#v2.6 Facility Meltdown
1 messages ¡ Page 3 of 1
oooh ok
spams NRE's and doesnt actually explode after 2 min
I can provide a log but I completly forgot to earlier so that was like 10 moons ago
oke
would be nice if there was a setting to disable the shockwaves
what was in the log
if it was a bunch of null reference errors
i am going to explode
you need to find BepInEx.cfg and scroll to the logging section, then set console = true
@pale barn
Ik
I saw
Js recording also my experiences rn
here's my log file, got spammed the hell out of
Theres 69 mods so đ
It also seemed to not explode without anybody inside the dungeon, we had to go back inside for it to send the ship off
it looks like it was lol
I was the client, @potent tundra is about to post his host log
after going back to space lol
he's able to open & close the airlock in space on his client
something about the ship leaving bugged and didnt register his game in orbit
not an issue on host, but it does force teleport him back in
This was the series of events:
- Both players enter the dungeon
- Client takes the apparatus
- Client leaves the dungeon
- Host leaves the dungeon and Client drops apparatus (not 100% about which was first)
- Host picks up generator and drops it in ship
- The alarm eventually stops with no explosion
- Host re-enters the dungeon and explosion timer resumes
- The explosion happens only for the host who's still in the dungeon, client sees nothing
- Client suddenly dies as ship leaves to space
- Ship door is open to space for client
alright seems like most of these issues are fixed in an update soon going live to thunderstore
thank you for an indepth steps for reproduction
(most people just say "it didnt work" or just send all the npe errors, so truly thank you)
i did notice one issue with the client surviving but that was when i froze that instance of the game to check something, but it is worth point out there still may be some issues
@pale barn
np, thanks for looking into it!
lmfao
is there any way to replace the music file? just to personalize it client side
Lethal Company BEST Mods To Use #13 (MORE INSANE MODS!)
Here are the best mods for Lethal Company, so that you can level up your gameplay with Lethal Company mods. This is the 13th part of the BEST Lethal Company Mods series.
FacilityMeltdown - https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
BetterSprayPaint - https://thun...
Das you
Made it in garbage clickbait
Congrats
Thatâs how you know you have peaked at life fr
I mean itâs not clickbait if itâs not lying
Only problems I faced in multiplayer last night:
-Explosion killed no one in the facility
-Everyone in the facility keeps their items
(music is tied to the alarms)
Alright so this has probably been asked a million billion times in here, but is there any possible way to edit the music/ sounds that the mod uses? i will do it myself if need be i am just lost as to how it could be done
i just really want this song to play in the escape sequence
SIGNALIS OST
ORIGINAL SOUNDTRACK BY CICADA SIRENS & 1000 EYES
OST available on Bandcamp: http://signalis-ost.bandcamp.com
SIGNALIS is available on PC, PS4, Xbox One, Game Pass and Nintendo Switch.
http://rose-engine.org/signalis
Steam: https://store.steampowered.com/app/1262350/SIGNALIS/
I am not particularly knowledgable about modding or anything but my desire to troll my friends supercedes all
ABSOLUTELY LOVE SIGNALIS
use the pizzatowerescapemusic mod and just change the files
v1.2.3 has gone out fixing a quick issue where you couldn't die to the explosion
I have tried this and the music from this mod overrode it, but maybe ill try it again i mightve done something wrong
disable it in the config then use the mod
Ill check it out and report back one sec
still suggesting:
blacklisting snare fleas from spawning via meltdown
setting to change apparatus weight (i know there are other mods to do this but they're considerably large, so it'd be useless to use them on just one item)
the next update will contain better enemy spawning
but im planning for it to be a big update so it could be a little bit
in what way?
not entirely sure of the finer details but i think that i have found a way to have it still work with modded enemies
also, on certain moons, the explosion collides with the ship
as long as you are on the ship when the explosion occurs you will be 100% safe
still looks weird visually
that was fixed a long time ago
smaller suggestion, perhaps all the steam valves could activate when the meltdown starts
One miniscule gripe I have with this mod is the word "catastrophic" is spelt wrong in the facility meltdown announcement. Besides that it's great :]
woops
got it working 
Fits very well imo
(minimap and infinite sprint are just on for testing)
i think mentions of "nuclear reactor" should be replaced with apparatus
i mean "apparatus" itself is misspelled in the base game
yeah the spelling of apparatus is inconsistent to put it lightly
the apparatus powers the nuclear reactor
and keeps it good
eh
got one of the new features done
ooh
quickly reminding of this incase you did not see it
yeah im going to work on that at some point
I ran this up with the diversity mod and got assaulted by 2 brakens while trying to take it
def make that configurable though, id kinda hate having only 2 minutes to traverse a smoke filled facility before a nuclear explosion
im not going to have all of them explode
oh okay lol
and it might not even be in this update cause zeekers didnt properly network them
i forgot i even had it, did it titan and instantly haunted
gotcha
unless thats a diversity feature this mod shouldnt get you haunted
could've been a coincidence
most likely was
cause it was like not even a milisecond after taking the apparatus
like i took it and turned around there she was
configurable amount of exploded valves?
if it wasn't a coincidence, maybe she spawned from you taking the apparatus
its only the uhh brakens
if there is a braken on the map they basically come to kill you
im not really sure if I like that feature or not
ik
ive had it happen to me i dunno what causes it
considering that the game should mark the bracken as unspawnable once one spawns
i have diversity I just have everything related to the bracken gone
idk if we are talking about the same thing but diversity makes the braken get pissed by default if you mess with the fuse box or take the apparatus
oh someone talked about having 2 brackens spawn so i got it confused
I think 2 brakens can spawn normally
iirc no monsters other than the girl can only spawnonce
brackens have a max spawn count of 1
so do jesters
apparently bunker spiders do too?
ive seen 2 of brakens and jesters
I cant think of a mod that could be raising the limit
I dont think diversity does that
diversity definitely doesn't do that, what other mods do you have?
nothing else really touches monsters for what I use
Watch jiggy with it and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
brakens bein silly
I dont really care anyways
like will the mod function? it should on all even modded dungeons
cool, there is no mod that adds an aparatus to the library atm tho
but this should work with hadal then
is there any way to have custom music?
use the pizza tower escape music mod and mute the music from this mod
isn't that for when it gets close to night time though?
other people have done that and its worked for them
@mossy jay just letting you know im still available for testing if you ever need it.
not meaning to be annoying or anything
just saying
Aight so the pizzatowerescape mod has the escape sequence music when you pull the apparatus, but it's disabled by default, so you gotta go into config so that it loads the Default and Apparatus scripts
took me way too long to figure that out
Call me stoopid, but general question, but does this mod function with Lethal Lib v0.10.1 as well or is it absolutely necessary to use v0.13.0(preferred)?
