#v2.6 Facility Meltdown
1 messages Β· Page 5 of 1
my powers having a moment might have to test it in a little bit
@mossy jay @quasi jay Update is out does that mean Meltdown needs an update or good to go?
meltdown will need an update to its manifest
but if you just replace the dll it should work
Sweet thank you β€οΈ
if you use a mod manager it's should get the latest anyway
I'll be doing a patch soon to re enable serving
syncing*
v2.2 FacilityMeltdown (FIXED)
yippep!
Is there a way to disable the explosions in facility meltdown mod?
Theres a screenshake option in the .cfg if thats what you mean Tendo
@cloud tartanno i mean the actual small explosions that you can see all over that go crash bong bang all the time (id prefer no explosions)
Unfortunately no, only thing you can disable is screen shake and particle effects which im 70% sure doesn't disable explosions
Your welcome to test it though
@spring tartanyes i tried disabling both but still explosions all over, its mainly because they are so loud
that i want to disable them
Than there isn't a way to my knowledge
no
they are purely visual and will not damage you
I think it's the visual and auditory noise that bothers them rather than worrying they cause harm
As a hypersensitive autistic person myself I can understand
They make for funny clips though
HAHAHAHAH
Even with latest update i still have the issue where its only the host that can see the apparatice, sometimes even the explosions effect and alarms ans all are only visible by host
anything to do? @mossy jay
what version of csync and facility meltdown age you on
tested yesterday so might be like 2.2, when csync was added as a dependency
yea sry when saying "latest update" was talking about the one that came out 02/04 like a bit more than 24h ago
π
coudnt test or see if there is a new one out today
so i assume its fixed now
will test when i can
Is the lung/apparatus value a vanilla method? I don't see it in the LungProp class, Need ot know for the finishing touch on my mod @mossy jay
because I am trying to make a vanilla be + the apparatus value and not 80 so it has compact
The Apparatus is registered as an Item and it just has the LungProp component instead of the physics prop component. I fixed my apparatus by making a new one calling it energycore and then registering all the item.asset info and both of the Energy Core and Energy Core Turned off prefabs
From what I know how meltdown mod works it just checks if is docked on the Lung Prop Component and Item info the triggers event when changed
Unless that is not how it works
yeah I made it so that its just a 80
I wonder if i can make it so that it uses the apparatus value from this mods config only if its installed?
it's not in lungprop it's in grabbaleobject under scrap value
ever since i updated a bunch of your items have been spawning on my ship
that's not a meltdown problem
it's actually a base game problem
to keep it simple depending on the order mods load in items can be registered differently
every time you change/modify mods in any way it spawns modded items on your ship
it happened to me the other night while I was constantly restarting the lobby
it went from a oujia board to a wheel barrow to a diving auit
I tried that and the code returned a value of 0
it shouldn't
bizzare
yeah as long as you have a LungProp component and it has isLungDocked set to true when it spawns inside then facility meltdown will pick it up just fine
Does this mod change the spelling of apparatus to "apparatice"
Or is that a side effect of some other mod I have lying around
probably
the spelling of apparatus in the base game is also kinda inconsitent
oh wait like when you scan it? no
Yeah, when you scan it. Pretty weird, don't know what's doing that then
hey @mossy jay, how about adding meltdown chance to config, so sometimes it's easy walk in the park and sometimes you have to run for your life?
no
desync?
ah, okay
Imagine if you could plug the apparatus back in to stop the meltdown lol
Would it be possible for the geiger Counter to only give of the clicking sound when the red pointer starts moving?
no? geiger counters in real life are always clicking
well yeah It would be still clikcing but not that much
It's clicking like crazy
This way you wouldn't have to look at it constantly and could also relay on the sound
well the facility has been abandoned for a long time so the nuclear reactor has already begun to leak some of its radioactive waste out
and plus its better feedback for players for when they turn it out they can immediately hear it doing something
thats the major reason
Well I only use it by turning it on and off to notice a diffrence from the pointer anyway
because you cant realy on the sound
How about adjusting reward(and maybe the amount of monsters spawned) depending on distance from entrance ? That would be non-random and would help balance the reward to the actual risk.
