#v2.6 Facility Meltdown
1 messages · Page 4 of 1
I hope it works
It doesn't seem to bhe
@quiet sentinel Can wav files be loaded like this?
or does it have to be .ogg
I believe you just have the name of the audio file without the .wav because thats the default
yeah
I also have to set facility meltdown config to music 0 though as well correct?
yeah
I mean yeah its good for both
just takes more work for individuals
But for singles everybody has to turn down FacilityMeltdown's volume
noted
everything else just works
👍
I should probably put that in the description...
agreed
Just goes silent when I take the Apparatus
when you first load the save are you getting errors?
Thank you Clem you're a legend
Yeah modpacks can edit anything within the config folder
This would be really cool and adds so much personality
You can do it through PizzaTower conditions
I just havn't played around with it
Thank you guys for your help last night, we managed to get it up and running!
really like it, though would it be possible to make an alternate version without the end countdown/clock noise?
Go to the LR Discord server
can't find it
the normal Lethal Resonance Discord
correct
@static fox
oh i thought you meant a server
would it be possible to tint the screen orange if the ship flies through the explosion?
there was originally fog but i cut it because i felt it was too much performance loss vs the result
well then use. something other than fog 
It does seem a bit silly that the ship flies through the explosion and yet people on the railings are fine...
this entire game is silly wdym
enemies in your ship just phase through the floor when you leave like i don't think this is too bad
True and I keep making it sillier with extra mods
I guess the ship is immune to explosions but not the constant radiation...
Hello, brand new to this mod
I previously used LethalRadiation because I like the effects it has
Do any of you know if there would be any conflicts in using both mods at once?
Or even if its a valid idea to try
They work, I use them. LethalRadiation doesn't really do much but its a nice effect
Lethal Radiation is awesome to mix in with meltdown
especially that it blurs your vision, makes the pretty red lights prettier
Nice
I was curious if you could alter the paraneters of LR to do less damage more often but i guess not
You can edit the damage and all of it in the config.
Oh. Ok. Will look into that. I'd love to take a little damage every few seconds on the way out.
Random, but anyone else feel like the interior red lights should flash a little faster?
or is that in the config
no its either they flash or they don't
otherwise it was too easy
too easy?
That makes sense though, I was just thinking about how cool it was. didnt cross my mind that it would make it too easy
makes sense
from my understanding it only applies damage every ingame hour
Aw
@mossy jay a screen shake a couple seconds into the meltdown would be cool (totally my idea)
thats already in??
unless you've disabled it in the config
it keeps shaking the screen about every 40-60 seconds i think
We just had a huge discussion about it in LethalResonance. For it to gradually increase the longer youre in. Like a rumble, not just when theres explosions
I might be what you consider stupid
I guess I didn’t notice it
lmao
it must be quite subtle, as I wasn't very aware of it either
pain
unless its broken 💀
i was thinking about this but the base game doesn't support this
and im not about to write an entire custom screen shake system
very reasonable
TO MOD IDEAS!
I wonder if there’s a way to turn up the intensity and get that authentic "give me your lunch money experience"🤔
So I guess to try and simply put it, having a low, medium and high rate of rumble. For it to gradually increase depending on how much time is left. Mainly to add more immersion and to really feel how dire of a situation it is. We were thinking the last 10 seconds would be where it is what youd consider max shaking (because if youre not out of the building within those 10 seconds, Its over anyways)
This^ very reasonable. I made a post in mod ideas
Nevermind, disregard what I just said after reading this.... Unless its just a slight chance of it being POSSIBLE
also if you don't use custom music mods (because for them to work you have to turn the volume down on the announcer voicelines) the announcer voicelines actually speed up and become more frequent as it goes on
- the dust particles and water droplets also do but thats a lot harder to notice
I WANT MORE, SO MUCH I CANT SEE THE HALLWAYS
(This was a joke)
kind of
Actually just come to my house and set off a bomb
yeah just because of the way loading sounds in mods works obviously this is going to be broken
Ohhh thats why I have been hearing about a door issue
?? I've never ran into this with 140 mods
custom sound mods just break frequently anyway
especially for no reason
one day theyd work with your mods
the next they wont
Hopefully the creator fixes compatibility for good
because of the way mods work you cant
Idk tim said they fixed this issue from their end but idk i didn’t try it out yet #1199123285896593518 message
still not fixed
you can moderately mitigate the issue by avoiding specific hiccup locations (Which is why LR was temp gutted by like 60 sounds which were trouble makers) so they may have at least made it bearable
For some reason, custom music via PizzaTower is in the FacilityMeltdown fashion - you don’t want to end it if you fly away ahead of time with a warning reactor
Has anyone had this problem?
hmmm are you sure? cause i just tried it out, it looks like it's been fixed. or atleast mostly fixed cause i didn't notice any thing
it doesnt happen every time
do it happen rarely or like 50/50?
it doesn't seem to happen to me at all 🙂
ok well good for you
I've got a config suggestion; How about a chance for whether a meltdown actually takes place? I do still like the "lights-out" vanilla apparatus mechanics, but i enjoy this mod a lot too.
Additionally, this would create an added risk for taking the apparatus, rather than certain doom - a <100% chance would up the stakes for taking the apparatus, but not always, so people would still be tempted to take it rather than just leaving it alone.
I'm fine with the default being 100% of course, but I believe this would be a really useful tool for modpack creators who want to add a little pazazz, and tempt those who like to gamble.
Thoughts? not sure if that made any sense lol
@ ping me when replying please :)
i like this idea. it sounds like it would cause a lot of desync tho lmao
even worse, make the chance RNG with the generation of every seed
"well what if its only a 1% chance"
then again though I think it would be upsetting to put up spraypaint and have a way out then not have it go off
lmao that'd be awesome
so two options, one for a chance and a boolean for whether to make it random or not, which would override the first (that or setting the first option to 0 would make it random)
up to loaf tho
another person already suggested it
and for reasons up here i wont be doing it
but basically it's because a large part of why the mod is so fun is because you know exactly what is going to happen
this entire mod is built on risk vs reward so having the risk only happen some of the time completly breaks balance (even if i did have it not change the apparatus value it still makes the mod less fun)
Though I think that's what a lot of people would like about such a config option, your decision is understandable and i'll respect it. Thank you for answering so quickly!