Why would you wanna downgrabe Lethal Lib to such an old version?
I don't wanna, I was just wondering if it'll still work or not
it will still work
there are very few mods that this mod doesnt work with
as no other mod really touches upon the apparatus
would it be possible to make the explosion and its effects display through fog?
no probably not
dang
10/10 update, no bugs at all.
is this mod needs the clients to download or it is the host only
yes everyone needs to download it
Does the music loops after the soundtrack ends? Saw that the Cigarrete Wife music have only 1min18s.
Nvm, found in the wiki of PizzaTowerEscapeMusic
woah thats kinda quirky
(also debug values it'll be a little bit more powerful then this
thats sick
this also supports other mods creating their own radiation sources and it will just work
woahh, dope
i did the math and it turns out that during testing for this mod ive taken out more than 430 apparatusses.
crazy
looks amazing
good job
but i dont think audio alone is good enough to lure them, maybe a visual bar that goes up the closer you are?
yeah im working on the proper model which will include a thing that shows you
ah, still. amazing. cant wait to see it
Thats actually great cause finding the apparatus is always so hit or miss
- the mod will still work, that is why it says "caught exception" and is yellow (a warning)
- it is a dependency. it is not nesscary. some dependencies can be "soft dependencies" which means that mods can work together if they are both installed
facility meltdown supports lethal config or lethal settings but does not require them
All good, its not appearing now that I started a fresh profile and re-downloaded everything
I canât figure out if itâs the FacilityMeltdown mod that conflicts with someone, or something else entirely...
Writes a lot of messages in the logs if you take out the battery
Assembly of mods - 018d15cf-4a5e-0364-eb77-59b26fd01001
@mossy jay
facility meltdown only uses its own logger for issues, so its obvious if it is causign any problems. however this seems to be a vanilla bug where it tries to spawn an enemy out of bounds in which case i wont be fixing it
When you take out the battery, 5 monsters are created. And if these are centipedes, then the problem is that something might freeze somewhere - there is a terrible drop in fps for the whole complex and this is tough
Okay, this is not very critical. When you leave the complex, it doesnât lag as much as youâd like
Does this not fix the fps issue from that?
Possibly partially
in my honest opinion i think that the feature that spawns different monsters depending on what time you took out the apparatus isnt that good. i think it should just spawn all available monsters on that moon. would make it way more climactic than just 90% snare fleas regardless of time.
For the creator of the FacilityMeltdown mod I would like to give you my opinion of the mod
it's amazing.
I would like if it is possible there could be some way to customize the music that plays when the generator is removed.
I thought that this music could also fit perfectly to the atmosphere of that moment.
https://www.youtube.com/watch?v=ownSvxbDCY8
i'm pretty sure it's being changed in an update at some point
The music thing has been brought up a lot, i figured out how to do it but having the option within this mod would be really awesome too
they could put a folder where you can change the mp4 file for another. as happens in another mod called LETHALRESONANCE.
This mod allows you to replace music or remove it by deleting the mp4 file from the mod folder.
The only issue is if you wanna sync it with other people
I dont know shit about modding so idk how that can be done
just replace the files for that mod
Thanks, I'll try it but that mod only uses sounds for when it's about to be 12 pm
On the other hand, the other facilitymeltdown mod plays music when the generator is removed.
That's why I would like to be able to modify that music and replace it with another.
like in the mod you gave me
it also has a script that you can choose in the config for the apparatus as well
in the config set the script choice to "Default,Apparatus" or just "Apparatus" to get just the escape music
ahhh ok thank you very much
Oo thatâs just to help find the apparatus?
testing this mod is crazy
i might have to make a new save it actually lags my game because theres so many
radiation
my kids will be fish
some facility escape audio i created, i think its really cool. not as fitting as the others but it goes hard.
i just thought a few people here might want to hear it.
also the final guitar note is synced perfectly with the explosion (im pretty sure)
my favorite part of this mod is that i can bend the music to my will and make it whatever bangers i want
phigthing
best ost on roblox
also the warnings are controlled by another track, so in the 2.0 update they actually speed up as you get to the explosion
the warnings?
like the radiation hud alerts?
yeah the announcer voice and other things will speed up
ah
you should add more camera shake as the explosion gets closer as well
heres another song i edited for the mod. i think it fits pretty well, also syncs well with the explosion.
there are currently around 8 more songs that i edited and there are more to come, because there are just so many bangers that work well with this mo
d
Could you make that same audio but with this music? just to see how it would look. Because with the mode you gave me, when I take out the generator, the music I played cannot be heard.
you hear the one from the facilitymeltdown mod https://www.youtube.com/watch?v=ownSvxbDCY8
You need to put the music volume to 0 in the Facility Meltdown settings
I'd honestly prefer music not to be added. It's perfect the way it is.
sure
@humble rover here you go
its music added using a seperate mod, not in the facilitymeltdown mod
perfect, i think the only thing it needs is a bit of a texture to it, like dirt and grime buildup like with most things ingame
great job btw
yeah im working on making sure its networked
so im having a fun time
got the networking mostly done - just gotta figure out why the sound is global
https://thunderstore.io/c/lethal-company/p/AmesBoys/FM_Companion/
Do they understand that they can just change the value of the appartus in the config?
lol also that mod makes the appartus worth less
the default in facility meltdown is 240
luckiliy because of the way ive implemented everything the value gets overwritten
so this mod does nothing lol
RIP them lol
nah it seems they have more planned
i wish they were in this discord though and ping them in here
did they, instead of looking at the config and doing not the slightest bit of research. make an entire mod which goes into your code just to change the price back to its normal one. only for it to not even work?
yeah no testing would've gone into it which is the part that makes me annoyed. cause if they had tested it they wouldve realised it got set to 240
smartest invididuals of all time!
