite done
some meltdown song suggestions (idk how to replace. https://www.youtube.com/watch?v=IhpuPq7PXyo or https://www.youtube.com/watch?v=A4mRV3EYqU8
Music: The Burning Lava Fish
PlayList: https://www.youtube.com/playlist?list=PLAs1Kha_R9dJrfh1kOOub2NTAGtn8J7lb
Source: Metroid: Other M
Composition and arrangement Copyright Nintendo
#SSBU #Music #NintendoSwitch #Soundtrack
PlayList Complete: https://www.youtube.com/playlist?list=PLAs1Kha_R9dJtJMZBqpxRnGtDgZM5z6oA
¡All rights belong to their ...
Music from the original GCN / WII game:
"Metroid Prime" [2002|03 / 2009]
im just a fan of metroid lol
i can make sound files for you for the pizzatowerescapemusic mod with alarms and the voice and everything
you get custom music by using the pizzatowerescapemusic mod and replacing those files. currently atleast
i'm planning to have it so people can make their own assetbundles
i looked into loading mp3s from disc and it does not look fun
Oh that’d be sick
Yeah I have no clue how to replace sound fx or just the ambient songs that play when you’re outside
ill give you a quick tutorial
Ooo
Yeah I don’t think anyone on YouTube has done that yet to my knowledge at least
Maybe with a “how to change sfx/music in lethal company” title is free real estate
oh no, i dont know how to replace the music itself. although i dont think itd be to hard to figure out how
i know how to change the escape music using the pizzatowerescapemusic mod
Oh nice, wait so how’d you manage to do that??
let me give you a rundown rq
aight lol
download the PizzaTowerEscapeMusic mod and make sure your config looks like this (THE VOLUME IS UP TO YOU)
then find the file for the mod
inside the defaultmusic folder for the ptem mod add your audio files (mine are the highlighted ones)
then find this config file
and just change the highlighted text to the names of your audio files, and that should be it
k
There any camera shaking fx too by any chance? Kinda like the ground/building is about to collapse? That’d be amazing
thats in the game by default
its just not constant
ah man if someone can make that constant that’d sell it
I should also add the apparatus should be worth like twice or 3x more than it is initially just to give a bit more incentive to trigger a meltdown
you can change it in the config files
its also more than double its original price by default
they thought of everything
no offense but have you even played the mod yet?
Just once before I hit the hay lol
Mostly been looking at other people’s vids/configurations to this mod
the mod still is in it's (semi) early stages
it might be a config option
Yeah I mean that’s all I can think of top of my head atm
I liked someone’s idea of making it where you have to escape via fire exit or something
Add that with the mimic mod and hoo
its planned (currently) that on tier 3 moons (rend, dine, titan) where after taking the apparatus you can only escape through the fire exits
Yeah that’s gonna be wild lol, all these mods really change the whole dynamic of the game
I legit thought when I first started playing LC that the apparatus was gonna blow up the facility so I’m really happy someone made that into a reality
Or turns certain rooms so radioactive that it ‘burns’ people slowly hurting them
pair this mod with the "LethalRadiation" mod
alright this contains a rewritten effect system (which lets me define custom effects that happen on specific moons) but nothing should have changed visibly. so hopefully this is last patch i need to make before i can begin work on the next update
ill get right on it
honestly what a sham pulling the core doesnt have disastorous consequences in the base game
huge missed opportunity
im like 73% sure that zeekers has atleast something planned for it
id hope so
promise you this mod will still be better though
lmao probably
definitely 😂
zeeks is running a bit behind compared to the modding community
well no really thought about challenge moons
it works on the challenge moons
atleast the ones with the facility maps
i worded that horribly
yeah lol
no one suggested challenge moons
that was a complete creative idea
i dont ever see myself playing it but its cool that it is there
bro needs to get the foundation built up more
are challenge moons even custom exteriors
he's adding a room without support beams 😭
i havent even tried the challenge moon yet
what even is it
i heard something about leaderboards and immediately lost interest
idk the new rooms are honestly kinda fire
NOT AGAIN
what
no no
ive sworn here
i was making an anaology
Basically everyone gets the same seeded moon
like
the foundation of the house needs more work and hes adding a room without supports
in a figurative sense
yknow
please
there is only one day and at the end your total scrap value will be uploaded to the leaderboards.