I really agree with this
Understandable
something about polygon and navmesh cant be calculated
thats a vanilla bug when it tries to spawn stuff out of bounds
oh
ok this time is kinda worked
I also in stalled the lethal resoanance music mod
I had the no music
just somne sound sirens
when I left sirens happened but delayed
well this is the first report of this on the latest version so i think you just got unlucky
damn
also does this mod cause the loud annoying noise of the apperatus
the buzz sound
no thats probably lethal resonance
oh dang
WHAT
weren't you guys having issues with clipping?
this mod doesn't change the volume or what sound is playing
we only use wavs SO we dont change WHEN or WHERE the sound plays only HOW
that would be a LCsoundtools conflict with FM that causes the buzzing long after being pulled
The buzzing stops RIGHT after being pulled here (I happened to have this video on standby) and it doesnt start up again through the rest of the clip.
But wont the new integratioin of lcsoundtools with FM fix these weird sound issues?
on their end
the apparatus doesn't make sound usually does it?
well his problem was this hold on
would it be possible to make my own escapre music mod but not need to put in on thunderstore for my friends to use
and is there a tutrioul
credits to me
yeah that's an lcsoundtool issue
or it could even be customsounds
haven't looked at custom sounds yet
yeah its a glitch, so it shouldnt happen all the time
your friends will need to do it themselves though https://www.youtube.com/watch?v=D5hKkSLlEhk
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
I thought mods like clems escape music, if everyone downlaods it then it works
This version for the LR sound meltdown acutally doesnt use LCSOUNDTOOLS or customsounds
well that needed to be put on thunderstore? there is no mod that syncs sound files
the normal LR does tho
that would absolutely destory internet connections
oh frick, ugh guess I will upload to thunderstore
ok how would I do that method
where only i need to do it
cant gamble the apparatus with the gambling mod
it will keep going to default value and not the gambled value
Man has no sense of adventure smh
the company doesn't meltdown when you gamble the apparatus, there's no adventure, you're just seeing a number change
i'm IMMUNE to gambling
But if i gamble WITH the upgraded apparatus 🤑 👀
you lose everything
I mean, but what if 👀
why arent you
do you not like the company
its a trick to put you into financial ruin so they can get to better non-gambling addict crews faster
what does this mean
my friends seem to not see the sequence or any signs of meltdown(even the ship flying away) though we all use the same BeplnEx I've shared with them and me hosting the game
everything goes smoothly on my end but nobody else is seeing the mod working
we have morecompany installed and some other mods that should not impact this though
can anything be done for a fix?
everyone does have the mod, right?
can you send your modlist?
ill try to find it
not at the pc rn
alright
pizzatowerescapemusic
custom sounds
facility meltdown
LethalPaintings
LethalPosters
MoreCompany
MoreEmotes
moresuits
CoilheadStare
Custom Boombox Tracks
LC_Optim (afaik this one removes centepides that cause pathfinding lag)
LC_Soundtool
lethallib
RuntimeNetcodeValidator
TerminalApi
TVLoader
every other mod works fine except for this
hm, i can't see anything that would be causing this
MoreCompany works with this mod right?
we did even update from 1.2 to latest version of this mod but nothing changed
oh on another note the game version is v47
yeah morecompany works fine
the game version is supposed to be v49
oooh oh
it seems I've missed that v49 is out of beta lol
see where it says "caught" and is yellow, that means it is a warning and can be ignored
had a great time talking down my friend from taking the apparatus while we were lost and the lights were off (they dont know about the meltdown)
this must have been a terrifying experience
a message from insanityremastered helped by spooking em
Also do we have to have the 2nd mod, I see you removed the dependacny
v2.1
- Changed terminal dialogue again
- Staggered creation of effects to mitigate lagspike on meltdown start
- Hopefully fixed incompatibility with LCSoundTool by changing audio name
- Added link to github
would it be possible to change spider ai during meltdown so they never go onto a wall, but instead wander around making webs to slow you down?
probably not
dang
Oof
@quiet sentinelDoes your mod just randomly choose one of the mixes you make everytime you pull the plug
yeah
Everything I post here is like a 'public library' version, mine splits the alarm and everythings controlled differently
i reverted some changes because they broke some things
my facility has a meltdown
would be funny if u could pluck it back in
systems : ok
I have actually wondered if this would ever be implemented
prob not
but if yeah
it could be funny to troll
but if u go in and out too much, its gonna blow instantly
no pun intended
u feel your clothes on your skin
manual blinking and breathing
u feel toes touching
that's where improv comes in
what u scared about
blowing loads instantly
understandable
What does this warning mean exactly? In the new game that we played yesterday, there were almost no enemies to be seen, except when the enemies appeared when grabbing the generator, but while not grabbing the generator, the only enemy we saw was the crawler and the spider.
I am investigating to find the mod that is causing this problem and the first thing I found was this, I don't know if it is to blame or not.
We have already played with this mod before and there were no problems but now there are problems.
first lane warning 7944
Mod list
@mossy jay change the threads name to v2.1.1
Would be fun as hell.
In
Out
In
Out
In
Out
In
Out
In
Ou- OSHIT- https://www.youtube.com/watch?v=Hgp13swuPD8
u get my thought
hehe
Ngl, I never expected that I would enjoy turning a small silly game into Chernobyl catastrophe evacuation simulator, but here I am.
life is random indeed
that's fine it just means that it was trying to get a place it of bounds so it failed
only optional, for settings the config.
not Hard dependency. i hate hard dependency lethalconfig/lethalsettings :))
@mossy jay Geiger Counter if out battery / energy still have sfx item (v2.0). but idk v2.1 already fix or no
maybe add custom price and battery next update?