Maybe they just havent realized it yet
well installing it does no harm (as well as nothing) so meh
itd be the funniest thing if eveyr update they make you update specifically to render their mod useless. just saying
this is sick, are you able to share the warning and the alarm except w/o the music? would like to experiment with it!
sure!
one minute
đ
its meant to be masked by music and doesnt sound as good raw, but all it is is me throwing alarm sounds and the portal 2 announcer in and it works
here you go regardless
ty
for it to work with pizzatower do I just replace all sound files with the mp3 or replace them with their original name?
it works both ways
but if you use a custom file name
you have to edit that into the scripts as well
ah
also if youre doing the apparatus escape thing i reccomend changing the length of the song to 2 minutes 5 seconds max in something like audacity to make sure it sounds the best it can
edit apparatus and default
if you want the dynamic volume stuff
then use default
but if you dont want it just use apparatus
I basically just want to use it only for the apparatus only not for ship votes, etc
but i recommend default as well as it makes it more immersive
then remove default
What mods is this mod not compatible with?
its compatible with most things
ive done a bunch of testing
i dont think ive found a single one yet
if youre having issues with mods i can promise you its not this one thats causing it
For some reason it seems to me that there is a problem in my modpack. sometimes the console just stops and the game freezes, either because there are mods or because the game just canât handle the load, I donât understand...
thats a computer issue, take that in #thunderstore-moderation
i had a similar issue and i had to update my drivers
almost done with 2.0 just need to make sure the new item saves correctly
almost done with 2.0 just need to make sure the new item saves correctly
I was thinkin configurable explosion times might be neat, my friends also suggested if the apparatus price was scalable based on the moon you're on, or just like general stuff like that
i was testing it with them they think it's really really cool
The best changes and adding new settings to the config
i can do configurable explosion times but the music won't loop
i do want to get this update out at some point
I'm looking forward to the update so I can test it to the max 
it seems if you're in the ship when the meltdown starts, it doesn't realize that and will still kill you in the explosion
i think you've bugged something then
i make sure that the player is inside the facility
if you teleported out that is probably the reason
hm
if everything goes to plan - this could be the last game launch before i release 2.0
exciting!
I can't wait to check for stability in my build
v2.0
- Added a terminal command, "reactor health". This commands utilises the ship's onboard scanners to survey the reactor and how it's currently going. With that survery that you'll be given information about how long until the ractor goes catastrophic and what the company currently recommends you do. However the ship's onboard scanners need to use so much energy to perform the reactor health check that they need some time to cooldown before you can scan again.
- Made certain effects during the meltdown sequence speed up as it gets towards the reactor's explosion.
- Added a new equipment item, the Geiger Counter! The Geiger Counter points you to certain areas of radioactive actvity (mainly the appartus).
- Added credits for voicelines/music.
- Fixed several spelling mistakes.
- Added config options for the "reactor" command.
- Allowed music and other visual settings to be modified in game with LethalSettings
- Changed game balance options to signal a restart in LethalConfig
- Made the shockwave hide while inside of the facility
- Changed spawning mechanics to now disallow Snare fleas and Hoarding bugs from spawning becuase of the Appartus being pulled. (Changeable in config, this should also support modded enemies)
- An updated icon.
It should be going live on thunderstore now! With v2.0 being released I've added all the features that I felt were needed for this mod, so I'll be stopping the creation of MAJOR updates. This is a mod I feel is really cool and therefore I will still be supporting it, there just won't be any major features. As for what I'm doing now I've got a a cool new mod planned that hopefully I can work on.
v2.0 FacilityMeltdown
new update for facility meltdown
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
new update for facility meltdown
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
is the geiger counter purchasable?
how much does it cost?
90
does your mod work fine with diversity?
yep
2.0 works like a charm 
i think my group ran into a bug where if the ship takes off automatically it still thinks we havent took off but we cant land anywhere as it thinks we arent in orbit
thats not facilitymeltdown that sometimes happen from a diff mod
only asking since i know the diversity mod does have bracken get mad if you take out the apperatus, those wouldnt collide with eachother right
Sadly I will not be updating to the new version. The fact Terminal API is a dependency has completely ruined the mod for me. Anytime Ive ever used anything with that api. It breaks everything.
Never have used terminal api, what breaks?
i've been using terminal api for a while in a 60+ modpack and nothing has broken
same with a 130+ modpack
is your fps okay?? jesus christ
yes
I've seen people with 250+
jesus christ
I had over 60 mods before and I just recently lowered it down to a mod list of 50 stable mods lol
it's really hard to contain myself when you got a community of so many talented people with great ideas ngl
Startup times are fast I find unless you add moon mods
Custom moons make the game so slow to launch lol
I found that out when testing a mod pack for a friend once
And I think it only had like 14 mods lol
Checks out ig
2 small typos
I have a build for 60-70 mods like fps is stable
Installed this mod and a scrap item (laser pointer) has a value of 0 all of a sudden
Is that this mod or just some random bug maybe?
i suggest rephrasing the last paragraph to "The reactor has gone critical and is about to fail; do not leave the ship or you risk company property. Any crew members remaining outside the ship are advised to return before total reactor failure."
adds a bit of spice and flavor
a bit better pacing as well
Also I suggest changing the very top first sentence to "Generated new reactor report. Saving to cache." or just replace the comma with an "and"
just helps the flow in my opinion
not this mod
I haven't experianced this issue when using Lethal_Level_loader. Only Lethal Expansion. Just saying
That's weird. The only other mod I installed at the time was the MoreInteriors mod. I guess I just didn't notice before?
this mod has no connection to the laser pointer at all so i know for certain that it is not this mod, it could just be a vanilla bug
Well it's something small so it doesn't matter too much. Since you're here tho can you tell me if the timer/countdown of the meltdown is still recommended not to change?