The feedback I got from my group is that itβs either too hard if the apparatus is buried inside the facility, or too easy if itβs close to the entrance.
that could be good, also id recommend using betterspraypaint with this mod it makes it so much more fun (espically when the apparatus is deeper) π
How would it work with fire exits
But I do like the idea. Would be as simple as
float dist = Vector3.Distance(apparatus.position, exit.position)
then use that as a multiplier for the reward
yeah as a reward it would be better
but i also had another idea that would mean a new tile could generate in the facility where you could fire up a backup generator and juice up the apparatus even more
chance of instant explosion lmao
i REALLY like this idea, especially with spraypaint, yea.
Awesome experience
Is there a way you can make the reactor always appear deep in the facility?
it does ingame depending on what moon youre on
on experimentation it will spawn either kinda far or close
all other moons can do sort of close, and very far
and ranging in between
That's why this mod should change that, make it always be in the deepest part, so it would always be very entertaining. In addition, a strategy would always have to be planned to get him out of the facilities safely.
the mansion leaves the mechanics useless
I wouldn't touch that honestly, it might kill the ability to get the reactor altogether on modded moons (or any moons that have a really long path to the ship/overall big dungeon size) if it's too far
or in very large dungeons
opposed to leaving it as is which would still give you opportunities sometimes
i think it would be kinda hard to implement it (without bugs) since its messing with the map generation based on a random seed
keeping it from the main entrance is one thing, keeping it from the randomly placed fire exit is the other thing
@surreal escarp @hollow crane @idle elbow @uncut dust this mod wouldn't handle that that is dependent on the interior and flows by the dungeon generator
the bunker I have mine set to be deeper but some seeds slap it near entrance.
π
i meant to say not the mod itself but the vanilla game
oh
well I've never had impossible escapes with the bunker so I'm gonna say you've done a great job haha
Your all good was just trying to clarify about Dungeon stuff π
Yeah for early moons all set to middle or beginning
Probably could make a mod or patch that changes the one room to be deeper but there is 3 room types that has apparatus is in the factory
@mossy jay Yo how can I use you variable?
I have the mod referenced
trying to see if I can make it only be used if your mod is installed
it's internal so unless you publicize it you can't
I'd just recommend seeing why scrap value won't work
It was because it was counting it after the round ended and therefore it didn't exist, I just moved my method for finding the values of everything to be taken during the shipleave method so I didn't need to do anything specific to the lung
my friend still doesnt get any explosions or UI from the mod
logs and full mod list
are you using a mod loader
yes thunderstore
plus I've not had any reports for 24 hours so I don't it's a Meltdown issue
Under I think settings and locations you can get to the profile folder
from there the bepinex folder should contain your logs
your friends will need to do this as well
oh apparently they hadnt updated even though i had
will let you know if it comes back up but probably fine
v2.2 FacilityMeltdown
its been a little bit gonna remove the fixed from the title
also planning for when i get an update out for https://discord.com/channels/1168655651455639582/1203132100396716154 to make meltdown much more resistant to errors (now that i know networking better from impostoramongus)
Play on the Skeld map mod with Amogus mod, with Amogus suits mod.
no modslist + logs please
i dont have logs, but i can send modlist
018d82cc-a93e-2606-9bf9-076ae52c9d79
is there anyway to be able to get apperatus room to spawn near enterance?
ive tested this multiple times and everytime i have to go searching in the facility deep
no
π
while thats probably not causing the issue its not recommended latecopmany
other than that i will need a log
because meltdown doesnt cause that
how do i collect logs?
go to settings then locations then profile folder
then in the bepinex folder should contain a log
i think i fixed it
it seems when with lethal radiation, the screen blur config if reaches somewhere over 0.24, you begin to slide...
how long does it take in real life time to pass an hour in lethal?
yeah if your using meltdown probably dont use lethal radiation
Hello Facility Meltdown Developer. I made a Korean translation for this mod. Could you please add it to the mod?
https://github.com/LoafOrc/FacilityMeltdown/pull/16
yay
Hey! What is CSync.Lib.SyncedEntry`1[System.Single] ?
Obviously, the <cooldown> string should appear here...
hmm, i dont think that should be in there
its the name of one of the config entry types
@mossy jay should I add a ToString method onto syncedentry?
well i probably just forgor to add .Value before it
1.0.8 will use an implicit operator so you will be able to just get rid of .Value (i think)
π
ahh okay just makes more sense to me reading it if i have .Value there
yeah u still would be able to, its just a nicety
paired with a ToString override would be neat
ill have a look at it tommorow :3
Thank You!
I don't know if this is just me or a known issue but there are some compatibility issues I'm having with LC_Office.