Is anyone else experiencing desync issues with the latest update of Lethalib 14.0? Only the host can see and hear the facility meltdown.
friend is experiencing massive desync recently, don't know why
hey chat sorry for being absent my mom just died
still up for testing if needed @mossy jay
hi
Hello, I have a question about the facility meltdown, the mod that causes everything to explode when you remove the reactor. I tried to play it with my friends but the mod only works for me and when everything explodes, only I die.
there's desync caused by the most recent lethallib version currently, will be fixed soon hopefully
ohhh
seems like the lethal lib networking features are broken, I'll be able to put out a hotfix in the next few hours
hope you're doing well man
thanks, appreciate it
Holy shit dude are you alright?
yeah
Please stay safe and take care of yourself
will do
jesus christ bro make sure your fine
a lethal company mod should not be more important
im fine, really. ive already had a week to grieve
i just want to get back into the swing of things if you know what i mean
alright depending on how long it takes https://github.com/EvaisaDev/LethalLib/pull/57 to be merged into lethallib i may not need to push an update to fix the issue
alright lethallib fixed itself so just downloading the latest lethallib should fix all of the desyncing issues
Hey I’ve got a question
I use lethal config to customize all the chances of my mods I use. Super easy and I do it so when the mods I use do happen it’s super rare and exciting ig
Like I made it so mimics are super rare so when you do come across one it’s a lot more surprising
I’m wondering If I can make it so taking the apparatus out won’t always cause a meltdown. Is that possible to configure?
I hope this question hasn’t been asked a gazillion times. I’m not on my pc and I thought I might just ask from my@phone
you can't configure that
i think it be sick if this was an option tho ngl
id understand why you wouldnt want to include that but i think having an option to make it rng based and not always have a meltdown could be fun
imagine spending a minute preparing for something that doesn't even happen though
does this mod use host config or other players can change visual effects/music volume for themselves?
? what do you mean
like getting the apparatus last
cus i mean like you usually get it last anyway to not deal with the darkness and possible increased enemy spawn rate
it having an option to be set to chance wouldnt do anything to hurt the mod since its if you personally want that lol
why would you ever pull the apparatus with meltdown without a plan?
when did i ever say i dont?
im just saying it would be cool and make it feel more like an event type thing to give the OPTION to make it happen by chance
Mod works well and everything, though as the host I’m the only one seeing the apparatus no matter where it is
We are playing on the exact same mods and configs
Also, after returning from an expedition from the office interior mod, the whole game just broke after the mission report. In the console, there was something that had to do with the meltdown mod, I didn’t screenshot unfortunately
We did not take or see the apparatus in this run
as a general point, i dont like having mods be predictable and running into it consistently. if it was rng based whenever it does trigger it will be more fun.
I've already said I won't add this in this thread before
it breaks the risk vs reward of the mod
the office mod breaks a lot of things currently that's what it's in beta
the office interior mod is in very early beta and it just doesnt make sense to work on this problem until its fully released, as because its in beta its likely that when it releases out of beta the problem will just reappear
that's fair, sorry i didn't know this was asked before
i wasnt saying thats how it should be
i was asking if thats something i can mess with
maybe with lethal config
no
Ohhh gotchu, thanks for the heads up
Btw, y’all who host the game and play with friends with the mod, can your friends see the apparatus at all? Cause I’m the only one that can see it
Yes we all got the same mods and configs
Still happens when it’s the only mod we have
were you on the more interiors bunker?
More interiors bunker was having aparatus sync issues
the apparatus should sync correctly on other interiors
It wasn’t synced when we had the bunker mod, but on the default map tho
hm
this mod doesn't touch the spawning of the apparatus it is since other mod
#1196710290457382953 message
Is this issue related to FacilityMeltdown?
If anyone knows
no I'm actually going to implode
facility meltdown doesn't play with the generation or spawning of the apparatus
that's a known issue with more interiors
Apparently it’s not more_interiors 😭💀
well if you're talking about that clip of picking up the item and the apparatus also appears still not facility meltdown
I understand
when i pulled the apparatus it rendered me unable to open interact with any doors or inventory
and when i died the music kept playing as i was in orbit and then the explosion happened
checked the logs and said that it couldnt "getrandompositioninsidefacility"
this is why discord threads need to be better
were you playing on a modded interior
also that interior must fuck with other stuff because that error would not be related to it continuing in orbit
it was just the facility
did you have a modded interior installed
yeah
which one
scoopys, moreinteriors, ooblterra, lc office
moreinteriors and lc offic both have known incompatibilites
looking back it mightve been a throweverything issue cause i did get fucking teleported out of existence picking up something i threw
ill have to uninstall that and check to see if anythings changed
yes that will be it lol
Is there a way of delaying the message that pops up to show up after the apparatus radiation warning shows up?
no. what would be the advantage of something like that?
feels weird that a message instantly takes up your screen
idk i play a lot of cinematic games and i just feel kind of icky about a instant pop up
its like the helmet's sytems knew that the facility was gonna blow up before it could process whats about to happen
I might delay it slightly when I go back through and add language support
im going to explode 💀
chat if you ever plan to make a mod that gets somewhat popular plan multi language support from the start
Sus
what a strange qualm
that does not sound like right word lol
Is there anyway to block Meltdown from happening on specific moons (moreinteriors)
no but I'll probably put in a hotfix to stop it on the bunker
alright got this language stuff setup now so if you wanna help out with that you can
I can help in spanish
do you have a github account already setup? im just finishing up the last stuff before i can merge
nah all good gotta get this intergrated with lethalconfig/lethalsettings
i'll be able to provide how the english one is setup in a moment
K
here's how the english one is layed out: https://github.com/LoafOrc/FacilityMeltdown/blob/language/Lang/en.json
it uses <time_left> and stuff like it so that sentence structure can change
and also make sure to add it to the defs.json file as well
aight a beta for v2.2
while nothing big should change gameplay wise this version contains a lot of under the hood changes
- added multilanguage support (english for now)
- updated confing syncing to use CSync <- this is what needs to be tested most
v2.1 FacilityMeltdown (v2.2 beta)
@mossy jay if u want help translate anything in arabic just ping me i'm down to help you anytime
woops forgot to change a setting this should work
do you have a github account? this is just so you actually get put as a contributor on the project
yeah
do you already know how to do pull requests and stuff like that?