a) the code base for the mod is way bigger than i would have ever thought so there can still be places with the old 2 minutes time limit and therefore don't change with the config option
b) the music doesn't loop, it will just cut off
c) unless you are using mods that modify the dungeon generation 2 minutes is about as long as you'll usually need to get out and therefore if you dont need to change it, it isn't recommended
d) it will also cause performance problems as the sequence continues when you increase the time limit (because more particles are spawned)
e) it just simply put breaks the balance of the mod. this mod was designed around a 2 minute meltdown sequence so changing it can break some aspects of that balance
if you can't make it out in 2 mins don't take the apparatus out
Spraypaint is a 2 minute countdown's best friend
love that idea, it really feels like that vanilla spraypaint is really limited in use
and modded has things like mimics and facility meltdown which makes the item a lot more useful
i'm probably going to add this to the description but using this mod together with facility meltdown would probably be the best experiecne
https://thunderstore.io/c/lethal-company/p/taffyko/BetterSprayPaint/
i tested it a bunch, not a single problem as of yet.
looking great
also way more optimized
Thats all good cause i just wanted to make it shorter anyways
The explosion right now looks like the supernove from OuterWilds. Needs some more pop to it. Would love a config for it.
@mossy jay have plan for increase Minutes Before Explosion? or already add on v2.0 ?
which one?
the first one with the orange explosion is the older version
2.0 is the one you want with the reactor icon
ok thx
Config file
ya that why i ask, Already add on v2? or still plan because i no testing v2, still using old version
stable or no?
Decently stable. It works the majority of the time. The worst you can expect is the time isnât actually changing.
@mossy jay btw the facility meltdown mod video I made has 4k views
Planning on making another for the 2.0 update!
Love this mod, I snuck it in to our setup with a big friend group and they didn't even know this was a thing so the yelling over voice comms when it kicked in after someone grabbed the apparatus was priceless.
i did the same thing during our vr playthrough
they all started freaking out
it was even funnier because i didnt know how to jump so i was stuck in the facility
Some future potential food for thought (if it's not already possible) is to be able to correlate different scripts to different interior types since more than likely new interior types coming out will eventually have apparatus-like elements and it'd be neat to be able to run a different audio track or whatever in those instances.
not to mention the mod works very well with the vr mod
i just had the msot terrifying experience trying to get the apparatus on a moon other than expirmentation
worst mistake of my life (alone)
do not try it
ty
Just gonna drop this here
x2
spore lizards should probably be in the enemy blacklist by default (modded enemies work with spawning by the way, the facility was swarming with boombas when i tried to leave)
Have you ever considered adding an asparagus to the mansion?
I feel like a father
if you want to you could write a tutorial on how to do it and i could add it to the readme
what? the appartice? no not in this mod
I thought youâd never ask
Iâll get right on it
Another cool feature would be to play a random track from a folder so we can have a bunch of fun tracks to play as we run
Thatâs in the mod
Oh shit i didn't see it in the readme
im hype
Yeah I only saw you can "select one"
That's great to hear
@mossy jay would you want a video explaining it or text? because i think that video might explain it better than text could.
doing either would work just something in the readme to point to
this is unrelated to you!
your fine
no worries at all
were working on how to add custom music
This works scarily well as i can imagine myself sprinting full speed towards the door jumping over boombas, side skirting thumpers, and having exactly 4 close calls with various centipedes to this blaring in the background lol
@mossy jay unrelated question, is there plans for making it so it doesnt just spawn snare fleas when you take out the apparatus? because regardless of time it usually only spawns snare fleas. and when it doesnt it only spawns a bunch of one creature.
i did in the latest update
ah
and its configurable what enemies cant spawn
just did facility meltdown x brackens diversity behavior and jesus christ
actual nightmare
but aside from that i havent gotten to try multiplayer with the mod yet
Oh
i really hope it works
That's scary because I have both mods too
it does
i got my neck snapped while trying to run to the entrance
in 1.0 the people that were in my lobby didnt see the explosion, so i just didnt know
i am putting way too much effort into this tutorial bruh
Itâs genuinely terrifying
the bracken has screwed up testing more times than id like to admit
cough
crazy
only 5 enemies seem to spawn from the meltdown, even with the config set to 10
it spawns up to that if there are enough vents
this makes sense
oh my god
i just found out something out that speeds up editing videos significantly
this is gonna take like 30 minutes less now
original song? i recognize it from somewhere
Every zombie song https://www.youtube.com/playlist?list=PLE4CE8488145CA2A5
âşKevin Sherwood media and music links: https://linktr.ee/ksherwoodops
Mix/mastering: https://twitter.com/s3ckert
Vocals: https://www.youtube.com/elenasiegmanmusic
Thumbnail by: https://twitter.com/The_Vice_Squad
best zombies song
with this knowledge though, i can atleast set it to 999 knowing my game wont instantly crash
i might add a -1 option that spawns in all avaliable vents
oooh I like that idea
dedication
I get it, I love mine. I respect the dedication
im assuming youre the guy behind Lethal Resonance? the audio editing mod?
yessir
thanks, its about to be the only one
abyssal sounds joined my team
a proud one?
pretty
almost done with the video
my motivation just tanked for the last part
ill still finish it though
I assume that enemies will not spawn when the enemy cap inside gets filled before the meltdown happens?
yeah because if that happens you are going to have a fun time just getting to the apparatus
Nice, glad to know it doesn't override vanilla behavior 
108 mods with no issues using v2.0.0 (almost made it out and a spider got me the first time, so had to get something to let me tp back to ship (which i never did end up needing after all x.x) to test the reactor terminal commands and make sure they work which i managed to do right before getting BLEH'D on my a clone that chased me out lol) Thanks for the fun update! (geig was clutch as well)
i spent way too much effort on this crappy tutorial video bro
itd be done 4 hours ago if i didnt manually add advanced text with effects to make it looks a bit cooler.