type "t o f u c k"
I think there is also a higher credit amount so you can prepare better
but without all the spacing
oh
@mossy jay ok so uhh https://medal.tv/games/lethal-company/clips/1OGNE1XATbD55g/d1337Lq6z6xG?invite=cr-MSxjRkMsMzEzMDQ5NjIs
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also
i dont know if its intended
but the dripping water particles never stop
which leads to a ton of lag eventually
it just spawns more and more water
was there any errors when this happened
not that i could see, i did it twice and i either didnt catch it with 2 monitors or there was none
let me make sure rq
checking if it works now
i sure do love it when the door to the apparatus room is locked!
the only two glitches i encounteredhttps://medal.tv/games/lethal-company/clips/1OGSZICtMrNU5t/d1337SsPXvLt?invite=cr-MSxPVUksMzEzMDQ5NjIs
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one at the beginning and at the end
please for the love of god let this be the last one
im on it
if its really stressful jsut take a break, the only bug with the current public version is just the fire thing, which isnt even that big a deal
nah its fine
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ive gotten either no apparatus or out of reach ones like 6 times in a row now
@mossy jay THE EXPLOSION WORKS
the water is still broken though
BUT THATS A BIG STEP
BIG GOOD
yooo
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(after leaving the explosion)
@mossy jay I know this mod got enough going on as is, but watching the shockwave get fixed made me think of another feature of the meltdown: knocking out Comms
Would be cool if when the explosion goes off, or a second later or whatever, that all walkie talkies get shut off as if EMP'd
after latest update mod is broken again :C
explosion not happening
music just stops after some time
What mod allows you to zoom out like that?
freecammer ftw
The latest update has been broken, the next update is already done basically, there is just one small bug that he’s gotta fix and then it’s released.
ah I was wondering if it was my configs or not
yeah
playtesting was non existant the last few updates
it should be much better now
Oof
I cant hear the alarms or warning if I turn off the music, is this a bug? or is it because the comms and alarms are part of the music?
the alarms are a part of the music file and the announcer is also controlled by that slider
I just thought it would be a bit cumbersome having them be controlled by different sliders
yeah this is a known issue with the thunderstore version
aww
I wanted to use the alarms and voice because I feel that intense action music would not fit LC very well, it would be cool to have that as an option, but you know, its up to you lol, no problem
great mod btw c:
Was wondering if there is a known issue with this mod causing modded moons to break upon trying to land on them.
this is something I could add in a few days, I won't be at my computer for a few days. I have a laptop do I'll be able to continue working on cover and stuff but I don't have access to the audacity files
no this mod does not do anything on landing
Hmm must be a mod conflict, I'll keep going through to see what is breaking with it.
should be fixed on the latest release
I was on the latest thunderstore release
Really like the mod! Can the chance of a meltdown be percentage chance with option to turn off the music?
its not out yet
the option to turn off the music is in the config
Incredible.
you can use either the lethalsettings mod or lethalconfig to edit it ingame
or edit the .cfg file
Is the chance of meltdown also editable in the .cfg? I would like like a 2% of meltdown upon pulling an apparatus to break up long play sessions.
would it be possible to add a standalone mod for the dripping water? like, a mod that makes it randomly spawn throughout the day instead of only during the meltdown
techinically... if i change the visibility of the effects mods could activate some of them early
the effects are mostly to set apart the meltdown sequence apart from normal exploration
i probably won't add this
a large part of what makes this mod so fun is that you know exactly what you are getting yourself into when you take that appartus
it becomes a large risk vs reward decision. espeecallly for higher quotas
I totally see your point. I would just like the option.
adding a percentage would not only cause a lot of problems, but also ruin the whole gyst.
if i did it would come with a major disclaimer that it would not be the intended way to play
i've also got more important things to do, considering i can't even build the project on my laptop rn
also, is there any way to debug teleport to the apparatus?
i wish
or force the apparatus to spawn? i know it sometimes isn't guaranteed to spawn
im probably going to spend my time away building better debug tools for devs and playtesters
in my testing ive rairly seen it not spawn
it just can be 2 rooms away or the next continent over
also, some suggestions:
setting to make the lights not flash (stay on instead of turning off and on intermittently)
setting to make snare fleas not able to be spawned by it because good lord (speaking of, how does the enemy spawning work?)
setting to reduce/increase the amount of particles from the end explosion (will those be fixed in next release?)