yeah
how do i download it in r2modman
aight if you fork the github repo you'll need to create a new json (make it an embedded resource) file in the lang folder with like a shorthand for arabic (something like "ar") then you'll need to add it to "defs.json" and it should just show up
if you need to see what values should be in it you can check en.json
go to settings > profile > import local mod then select the zip
k
if you just want it when it is known to be good just download the version live on thunderstore
what do i need for make it work or i just download the zip i guess
yeah it should just auto import the dependency mods
yeah
k
i could help with russian if u want tho i have little experience with github
Finally I have an inside man in FM
not really unity isn't compatible with arabic languge
we still have moroxide
@mossy jay @drifting galleon i think it because we are reimporting an asset that is already in game and instead of pulling asset it uses in asset bundle so more then one person having the asset in is causing syncing and
issues with mods that use the game Lung Apparatus which is what i am fixing in mine so it will just get the in game one instead of the bundled one . i also can just try to spawn it a different way instead of using spawn synced oject script
been working on the appparatus issue for about a week and a half with limited help and doing it myself
if i had more code knowledge it could be faster to fix
that wouldn't apply to facility meltdown - i dont include an apparatus in the assetbundle i just hook into the pickup function of the apparqatus
yes you are correct but both mine an LC office have its own Apparatus and it own version of the script it could be my setup is missing things in the scripts which causes game to only spawn for host
it should't matter with the different apparatus but could be my script stubb is missing some stuff will try and get a better one
also still don't know what i am fully talking about but i want both this mod and mine and others to work
👍 ❤️
really like this mod
❤️
@unique helm would you want to do it as a pull request that way you get added as a contributor on the github page?
Sure
if you go to the facility meltdown github page https://github.com/LoafOrc/FacilityMeltdown and click fork you can make changes there
I would like to confirm, I upload it from here, right?
yeah once youve created a fork
btw, what do I write here?
thats just incase one of the entries is missing it has something to fallback on
k
a fork?
do you mean this?
this button
creating a fork basically copies the project to your account where you can make changes
@unique helm seems to work great! still gotta do some things to get it fully done but it works
Good!
alright spanish will be in v2.2
Just checking in to see if we still have to choose between Meltdown and LC_office?
i havent been fully uptodate on lcoffice's development but i think they fixed a lot of the issues
Cool, I'll run a test then to see if I need to disabe the office for now
Piggy responded, looks like it's fixed!
@mossy jay would it work if i used the lungprop and lung item but use a different prop to use in place of the apparatus if I renamed it to energy core or make a whole new prop
Cause if you are just referencing a function right ?
I think this would work since it reference isdisconnect right
as long as it has the lungprop script and it sets isLungDocked to true when it generates meltdown will pick it up correctly
what does 2.2 add
multiple languages and a better config syncing system atm
its going to be just like a major bugfix update
Ok I will do that since trying add one in game is not picking up sync object
awseome will it fix the non existant generation issues facility meltdown causes/
Was gonna suggest another route rather than use the apparatus asset itself if there was no luck 😛 Is Meltdown still having weirdness with interiors?
interiors is having issues
(well technically LLL needs to add some stuff)
but its not meltdown
Yeah Meltdown works fine just LLL and interior stuff, thanks for info! Hopefully we get the update soon :3
Yeah it is the way I am using the standard apparatus I ripped and put it back into the game it doesn't like so I think would work better if i just made own apparatus / power core
And it would also try and fit the theme of the bunker/ other tiles we make
@mossy jay found a big issue i was doing wrong but made an entire new assembly from the template this time
- Wrong Target of netstandard
- no NuGet Packages
- No Framework
it was no wonder things broke in weird ways
will do a 2.0.0 patch tonight
PSA: do not install this mod with your friends. (his POV)
also i did not expected this mod to work on modded moons but apparently there's no issues with it, fantastic mod that made us have a reason to kill someone with a shovel
what in the world is that laugh
maniac ass laugh
Lmao now that’s a laugh of peak tomfoolery
@mossy jay tested with changes I did with whole new assembly.
stuff for your mod syncs with client.
I just need to sync the prop appearing on client
now doing netcode patcher stuff tonight then push update
is there a way you can change the alarm music?
i love it when people dont read the readme even though its there for those specific questions
v2.2
- Added multi-language support
- Update config syncing to use CSync to be not silly anymore
- Spanish (Español) is avaliable as a language, thanks to @unique helm on discord!
- Fixed an issue where meltdown sequence would ignore max count variable. Woops!
v2.2 FacilityMeltdown

yippie
yay
stick to cinematic games ill cover english
2.2.1 update? what does it change?
most of the time you can ignore versions that only change the last digit
but this time it was because it uploaded the incorrect file
ah okay
I found the pizza tower music too corny so i changed it to something more “appropriate”
thats a pretty good choice too
yeah if i didn't go with the portal 2 music i probably wouldve gone with ultrakill
i cant remember if violence was released before i started work on this tho
something is not right here 😭
thats not a facility meltdown problem
I only have these mods
MoreCompany
ReservedFlashlightSlot
More_Emotes
Helmet_Cameras
LethalEscape
Mimics
Lockdown
SCP_Containment_Breach_AudioPack
OuterDoorButtons
Scopophobia
GeneralImprovements
LateCompany
facility meltdown
🤨
general improvements 💀 that had a bunch of issues
it's better to prioritize fun 🤣
wtf
why does this have csync
it simplifys stuff on my end for the config cause i hate configs not being synced
the mod had config syncing before but it was pretty bad and doubled memory usage basically
why do you even need config syncing though? people can just, have the same config, no extra useless mod required
your not going to like when lobby compatibility comes out 💀 (its going to be another dependency)
also the configs that are synced are all pretty important so even having just a slight chance that they could desync is horrible
lol what is that weird it was on the outside lol 😂
friends saw a ghost apparatus next to the ship and triggered the meltdown by pulling it, had regular value
was invisible to me until they pulled it
not a faciltiy meltdown issues is a modded moon/interior issue do you have any of those installed?