also bongo some guy was begging me in the comments to put thios in the chat
so to get him off my back here he goes
@mossy jay https://youtu.be/D5hKkSLlEhk
Music Template
https://drive.google.com/file/d/1uZIi0qFRcTYh6DDA20M-sIm6IZTXfdf/view
Get the mod here
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
Music used
https://youtu.be/z1LJAw0119Q
@ZeekerssBowser
https://youtu.be/cJfzSCouDkc
https://youtu.be/SHNSbr_PKLY
https://youtu.be/rO3W3b8dgG4
woah really cool man đ adding it to the thunderstore page in a little bit
Will 100% be needing that, big thanks
Yeah good job man
i do have a eensy weensy complaint though, on the custom music tab where it says who it was, it says my name is "The Company Janitor" on discord, which is just my server display name. if its not too much to ask could you pretty please with a cherry on top with sprinkles and chocolate could please change it to "platinumbin" because thats my actual discord name pretty please cherry on top pudding and ice cream and sprinkles?
sure
thanks so much
Here's the mods including associated versions used in the testing that all checked out, didn't seem to have any issues with facility meltdown or anything else conflicting, but if someone's wondering if a mods compatible then it's at-least a basic guideline. (grabbed from a manifest hence the format)
i dont think ive encountered a single mod that causes issues honestly
a mod would need to do some really reckless stuff to break this mod
and if that happens that mod most likely breaks other ones
Yeah I mean same, just figured with it interacting with the lights and monster spawns it could be helpful, plus i was updating a modpack anyways so it was a two birds/one stone kind of situation and i really enjoy this mod lol
Also the alarm really does make any song just automatically go hard huh?
@quiet sentinel @woven sable i can add these to a big zip file with a bunch of these songs and a script with the songs pre-added and all youd have to do is drag and drop them into the folders
me what?
to add them into the game all youd have to do is drag and drop the files into the directories
I've already been working on that with ClemsEscapeMusic, just been dropping what i've been working on for other people to use if they want
me too
I was just helping Clemonade's sound seem more In the empty facility halls. I'm confused on what I'm tagged for
no worries
i'd be down to drop my library, somewhere maybe not here tho so we're not flooding buddies thread (unless he doesn't care)
id love that, itd help a bunch
I also gotta rework some of them because I timed the fade out based on the alarm's fade and not on the 2 min mark...
Is this normal, just wondering?
isnt the background audio i gave you already good?
whats odd about it
order
2, 2.0.1, 2.0.2, then down to 1.2, i mean it's fine if it's supposed to be like that, but seemed off
idk i just thought that most people would just wanna see the latest major update and then see all the minor bugfixes
that makes sense
but it seems odd to have your mod be like that specifically
not that you have to change it
it just is different, not in a bad way or anything its just something that takes some explaining.
epic escape
How do you even get to 223 mods đ
Jesus I thought I had a lot at 130
Scroll daily for neat things
Does this run any of the countdown / alarm / alert audio inherently or is that all handled with running escape tracks?
ughhh is it just me or are some clients dissapearing into thin air sometimes while running this mod
@mossy jay get bug
Apparatus gone if you keep holding on Hand. when Escape Moons
I tried to reproduce but it didnt happened. I pulled the lever to leave the moon and pressed E to hold the apparatus, but it remained with me
thats a different mod causing it, i had a similar issue with scrap in general
what mod?
i odnt remember it was like a week ago
it also could have been a vanilla issue?
i dont remember how i fixed it
but i did a bunch of testing with that bug
i can say without a doubt that it isnt this mod causing that issue
how about spectate issue. my friend and i get the Spectator Freeze and get Lock can't move camera
if i think this is problem game v49
how do you change the audio after the reacter is taken with thunderstore?
Music Template
https://drive.google.com/file/d/1uZIi0qFRcTYh6DDA20M-sIm6IZ-TXfdf/view?usp=sharing
Get the mod here
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
Music used
https://youtu.be/z1LJAw0119Q
@ZeekerssBowser
https://youtu.be/cJfzSCouDkc
https://youtu.be/SHNSbr_PKLY
https://youtu.be/rO3W3b8dgG4
ty
Compat for weather multipliers and lethal utitlities weather multipliers would be neat, image the apparatus being worth 1.5x on esclipsed planets
@hollow crane
yap vanilla problem Apparatus. i already test
Why do you have 3 different instances of the game up like that? Jesus
for prove
because Left side is Have Apparatus but not drop on ship ( still holding on hand )
Mid POV: see Strange Hand (Flask)
Right POV: Nothing there
Left POV: Have 1 Icon Scrap item ( Appratus ) but showing Flask idk why, and many scrap item on ship floor ( because i still holding on inventory no drop that )
i feel like that would make it too worth it.
considering its really easy as is
actual gas, really really good.
keep in mind that bongo lives on the opposite side of the earth
so right now for him its like
4 am
or something
when he does get on ill be sure to forward it to him if your not online at the time
alr cool
also, just out of curiosity. what software/website did you use for it?
ive not used it personally, im more set on pixlr e
yeah, it's my main thing i use to edit/make stuff, and while the UI kinda feels outdated, it does the job really well
sounds good
plus, there are plugins for it, some of which i use for editing
đ¤¨
unless your purposefully making it harder for yourself, its usually realy easy
without lgu speed and such you can barely make it out if the apparatus is only 5 rooms from the entrance
i dont even use lgu
advanced company does the same job better
and its like
way less incompatabilities
I don't use ac beacuse it has incompatabilities
i thought advanced company destroys compatiability
idk if they fixed most of the issues though
it was 8 i just hadnt woken up yet
it did upod release
but i tested it
not a single incompatability i could find
no matter the mod
the only problems i found was with vr mod, and even it still works.
such as?
i haven't seen any incompabilities while using it
bro is speaking yappinese
only one i know is that one mod that makes moons one-time purchases
so you can visit any time after paying for it once
but i'm pretty sure the dev is already working on compat for it
or at least they were
im pretty sure it already works
Does it work with lgu?
yes?
I followed these steps and I can hear the music I use but only I can, notbody else apparently
did everybody else download the mods and use the tutorial
oh everyone else has to use that tutorial?
manual file edits dont transfer when sharing modpacks
so yeah
oh gotcha
Does this inherently play alarms / voiceover or do you need to overlay that on any audio tracks you run?