setting to override the apparatus weight
setting to change the time limit
i will make a setting to have the lights permantly off.
the enemy spawning works based on how the base game does it. so grabbing the appartus later in a exploration will cause harder enemies to spawn. (im planning to re do this for more customisation, just gotta figure out how modded entities will work)
the particles are fixed on my local version
i think appartus weight can be override with another mod - i think mikes tweaks
dynamic time limit is something im looking into, i just have to make the music loop and again i dont have access to the audacity files at the moment
for the lights, i meant permanently on
mikes tweaks has a bunch of other stuff which is unnecessary if you just want to change one object's weight
why don't you have access to the audacity files? (and speaking of audio, i may offer to improve the explosion sound later because it feels a bit damp to me currently. do not ask what i mean by that i both do and don't know)
the lights turning on is more for effect. if you look in older versions (specfically this clip) you can see that orginally the lights were on for the equal amount of time they were off. i changed this because it was too powerfull and to bring it more inline with the base game, where all the lights turn off and dont come back online.
i don't have access to the audacity files cause i am not home at the moment and therefore dont have access to my pc. i only have my laptop with the unity project and visual studio project.
just tried it again and still desync issues, my friends didnt even know there was an explosion imminent
i'll probably fix it 1.3.0 when i actually move to stuff being properly networked
instead of just praying to the latency gods
and also post explosion when we go in the air they dont get the ship flying/land animation anymore :( but yeah i hope you can sort it out...
i can tell youre passionate abt the mod
also this mod currently doesn't check if other people have it installed only if they have same version
this is a mod i wish existed but no one was making
i feel like there's no permanent hurdles here only testing and reworking which takes time
its only on occasion that we do get a mod that comes out already working
mhm
i've actually already started this rework by splitting up the one major script that was handling everything
i might be alright to use this singleplayer though.. sounds like
yeah its perfect on singleplayer
it was slow for me this morning (about 4 hours ago)
what math did i do to go from 1pm to 9am and get 10 hours
but it seems to start to chug just before it gives up entirely
yeah somethings wrong fs
you got a mirror for now? id rather not wait an eternity for thunderstore
it actually seems to be getting worse :<
this
it is an indevolpment build
but it is almost there
wait so it's got wip code or
im currently having an intense 1v1 with netcode patcher
lolol
like its not the latest version on thunderstore
360 nutshot
but it will be soon
any idea what specifically its missing? anything that'll affect me in SP?
wow yeah i got down lethal lib earlier but
this doesnt seem to be working
https://rightnowdown.com/is-it-down/thunderstore.io not lookin good
no like its a newer veersion
ohhhh
ok ill give it a shot
shall i not bugreport since you're mid 1v1 over there
i actually think this shutdown is kinda weird
like why didnt it just happen out of nowhere?
did their servers go off or somethin
Just tested with a friend and we love it!
good to hear!
This mod & Spectate enemies dont work that great together.
Noticed none of the creatures seemed to die after the facility 'explodes'
works great to add a sense of urgency though
I am wondering if this mod changes the spawnrate of mobs though, after installing we've had issues of no enemies spawning until the reactor was grabbed
yeah that is mainly because you cant go back in
so i hadn't thought of removing them when the explosion goes off
but that is something i can do
it shouldnt
it only calls the function to spawn
it doesnt modify how things spawn
We were likely just very unlucky in spawns then, thanks!
Not necessary as it doesnt break the game, was just an observation lol
I would be concerned about it breaking lethal escape if you did remove the entities
not if lethal escape handles it correctly
What is the music included with this mod?
portal 2
thank you
Okay I found out what was causing it. Corporate Restructure does not play nice with this mod.
im fairly certain this mod would not be breaking things but i will take a look at it
having a look at the decompiled code of corporate restructure
both mods only somewhat patch the same method
but still as long as corporate restructure doesn't cause any errors facility meltdown will be fine
even if an error occurs the worst that will happen is things won't be cleaned up properly.
I'm not sure what's causing them to clash in my list but if I disable corporate restructure and leave this mod enabled, no issues, and vice versa. It's when I try to have both enabled my ship camera gets stuck when landing on any modded moons.
im not able to reproduce this error
what modded moon are you trying to land on
if you are able to try the base lethal expansion moon of waterridge
that one worked fine for me
I think I'm just gonna uninstall everything and add one by one till I can sort out where I'm messing up. That way I don't waste everyone's time with what is effectively a problem of my own making lol.