more interiors and lc office both have problems with the apparatus atm
was on icebound with the office interior
The facility mod doesn't mess with the actual apparatus that is both my mod more interiors and LC office I think it is because apparatus handled different from normal items cause I was able to get normal items to spare but have difficulty just getting apparatus to spawn where I want but my update coming should have it fixed
also trying to debug only host seeing apparatus rn not sure whats causing it
seeing same thing on offense vanilla interior u ever figure it out?
are you using general improvements?
there were reports of that breaking some things
i am using general improvements, yes
i'm not, was fine yesterday trying to think about what updated today, didn't add any new mods
this issue only popped up recently though
yea only added strangerthingsmod now that i think about it
update, after I the host pulled app once it fixed the bug for my group
lmao i would pin it on this thread
honestly i didnt have any issues with GI and FM
oh well, didnt experience them
i was playing GI and FM all the time, didnt notice anything
will there be a config implemented later on to remove the geiger counter from the ship store?
no
my ship usually lags when there's items added to the store
well thatd be a lethallib issue
ye, but i usually fix it by just removing purchaseable items, like the lethalthings stuff
has the geiger counter range been buffed since the release of it?
i think i buffed it slightly
if its not gonna be added tho fair enough, i'll deal w it or remove it lmao
thanks for the reply 
i think there are mods that let you disable items from the shop
i think you can disable items from the store using AdvancedCompany but i might be wrong
probably mikes tweaks as well
sick, i'll try that
I'm also having the host only seeing the meltdown as well as appi being invisible for everyone, no new interiors or general improvements 🤷
aight can verify that 2.2 broke it syncing, the apparatus not being visible to everyone most likely isnt meltdown tho
seems to be a problem with lethal lib not registering it correctly
istg if it is actually lethallib im gonna lose it
CHAT IM GOING TO BECOME THE JOKER
JADFIO HSDUJK B JLNBF KL ASDHJK
hotfix is going out soonish(TM)

it seems that advanced company's more of a lobby mod with like... cosmetics support and hotbar tweaks? i couldnt find anything abt store items, same with mikes tweaks
oh well, the rot consumes
💀 that is not all advanced company adds
advanced company was like 40k worth of code
okay, glad to hear there's a fix coming. I love your mod :>
oh shit youre right i just checked the thunderstore page LMAO
is this video saying that these mods are not compatible or that they help lol
is they all cause problems with the apparatus
meltdown had its own issue (im going to explode lethallib istg) but the apparatus' position and stuff like that isnt meltdowns fault
question, if I use custom moons can I use this mod? It seems like the aparatus is invisible for some people and spawns on the outside of the map
guys please... not every single issue including the apparatus is my fault!!!
😭😭😭😭😭
i dont mean to dog the creators of these mods just wish funny apparatus mod wasnt blamed for all the issues
so those are the only mods to cause known issues?
theres probably more (i think its an issue with LLL) but the apparatus becoming invisible is not a meltdown issue
@mossy jay I'll let you know if we have issues with other custom moons but for now have disabled moreinteriors
ok i checked and it doesn't let me disable the geiger counter anyway

hateful rn
u tweakin
i legit can't find the fucking box to disable it
i can only find the boxes to disable the items advanced company itself adds
Why is this needed now?
I wonder 
Oh, cholera!
Hello :3
I was trying to understand how this synchronization mod works
but I still haven’t figured it out
does it create a file from the config folder?
Or what?
it just uses the existing file used by this mod
what is this file... what does it do...
all clients request the hosts config on join
I'm very interested to know
All mods? Or this one specifically?
yeah on your end nothing should have changed
on mods that implement csync
ooooo
but on my end it reduced like 8 redundant variables
I saw this mod released earlier
And I roughly understood what it was doing, but why didn’t I decide to use it for my build?
Ok @late hound , load into a game first, then go back and check
Because I work more on assembly code...
Appreciate you being an early adopter <3
AWESOME
I meant to do it ages ago but just didn't have the time
This sounds cool
aight aight
crazy to me how bepinex makes everything sealed and unserializable
facility meltdown is also going to be an early adopter of lobby compatibility when that releases
why does sealed exist
When an Accident at the Facility will maintain the config - with the probability of the complex not exploding?
I just searched it up and that sounds like the l dumbest shit imaginable
And it’s already boring to constantly run away every 2 minutes...
Sometimes you want darkness and 5 random monsters
like add a config for it not to explode?
fr, its such a niche use case
If, for example, the reactor is stable
it's been suggested and I've said that I won't do it
You have the mechanics of tracking the reactor via the terminal
Is it possible to implement it somehow?
plus I'm the mod creator and I haven't got bored of it yet
preventing inheritence can be a benefit to performance, but it is so unnecessary in this case
If the Diversity mod was stable and Bracken turned off the lights randomly
YOOO IT WORKS
had to load in
sick, thanks for the help
I would leave everything as it is...
i was, indeed, tweaking
the apparatus is spawning right by the ship instead of in the facility for some reason
do you have general improvements, lc office or more interiors?