I think it overlays because I've had the voices long after the music stopped
Usually when I died
Not 100% sure though?
the announcer voice is dynamic e.g. the delay between voicelines are sped up as the sequenece continues.
the alarms are apart of the music
however the music volume slider controls the music (which includes the alarm) and the voicelines
there is
my game was staying on the seed generation thing in the lobby if i went to a moon
when i disabled the facility meltdown my game was normal
its currently working right
so it must be a compatibility issue w something else i have cuz the only thing i disabled was the facility
i lvoe this mod so i gta figure it out
i know for a certain that it is not this mod. this mod doesn't touch generation and nor does it require an apparataus to spawn. this mod only hooks into vanilla functionatly and extends it
gotchu bongo
Wat dis
Ya, was just curious
its just an internal check that fails and so it logs a warning because some custom interiors may fail to set it up correctly (but if they do that then snare fleas wont work correctly)
Mmk, i'll just supress meltdown warnings
that isnt this mod
ive tested it
the current known mods that cause that
is
scpdungen, coomfydungeons
mainly world gen mods
Just wanted to let everyone know that the mod works with more interiors apperatus
how does the blacklist work? i have Puffer on it, but spore lizards still spawn. does it use some other name?
does the entire facility and outside go boom after the time ?
yes
you'll see the explosion if you're outside but you'll only have a few moments to get to the ship
alright sick il take it
i have a video of me dying to the explosion if you want a glimpse
please show
would love to see it
does it kill you if you dont leave the planet before it explodes or is it a distance
if i was at the ship you'd get a bette rlook
the ship leaves automatically, the explosion will kill you no matter what once the explosion begins unless you're near or in the ship
oh
THEY SPELL IT AMBIANCE AND AMBIENCE WITH SOUNDS AS WELL
thanks
words supposed are go to here
Very cool
got bored and did this, but couldnt be bothered to use it, more fun to imagine than to experience imo
It seems like it would be fun to make one of these ^
i did my best to sync up important time points as well as where its likely the player would have high stress
Here is a video that has some of that reactor core meltdown stuff#1196710290457382953 message
that being said the song is not mine, im no nearly good enough for that lol
true
here's the original song, i believe it was inspired by the hacknet ost
https://soundcloud.com/d0nny1337/breach
thanks đ will give it a listen
"why does this not work" idk man
that is a warning
you can ignore that
most yellow text you see in the console you can safely ignore
Works correctly = True
it's because the apparatus was not found, some janitor ran off with it
Crew mate locked in the facility because chump team mate abused the LockDoor mod
@hollow crane I have a question about your video tutorial on changing the music. https://youtu.be/D5hKkSLlEhk
in the pizza tower mod code when you add apparatus, default.
How could I add music when all the crew members die?
Since when everyone dies the ship leaves and music plays.
I would like you to show me how to add a line of code so I can add music to that part.?
I would appreciate.
Music Template
https://drive.google.com/file/d/1uZIi0qFRcTYh6DDA20M-sIm6IZ-TXfdf/view?usp=sharing
Get the mod here
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
Music used
https://youtu.be/z1LJAw0119Q
@ZeekerssRBLX
https://youtu.be/cJfzSCouDkc
https://youtu.be/SHNSbr_PKLY
https://youtu.be/rO3W3b8dgG4
lag on march?
whent aking out appertus
also the appertus keeps making the buzz sound even in teh shipo
hi pintoboy
pretty sure that one is a vanilla issue
we had that happen even before we had this mod
it would have been extremely funny if you missed the ship
This is rad though afaik it won't accept ogg files (which is a shame)
It doesnât
đ
Wasnât planning on using it anyways
Its already there in the default script but plays very quietly, just gotta add the song or tag
Also for anybody who's gonna publish their mod, the creator has requested people to stop reuploading his mod and to use this format in your files
Itâs in there with the default script
A recommendation for the geiger counter: Would it be possible to have another indicator for either when you're looking in the right direction or another radius farther around the apparatus so I know I'm in the right corner of the dungeon? Otherwise I don't see much use when you're already at the room for it to start making noticeable changes
Unless you happen to be above/below the room
^ would appreciate a change like this as well
yeah, the range for it seems pretty small. i only really see it increase when i'm right next to the room
[Info :me.loaforc.facilitymeltdown] me when the on value is False. :rofl::rofl::rofl:
for the enemy blacklist does it use internal names or normal names
I would like it to look a little dirter
t's an amazing mod i like it but there is some problem i am facing ,like i am the host of the lobby and my mod is working just for me but all of the friends has it too
if you have an apparatus on your ship it does that
i didnt have one
works fine for me with my testing
might be me pointing at the wrong thing here, cause we did have a shitton of items on the ship
ok yeah, that was def an item and not a moon
the patches,plugins,configs
no idea which item tho
do you all have the mod installed?
facility meltdown? yes
all of us
we also have other mods that are working fine
well theres not much you can unless you send us a console error or warning relating to facility meltdown
how can i send it ?
i mean can i see the log details when i open it
thats where you see all the errors
yea
w8
lemme check
is this it?
thats the console
red errors are the oens you need to worry about
no
thats not this mod
thats lethallib
this mod requires lethallib
but its not this mod causing the problems
so installing the newest lethallib might fix it right?
probably
yeah maybe
but i dont think that will fix your issue
because its desync problems
your friends will have to send an error they get when they cant see the meltdown happening
okay
i think a neat detail would be the geiger counter picking up radiation near the wall of the company building
that looks like incorrect installation to me
is your lethallib installed manually or via thunderstore
Where do you get the clip for the warning in the backround and alarm?
From the Janitor
How do i setup this as the "meltdown music" again? I missed the instructions lol
Music Template
https://drive.google.com/file/d/1uZIi0qFRcTYh6DDA20M-sIm6IZ-TXfdf/view?usp=sharing
Get the mod here
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
Music used
https://youtu.be/z1LJAw0119Q
@ZeekerssRBLX
https://youtu.be/cJfzSCouDkc
https://youtu.be/SHNSbr_PKLY
https://youtu.be/rO3W3b8dgG4
dope
pulled out another
Now with the Furi ost
yeah sure I'll bite (music's not mine)
yes
Thank
Moroxide and I may be working on a fork as well (I promise nothing)
meltdown is peak lethal
i'd recommend changing the default enemy blacklist to Centipede,Hoarding bug,Puffer,Masked,Jester
spore lizards are self explanatory, jesters are just another time limit during a time limit, and masked rely on trickery which can't really be achieved if everything is exploding
maybe also brackens? not the most sure about that though
manually
Yeah... Agree on brackens. I had 3 bracken aggro because diversity, they followed me outside cuz lethal escape... There was no surviving that.