But thank you for listening to me nonetheless! 👍
my friends think your mod is awesome when looking at the pov i had during the meltdown
apparently they saw "floating blue things"? but not inside the facility
it seems to be a result of your mod
yeah this is a new feature, its the effects that play during the meltdown sequence
the location of these effects aren't synced (so your friend must have seemed crazy upon explaining it) and in the current thunderstore version they aren't properly disposed of after leaving that moon
The facility is supposed to blow up ?
question is this compatible with "Diversity's" Bracken anger when taking the apparatus? I'm tryna make my homies never wanna touch it without a gameplan
it should be
it is for the most part just when I took it in my game to test if the audio from the bracken would come through it didn't and I didn't get chased by him whilst making a run for the exit, it could be possible that he just wasn't spawned in due to it being experimentation but I'd figure he would if the apparatus room is there.
yes
the bracken doesnt always spawn if theres an apparatus
I c I c
i love encountering major bugs while having the bepinex console disabled
That's on you 💀
it is i was running it with some friends and as long as there is a bracken (try vow he spawns there the most) he will get angry And it will start the explosion countdown
is it compatible with atlas abyss moon?
ived not done testing with tthat moon yet, but from what i know it should be
as its compatible with most modded moons
thanks
what moons do you know are fully compatible
its hard testing cause gotta find the room first
Kast, Infernis, Generic_Moons, Abandoned Manor, Ducky (i think??), and Conviction
infernis didn't work
worked for me
like the nuclear part worked
where the event happened
but no explosion
like when the 2 minutes ending nothing happened
i might be thinking of another map
i dont remember
ive been playing so much lc i dont remember
ima test atlas tho
k
wish there was a mod that teleported you into a room of your choice
same problem here !
its coming in a fix sometime in the next 2 days
depends on how easy it is for github to work for me
great mod btw 🫶
The curse of it working in the beta, but failing to function when uploaded to thunderstore
fun af
i cant wait for the issues to triple because the mod complexity is tripled 😔
Honestly js add a config to remove the fire if you fix it
I don’t really like the look of it, it worked like once
uhh, make game lag :/
I was about to report the same thing, the explosion never went off
hello. i was playing with this mod with my friend, and when the ship took off by itself because of the meltdown, it only took off from my point of view (i'm the host). from my friend's point of view, the ship didn't take off or anything. also, the ship's door was open in orbit to him afterwards. everything else was fine tho.
I don't know if this issue is known but one friend picked up the apparatus after joining late via LateCompany and she triggered the meltdown event
uhh latecompany is buggy :v
should only use shiplobby
Thanks I'll look into this
Maybe just a check to see if the appartice is inside the facility or not, if you pick it up and it’s not then nothing happens
Same thing happened with me
This actually isn't related to LateCompany lol, my friends experienced a similar issue with ShipLobby when the apparatus spawned outside the ship when GeneralImprovements had the bug where it spawned outside, it would cause the radiation warning to go off when someone picked it up so pretty sure it's a vanilla bug rn
i never encountered dat but breh
XD
We ended up switching away from ShipLobby to LateCompany cus the Weather Desyncs in vanilla are a lot worse in v49 than they were in v45 and LateCompany addresses that
Advanced Company is good if you want something more stable for late joining but tbh it has a lot of features I don't need and it's incompatible with so many mods
i use advanced company
cause its better to just have late-joiners spectate then getting hit with a desync on their end
plus its a good mod :p
I just want proper support for reserveditems to go on the left of the screen with it, so if I disable the foot items it doesn't stop it from loading lol
theres not really a incentive to use reservedslots imo cuz the headlamp is basically the reserved flashlight
i only used reserveslots for the flashlight so seeing him making his own version, dont really got use for it
why spray paint, me and my friends dont even use that
this is not a host only mod
everyone needs to have it
if everyone has it, the base game bugged and it currently didn't account for that
We’re using the same profile. Exported from thunderstore
I still prefer the normal flashlight tbh, the headlamp is disorienting
well then the vanilla game just bugged out and there isn't anything i can do about that until i do the networking rework
Aight
is there a way to change to color of the blast? seen it be an explosive orange in showcase vid. seems to look transparent white right now unless im encountering a bug