I do not, I have MI but its been disabled
what other mods do you have?
ngl I have 90 mods installed
shoot, you think the orion (custom moon) mod would cause it even if I never go there?
it happened to me, but for some reason only non host players could see it (in my case), and I had isntalled the mods mentioned by autumnis
it also had a bug where inventories just broke if you picked up the apparatus, you couldnt use or equip stuff and picking up other items replaced the ones that were supposed to be in your inventory
I unistalled LC office, had a little solo run, grabbed an apparatus and everything seemed fine, but I feel like having other players on the lobby might trigger the issue?
doubt it
hmmm disabled it just in case and that didnt help
trying to use an older version now to see if that works
works flawlessly
did the new update break anything?
which version did you downgrade to??
no but seriously what version did you downgrade to that fixed it
cause if it was before I updated to net standard I'm going to flip
Tried the new version of the mod + Last version of LethalLib. My friend still can't see the alert, neither the explosion. And now the Apparatus is not visible for him (compared to the version before the hotfix)
what the fuck is going on with that prefab
i think a demon has possesed it because there is no wya
I'm gonna Downgrade LethalLib to 0.13.2 like before. It's the only way to make it work
0.14.2+ lethallib shouldve fixed that issue i think somethings gone wrong in the actual assetbundle itself
Is other mods also doesn't work with the current version of LethalLib?
There's no way you are the only one
not a meltdown issue officaly
testing with just meltdown and its dependencys everything works fine
Man I'd love to try this but I don't wanna give up GI or the interiors 😭
I do wonder though, would it theoretically be possible to implement some kind of failsafe that just disables this mod on any interior other than the default facility?
does anyone have a problem of not having an apparatus room? 🤔
apparently shows up on host only lol
Going back to version 2.1.1 seems to have fixed this issue for us
Is this anything to be worried about?
I use lethalConfig, so is this mod just redundant?
If so, I assume this may just be thrown because I don't have it
After the update, why the cost of the reactor does not change, it shows 80
But the explosion doesn't kill. I was in BackRooms - the autopilot worked, I was transported to the ship and everything went out of sync...
Where did the reactor go???
What's happened
The host sees the reactor, but I don’t
If you set monsters spawned to 5, does it always spawn 5 monsters ? Does it accounts for cost ? Does it only spawn new monsters so there's 5 in total ?
Random 5 monsters, including custom ones
it depends on how many vents are available, if you set it to something like 999 then it'll only spawn as many enemies as there are unopened vents
Looks like I'm fine, just a one-time incident
music
?
My newest issue is it spawns outside
Yeah it is weird I am trying to fix mine get same thing so I am doing the whole net code patch and RPC gonna get it all working. It is Weird that it is missing on the factory map
So I'm assuming the issue of it just not working for everyone except for the host is being worked on?
I passed out last night lol, I am using 2.1.1 and its been working flawlessly
it will be right next to the dropship for you
this is a compatibility issue
I'll need more people to send their mod lists
I can send it for you if you want in dms
general improvements seems to have fixed most of their issues
Ah, well that's something at least.
So in terms of interiors I gather we're waiting for LLL to get fixed?
yeah I think it's an lll issue
@past salmon did you push that update with that apparatus event?
Not yet, on a break today, aiming for tomorrow
writing out the patchnotes won't be fun
ahh okay, just seems that some mod broke something and I remember you asked for something to do with the apparatus
We are still having the desync problem with the new update where everyone except the host doesn't see the apparatus BUT sometimes the apparatus is just right outside of the ship when you land to the right.
We had this once on vow and offense
we had this issue on every map if apparatus was part of the dungeon, it was in dungeon and also next to the ship
Here is the code I'll send the list soon
018d75d5-f40a-5c3d-d8b7-38afc4010e36
018d7446-89b2-4e23-44ba-3ee3511594cc
could you guys try without advanced company?
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.6.3
PotatoePet-AdvancedCompany-1.0.148
jockie-LethalExpansionCore-1.3.15
Justice69-ImmersiveScraps-1.1.8
AudioKnight-StarlancerMoons-0.5.1
AudioKnight-StarlancerMusic-1.1.0
AudioKnight-Starlancer-0.5.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
IAmBatby-LethalLevelLoader-1.0.7
Zingar-Atlas_Abyss-1.1.6
akechii-DiscountAlert-2.3.0
Badham_Mods-SCPFoundationDungeon-2.3.1
Confusified-KillBind-1.1.3
ButteryStancakes-AccurateStaminaDisplay-1.2.0
EchoLWS-EchosAdditionalSuits-1.4.0
F4ilS4fe-MaskTheDead-1.0.5
HomelessGinger-MaskedEnemyOverhaul-3.1.2
FlipMods-TooManyEmotes-1.8.6
kuba6000-LC_Masked_Fix-0.0.2
Major_And_Skiz-MoreInteriors-1.3.2
MoonJuice-BuyRateSettings-1.3.1
MrHydralisk-EnhancedRadarBooster-1.6.2
MrHydralisk-EnhancedLockpicker-1.1.3
NutNutty-SellTracker-1.2.1
PloufJPEG-CompanyCreatures-0.2.0
Renegades-WalkieUse-1.5.0
saint_kendrick-Lethal_Doors-1.0.4
scoopy-Scoopys_Variety_Mod-1.1.0
taffyko-BetterSprayPaint-2.0.2
ViViKo-NoSellLimit-1.0.1
Zaggy1024-OpenBodyCams-1.1.1
Asc3nt-EnhancedTZP-1.1.0
boring-CustomTranslatorCharLimit-1.0.2
ControlCompany-ControlCompany-1.1.4
EliteMasterEric-Coroner-1.6.0
Evaisa-LethalThings-0.9.4
notnotnotswipez-MoreCompany-1.7.6
Hexa-Hexas_Cosmetics-0.0.2
Jordo-NeedyCats-1.1.1
JunLethalCompany-GamblingMachineAtTheCompany-1.3.5
NotAtomicBomb-TerminalApi-1.5.1
loaforc-FacilityMeltdown-2.2.2
Ozone-BepInUtils-1.2.1
Ozone-Spawnable_Store_Items-0.1.2
ShaosilGaming-GeneralImprovements-1.1.7
Yoshify-DiscJockey-1.2.1
LethalMoonTeam-Ether-1.6.2
BudgetAirpods-InsanityRemastered-1.1.2
MegaPiggy-InsanityMeter-1.0.0
x753-Mimics-2.3.2
Gemumoddo-BadAssCompany-1.1.4
Pinta-PintoBoy-1.0.4
jaspercreations-Scopophobia-1.1.1
Ozone-Runtime_Netcode_Patcher-0.2.5
Anubis-LaserControl-0.1.3
TheFluff-FairAI-1.3.2
RugbugRedfern-Skinwalkers-4.0.1
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
LethalResonance-LETHALRESONANCE-3.0.6