And also brackens only hunt so often in vanilla behavior. They probably would only get a few chances at best during a meltdown..
make sure lethallib is in its own folder
have i done anything wrong here?
.
that's my setup
had a very similar issue with lc api
which needs to be installed into a new folder in plugins with a specific title
looks like lethallib is the same
probably because of where it's looking for itself
the file structure in the download, if not using the bepinex > plugins structure is just structured for thunderstore / r2modmann to put it into a new folder
which is named based on the zip name afaik
Thanks mate, the red lines are gone now
I'm really enjoying mixing pizza tower and Facility Meltdown especially since I'm able edit the sound @hollow crane gave out
would you guys rather the alarms be on a seperate track, that way you don't need to include them with your custom music? im just not sure considering that so many custom music mods have popped up that already implement their own custom alarms
(would also let the warnings be dynamic again)
Thatâs sounds good! Then the alerts can adjust to different timings.
i agree
Is there a collection of high quality tracks?
The issue with seperating tracks is I think the game only allows so many sounds to play at the same time?
Then long sounds, especially multiple at once, increase the chances of reaching the cap, and not being able to hear other sounds like your footsteps
More of an issue with larger lobbies of players
If you wanna add your own alarms
Wouldn't hurt, I'm also working on a way to have 2 separate alarms depending on outside vs inside and the music all have different controllers just from PizzaTower
this mod works really well in moreinteriors
Having .ogg support for the meltdown tracks makes a big difference simply for filesize condensing if nothing else
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
FacilityMeltdown.MeltdownHandler.Update () (at <8186809e0ec347fd9acbf0eb5b6602ae>:IL_0024)
Having this problem
anyone know a fix?
@mossy jay what happened to the fog that was inside the explosion bubble? Itâs not there in the latest updates.
Hey there, been using the Meltdown mod with a few friends lately. First of all, amazing mod. Second, we appear to have encountered a bug, that being that everyone except me couldn't see the reactor, however everything played out just fine once it was removed. We were in the WW1 bunker map that MoreInteriors mod has, for them, it wasn't visible at all, but for me, I was able to carry it all the way to the ship and sell it. Even on the quota it was non-existent for them.
Is this a reoccuring issue with some known mod conflicts or are we just that unlucky?
I removed it for performance reasons
there was fog inside the explosion bubble? what did it look like?
orange
aw, you should re-add something similar or maybe make it slightly damaging to be inside the explosion bubble
Hey i need help with the mod its not syncing with other players , the effects and sound only show to the host , and not to the other players , how to fix ?
Hello, @royal hamlet, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
this isn't a host only mod, its very unlikely that it is this mod and in v2.0 its actually stable
i config option to make the flashing red lights more would be nice
Agreed^
The only issue I find with importing custom music is when I share my profile with my friends to sync ourselves together. Whatever change I make will default on their side. Id just love to have the alarms without any music and personally feel that should be the basis of this mod allowing others to add theirs freely.
Current build for this mod works great and there are no desync issues that we have noticed. 99% another mod
Late join functions seem to be the culprit nowadays
yes i have the mod installed for the other players also ( they are my friends ) but its only works for host
there will be errors in the console then
Figured out how to add alarms to outside vs inside and control their volumes individually without touching the music volume. (This also works without the music)
Mods Primarily Showcased:
FacilityMeltdown - https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
ClemsEscapeMusic - https://thunderstore.io/c/lethal-company/p/Clemonad...
Ok those mods go too well together
Even though you kinda were doomed no matter what.
woahh, how'd you do this? i'd love if you made a version without the music
Using the PizzaTower API. I'll probably make another script that doesn't have music because of Streaming and whatnot for people who'd want
i know using the pizzatower api, but i couldn't figure out how to make something else play outside with that
I got you
replace sound name and place in the pizza tower plugins folder^
Then these two configs go in config folder
this is just the base apparatus script, this doesn't play anything else when outside.
oh I turned outside volume off for my alarm sound I edited and posted earlier in chat
How do i open console to check for errors ?
go to your bepinex.cfg and scroll down to the logging section, from there you can enable the console
what moon?
i dont know how to use the console , should this help fix the issue ? đ
Feedback ? It's awesome.
Celest
oo it looks pretty
nvm fixed , turns out mmohook mod was missing
Can anyone help me with this problem? as soon as i take the reactor this message starts flooding the console
is this on a old version or a modded moon
Is it possible to add this mod to the config so that it only works on certain maps or something similar?
no that wouldn't make much sense
Is it difficult to implement? Or does it have any problems? I'm just curious to know
not difficult to implement just more of a balancing/consistency issue. it will also be more for me to support because it would use the games internal names and thats not something i want to deal with
what
My translator is terrible, it has hijacked my PC and is speaking on its own behalf. Don't be scared!
uh ok
i was playing with friends and the apparatus didnt exist for them
when I dropped it, it dissapeard
a reminder that the apparatus is not safe for consumption, please don't eat it
too late :,c
How do i find it on the log? is there something that gives the issue away?
enable your console with this
is it this one?
oh yeah, i know it would be a red text, but i was asking if this was the log i should be looking in lol
yeah thatll be it
damn, i dont think ill be able to find it, there´s a ton of errors because of badass company
is there a limit to how much can the log show?
its probably badass company causing issues then
yeah i cant help for badass company and those errors arent about the apparatus
just remove it for a little bit to see what mod is causing it
this is the only one that mentions objects, but idk if its something about coding stuff
thats about bones so thats animations
oh okok
yeah I cant seem to be able to find it lol
only way to test it would be playing with someone else, but I cant do that anymore, my party just left
ill try without badass company next session
this error only happened early in the game, the last moons we played at did render the apparatus to others, weird
anything is edible if you believe in yourself
Don't drink the lava lamp juice
Coward
"Survivor"
its on an old version v45 bc i just like it the best, does this version cause conflicts?