BGN-PizzaTowerEscapeMusic-2.3.0
LethalResonance-LETHAL_RESONANCE_MELTDOWN-1.1.5
mertvybasein-NekiyManEmotes-1.1.1
Gemumoddo-Emotes2_And_Knuckles-1.0.0
broiiler-broiilers_silly_emotes-1.1.7
Gemumoddo-Tf2Emotes-1.0.3
TryToDiveMe-AmongUs-1.0.4
HolographicWings-LethalExpansion-1.3.25
Tolian-Celestria-0.2.1
sfDesat-Celest-0.2.1
AinaVT-LethalConfig-1.3.4
Gemumoddo-LethalEmotesAPI-1.4.0
Owen3H-CSync-1.0.6
Same issue
018d750e-26f8-16e1-459b-2154c8e78b05
Not on PC atm tho
This mod list is from few hours ago
Well not today and I can only test it with friends so idk
but maybe it's LETHAL_RESONANCE_MELTDOWN
thats a sound mod that wont do anything
also I am not using resonance
Well yeahw was just a hunge
One weird issue with double app is I couldn't see it (host) outside
It's GREEN
yeah its for the bunker one
Fascinating
and i tested with meltdown mod no issues
im working on a hotfix now that applys a bandaid fix where the meltdown won't start if one player failed to do some internal stuff
gotcha
theres still some issues with the hotfix its going to have to come out later because igtg
so if anyone comes into this thread and says "its broken" please share your ENTIRE mod list
actually please put it in this github issue https://github.com/LoafOrc/FacilityMeltdown/issues/13
do NOT post it in this discord thread because its going to bloat it and make it harder for people to find the correct spot to put it
pst, should probably pin this information
I can't pin in my own thread 😔
Is CSync a hard requirement?
I just play with friends who download my profile and they don't touch the configs
Don't see the point in having the mod for my use case
oh is that a different mod to sync configs
i would also like to do that to mine aswell
seems like it
What the hlel, the green, is this apart of the base meltdown mod now? I have yet to play
have the same issue in my game, strange
I have ‘play music outside of facility’ as False but it still plays. whats wrong?
Apparatus has a glitch where non host players can spot it spawning outside the facility near the ship
specifically on vow and some modded moons (has happened on infernis)
through my testing if you disable c-sync it fixes but u wont get facility meltdown
I need c sync to play this mod?
works with the updated version of my mod i want to build in my own syncing function for configs
Latest version, it becomes a dependency
LETHAL_LONERS: 018d777f-2fce-19e6-5f10-39c3e81ede95
has the cause of the outside apparatus been found yet?
there's a bunch of nuance to the issue rn but it seems the greater issue has been found and we're now trying to track it down
that's so awesome
I'll be subbing to this channel to see about the exterior device thing. Only happened with the clients connected to me, I as the host couldnt ever see it
does reverting the version to v2.1.1 fix the issue?
yes but it also reverts a bunch of other fiexs that are in 2.2
aw man
what fixes are there ?
a bunch of internal cleanup + a fix for meltdown ignoring the MaxCount on enemies which woudl result in incorrect behaviour from some enemies
so the issue with syncing happens bc of changes made between 2.1.1 and 2.2 ?
yeah it seems that with 2.2 and the migration to csync something was broken
am about to push out a hotfix that just disables syncing atm while that gets fixed so everyone will need to have the same config
will that fix it for now?
NVM I FUCKED IT UP AGAIN


aaaa i forgot to change thunderstore.toml agian
💀
it built off like 2.1 so techincally it does fix the issue
Tested 2.2.2 and seeing no errors with 2 lan instances
thats the issue
it could be something with online mode thats causing all these problems
hey im new here but wanted to see the mod github cuz i had some issues with it
issue is known and is being actively worked on
cool :3 love the mod its alot of fun
is this with 2 lan instances?
yup, so ig it must be online for some ungodly reason
i tested this mod with 2 lan and it works
That one guy did have an UnauthorizedAccessException with modman
god gifting yourself a game you already own is truly something
aintnoway
if its an online issue im gonna test online
and considering i like this game and want to support it further im willing to give more money
Just respect
verified that 2.2.4 works correctly on online mode
Im contemplating how I could even solve this access issue
mod managers install themselves to C:\Users\ which is usually restrictive
without modman?
with

what it worked fine
well atleast the host triggering it worked fine
and it works fine the other way
what is going on
looking more into it other than that guy that had the access exception, they all had other mods installed
so its not a csync issue
and we're bascially back to square one
idk bc its throwing a deserialize error
I think it is best to ask affected users to open up their modman folder
like give it access
well this shows that this was the first error thrown so i think that access exception was a rare case
unless i dont know how the ingame error console works
youre on ur own with that one unfortunately
i just know that csync shouldnt be throwing
MeltdownConfig looks fine tbh
wrote a quick python script and these mods are shared by everbody who shared their modlist in the isue
skinwalkers
latecompany
helmetcameras
expansionassets
are the only ones that aren't api or required by facility meltdown
latecompany 
would make sense if lc overrides ConnectClientToPlayerObject
well considering its so many people i dont know
not helmetcameras
and expansion assets is an api
to me, all signs point to the unauthorized exception caused by modman
could it be because people aren't adminstartor on their computers?
thats such a silly problem
very goofy
I have this issue but don't use latecompany or expabsionassets or helmet cameras (unless this is a renamed OBC) - Just skinwalkers but not sure how that would affect this mod
well then hangon how does normal bep in ex read the config
send me a log
im gonna get something to eat for this headfuck
I did respond earlier with a mod code though 018d750e-26f8-16e1-459b-2154c8e78b05
Lemme see if I have the last log I logged off with
And for the record for speculation, I'm administrator of my computer :omegakek:
It would be strange not to be unless it's a shared device
yeah its just idk why it would work for 3 seperate devs and not for endusers
i mean if you want
Wouldn't hurt frankly
wait @quasi jay could it be that it tries to open the file twice?