anyone has any idea wtf is happening? đ
i hear meltdown sounds when i rehost and weird shit happen
i think meltdown sound, not sure
my modpack is fucked up. v9999 in the main menu
weird cause if you see the mods you wouldn't think any of them would do these
i think it's either morecompany or latecompany.
eh fuck it
oh wait
how did i just realise this
the text that appears when the facility starts to have a meltdown says it'll explode in 2 minutes
but the game doesn't count time like irl
in game, it counts a couple minutes at a time per sec
yeah ik but i feel like it makes more sense to have it real time
i could try figure it out on ingametime but i feel like that adds unnesscarry difficulty
like more sense game-wise or just more sense in general?
balance wise
wait, wouldn't it make it easier??
apparatus was invisible to my friend for some reason?
like if you were to pull the aparatus, and then the text shows a specific time, like how it does when it reaches midnight, you'd know specifically when the ship's leaving
i also have the reactor health terminal command now
does anyone know anything about this
and this mod is balanced around vanilla not modded. so going outside the ship to see the time is kind of annoying
some one else reported this but i doubt its facility meltdown
when, with regular time, you can only assume how much time you have until it explodes based on how long you think you've taken to escape/get to the ship
(also i think itd be cool if the explosion still happened even if you left before the timer)
i mean, the balance wouldn't really be focused on people in the ship, right?
which i like cause you need to do that risk vs. reward calculation.
like they're already safe
i have it balanced that groups of people usuallly have one person at the ship
it'd be more focused on the people that are either still in the facility, or who are getting back to the ship
and i like the gameplay of the person in the ship having to relay information back
i don't know what else would do this
my friend also reported massive desync after i pulled it
heres the entire code for touching the apparatus, so if you can find an issue ill fix it!
namespace FacilityMeltdown.Patches {
[HarmonyPatch(typeof(LungProp))]
internal class ApparaticePatch {
[HarmonyPrefix, HarmonyPatch(nameof(LungProp.EquipItem))]
internal static void BeginMeltdownSequence(LungProp __instance, ref bool ___isLungDocked) {
if (!__instance.IsHost) return;
if (!___isLungDocked) return;
// We just took it out
try { // make sure to surround in try catch because this is a prefix
if (MeltdownConfig.Instance.OVERRIDE_APPARATUS_VALUE)
__instance.scrapValue = MeltdownConfig.Instance.APPARATUS_VALUE;
GameObject meltdown = GameObject.Instantiate(Assets.meltdownHandlerPrefab);
meltdown.GetComponent<NetworkObject>().Spawn();
} catch (Exception ex) {
MeltdownPlugin.logger.LogError(ex);
}
}
[HarmonyPrefix, HarmonyPatch(nameof(LungProp.Start))]
internal static void AddRadiationSource(LungProp __instance) {
RadiationSource source = __instance.gameObject.AddComponent<RadiationSource>();
source.radiationAmount = 40;
source.radiationDistance = 40;
if (MeltdownConfig.Instance.OVERRIDE_APPARATUS_VALUE)
__instance.scrapValue = MeltdownConfig.Instance.APPARATUS_VALUE;
//___isLungDocked = false; // fix joining late
}
}
}
so im fairly certain it isn't this mod
also my usual group (including me but i got covid đ ) is back at school so i haven't been able to fully test the newest version
from what i've seen from other videos though it's been mostly fine
we did it again (this time on a normal facility layout, we were on a more interiors bunker interior) and there was no desync this time
hmmmmm
oh lol saying you were on a more interiors bunker would've helped
it could be an issue where more interiors doesn't properly set a varaible for everyone?
Heyyyyyy
Is there a way to make a sound be downloadable through R2Modmanager for the alarm or does it HAVE to be done manually
because I see you have to turn the music off for facility meltdown and turn the volume to 0. Then use pizza tower to target the apparatus.json and point that towards the alarm, but that could never go in a modpack or anything like that
just have a look at if any of the mods that have appeared that change the music work
and technically you can edit the audioclip directly from the mod itself but that would require publiczing facilitymeltdown (not hard just weird for a mod) and you'd need to create an assetbundle
i could probably add a little function in though that lets a mod change it, because i think that different music for different moons could be cool
well I just have an alarm sound, Not even music. Not that it matters since its a audio file nonetheless. me and moroxide would love to be able to post a fork for your mod to do it our way and so far we're only seeing manual installation as the only option. Only problem is that would tremendously limit peoples experience as most people us R2Modman (For anyone looking at this we're not promising anything)
im going through now and adding a new api endpoint so you'll be able to do something like MeltdownMusicManager.GetMusicEvent += (moon) => { return someAudioClip; }
unfortunately visual studio is having a bit of a moment
no worries If it all works out just let us know the required filestructure for the location of the sound file
Doesn't Modpacks save configs?
i won't be adding in a custom file structure like that as i've designed this api more for custom moons but it will still work for your application
MeltdownMusicManager.MusicResolver += (moon) => {
return Assets.music;
};
you'll have to load that in a custom assetbundle which is work to create and package it
https://lethal.wiki/dev/intermediate/asset-bundling
(also another mod could add that functonality ontop but i wont be supporting it)
Regardless this gives us a way! So thank you for doing that Bongo, I appreciate it
quite possibly but I haven't built one
I would love for it to be plug and play, but the more Im looking into this the more I realize I may not be able to do asset bundling. I'm not that familar with unity. we'll see if I can figure something out though
thanks for letting me know clemonade
I'd assume they do save configs because that just makes sense but you can still get pretty plug n play with pizza tower
Using mine as an example
how did you edit the Pizza tower config in the plguins folder
thats been the thing that traps me
Are you saying it works on a fresh install from the mod manager?
I would have never thought of that
They do indeed
What is Clems.Json For?
an old script in 1.0
I can delete it?
yeah
so Right now If all i do
Is change the music name under apparatus taken
itll work?
Yeah, I also deleted the other placeholding .ogg files above
will that cause an issue?
Oh, hello clemonade
Saw you a lot of times when looking on my Abyssal audio
Totally wasn't stealing audio for my modpack
Well Im about to steal the script you made so call it even
You only need the things that call the ApparatusMusic, InsideAlarms, OutsideAlarms tags