Lemme see if I have that log from earlier first
i know that sometimes when a file is already in use it can through an unauthorized error
Last log I had from earlier - I don't know if this one has anything with the bug occuring actively or not
were you the host here?
Always
yeah it seems to be an issue when syncing to clients
And I always ensure my clients always update their code before joining
I am a strict no-tom-foolery type of guy when it comes to the desync shit
if you could nag one of your friends for their log thatd be really helpful
Frankly, it'd be better off generating a new one (log) as most people I know probably would get lost in trying to get it or already overwrote it- I don't have anyone around right now unless you wanna hop in a lobby and head to titan
Easily reproducable there
I asked earlier but it was probably missed but this doesn't cause any shenanigans, does it?
This is purely just stating that mod is missing for configuration in game sake, yeah?
yeah thats fine for that to be there
Thought so
Actually, my gf owns LC - give me a moment and I'll hop on my old pc and join myself
Everything is working except one person keeps clipping through the map when they enter the bunker
thats not meltdowns fault
i am the dumb
ETA: 5 minutes tops
if one is reading already, and another tries to access
thats very plausible yes
Also, when my client just grabbed it, the only person who sees the meltdown is host
Ending now
Host log
Will have client 1 moment
cause from what i saw it looked like csync tried to read the file again when bepinex may have already been reading it
idk about the internals of csync tho
Client log
This was a new save, everything identical on R2Modman side - Loading in to titan, client grabbing apparatus and leaving
The apparatus was outside, about 20 ft to the right of ship
yeah itd be at the world origin (0,0,0) with how it currently fails
if im reading that right why is csync trying to accsses the entire appdata folder
Fascinating
is that syncedconfig? im using syncedinstance the methods should be the same right
I'm also an admin on my PC but I did not open as admin just for notation sake
thats byteserializer which syncedinstance implements
ah okay
any reason itd try and access the raw appdata folder though?
i dont have the slightest clue
could you build a quick debug build where it debug logs whats in the seralization info at these points?
yeah ithink config file path could be getting messed up
also depends on if config file path is relative to the exe or an absolute path
cause that would absouletly be messing shit up if so
@runic light could you test that with your bepinex set to log debug messages?
yeah
Give me just a few min
Alright, about to load a game
R2Modman being dogshit as usual
make sure that you have enabled debug logging
Use TMM if you don't like r2
That's even worse
:omegakek:
Borderline Bloatware since it forces overwolf
YUCK!
runs smoother though, so pick your poison really
lol
I just use r2, haven't had much issues with it
its just slow and freezes so much
So, I tried to join myself and it says host doesn't support Facility Meltdown 2 prefabs..?
I literally exported as a file over a code to ensure the custom dll came with it
make sure you use v2.2.2 btw
10 miles ahead
🫡
Lemme try to join again
Is it because I imported the CSync as a local modfile?
I disabled the other one (Left Facility Meltdown enabled)
Is this shit really trying to tell me, the host, is missing the mods?
This might be R2M shitting the bed
one moment
Would ya look at that
Alright, I'm finally in with the new DLL
R2Modman shit itself
Gives me 2-3 min and I'll upload both logs
This is HOST:
Issue didn't arise either btw
Client
No debug logs from either here
Console showed
Hold
Am I dumb?
This is for logging.disk
Logging.console is same
Unless there's some other debugging I'm overlooking
Yeah, debugging is definitely on
🤷♂️
oh
It didn't load it
did both have that special version of the dll
I should've either edited the dependency string
or just replaced DLL in csync
:omegakek:
Give me a moment, This is ridiculous
This is becoming stupid
I changed out the DLL in Csync itself and now it seems the FM isn't even being detected anymore - I assume due to some dumb shit R2M did
I got the prefab error so I relaunched, check log to see if it's detected, nada
all good just trying something out myself real quick
Like, I assumed like any testing this would be quick and easy lmao
This has been the most frustrating troubleshooting I've done since Vegas
?
thats easily the issue
host is sending where their config is located so if the windows username or mod manager install is in a different location it will fail
we need to get the path from the lethal company exe or something similar to the cfg
somehow i need to make this relative
Glad you guys got it sorted
R2Modman killed the facility mod entirely
So I'm just doing an entire reinstall
Uri fullPath = new Uri(ConfigFilePath, UriKind.Absolute);
Uri relRoot = new Uri(Paths.GameRootPath, UriKind.Absolute);
string relPath = relRoot.MakeRelativeUri(fullPath).ToString();
seems like it should do the trick
havent full tested yet one sec
I was thinking Assembly.GetExecutingAssembly
chadgpt
oh yeah probably lol
wait whats the difference between paths.configpath and paths.bepinexconfigpath
bepinexconfigpath is their own cfg
that makes sense
Paths.GamePath won't be
that'll point to lethalcompany.exe
thats what's the
Uri fullPath = new Uri(ConfigFilePath, UriKind.Absolute);
Uri relRoot = new Uri(Paths.ConfigPath, UriKind.Absolute);
string relPath = relRoot.MakeRelativeUri(fullPath).ToString();
is for
to get it back i think
Paths.ConfigPath + ConfigFilePath
this might be a while, i want to make ensure the filecache will also work
all good, the live version of facility meltdown just has syncing disabled rn