I can pull the generator just fine and all the cool stuff happens but the building never blows up, the terminal output for reactor is allways 120 seconds left and while also using lethal resonance, it plays both tracks at the same time(but that's not that bad).
logs and a full mod set
this most likely is a LC office issue but if the timer never goes down something is really wrong
BepInEx-BepInExPack-5.4.2100
Rune580-LethalCompany_InputUtils-0.6.3
PotatoePet-AdvancedCompany-1.0.149
jockie-LethalExpansionCore-1.3.15
Justice69-ImmersiveScraps-1.1.9
AudioKnight-StarlancerMoons-0.5.3
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
HomelessGinger-MaskedEnemyOverhaul-3.1.2
kuba6000-LC_Masked_Fix-0.0.2
Major_And_Skiz-MoreInteriors-2.1.0
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
Zaggy1024-OpenBodyCams-1.1.2
Asc3nt-EnhancedTZP-1.1.0
boring-CustomTranslatorCharLimit-1.0.2
ControlCompany-ControlCompany-1.1.5
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-2.2.6
Ozone-BepInUtils-1.2.1
Ozone-Spawnable_Store_Items-0.1.2
ShaosilGaming-GeneralImprovements-1.1.8
Yoshify-DiscJockey-1.2.1
LethalMoonTeam-Ether-1.6.5
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
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
LethalResonance-LETHALRESONANCE-4.0.5
BGN-PizzaTowerEscapeMusic-2.3.0
LethalResonance-LETHAL_RESONANCE_MELTDOWN-1.1.5
mertvybasein-NekiyManEmotes-1.1.3
broiiler-broiilers_silly_emotes-1.2.1
sfDesat-Celest-0.2.1
AinaVT-LethalConfig-1.3.4
Gemumoddo-LethalEmotesAPI-1.4.2
Owen3H-CSync-1.0.7
qwbarch-BarchLib-1.0.0
Bobbie-NAudio-2.2.2
Bobbie-UniTask-2.5.0
qwbarch-Mirage-1.0.7
x753-Peepers-0.9.3
Hardy-LCMaxSoundsFix-1.0.0
Muldjord-MuldjordCosmetics-1.0.2
lethal_coder-BetterBrackenModel-1.2.4
CatsArmy-CorporateRestructureWeather-1.0.0
Theronguard-Emergency_Dice-1.1.11
Alice-ScarletDevilMansion-1.2.1
Magic_Wesley-Wesleys_Moons-1.0.2
Lordfirespeed-OdinSerializer-2022.11.9
xilophor-LethalNetworkAPI-2.1.4
Piggy-LC_Office-1.0.3
Nikki-NikkisCosmeticKingdom-1.0.1
018d855a-2ed3-4749-24f8-0bd676637f39
alright thank you. I'll have to take a look at it in a while my internets out and I need to go to school soon
I forgot to tell you before, but you need FontPatcher to use Korean in ingame.
Without this, all Korean words will appear as β‘.
Of course, there are not many cases where players who want to use Korean do not use FontPatcher, but please write a warning to prepare for this.
@pine sierra working on getting it fully implemented now. thanks for translating meltdown!
korean will be available in v2.3
v2.3 also has a new feature which ensures desyncs can literally never happen. if ANY client for ANY reason fails to send a ready check (confirming they have recieved the meltdown request) it will not go ahead so we should never have a csync incident again :3
so if anyone fails to register the meltdown, it just doesn't happen?
yes it should only go ahead when all clients are ready for it to happen
should also help reduce on latency a bit
cool
v2.3
- Add Korean (FontPatcher is needed)
- Meltdown will now "silent fail" where if ANY client fails to start the meltdown then it will not go ahead. This ensures a desync can never happen, instead it will just not start.
- Clarified warning message that appears when you're missing a soft dependency.
v2.3 FacilityMeltdown
the csync incident 
seems that meltdown spawns bypass an enemy's max spawn count. the fiend should be only able to spawn once, but after initiating a meltdown i saw two of them
Sounds about right as it spawns more enemies, There are certain monsters you can block from spawning, not sure of it applies to custom though
you can also make it not spawn any new monsters when the apparatus is removed as well
that's boring
i agree but its the easiest solution
Make it spawn 50 sporelizards and watch me shrivel up
they just wanna chill tho
im tempted to make it spawn 10 masked
Nah, fuck those things
They yell, make a mess and stomp all over
sounds like a typical pet
Before Savage Company: good spore lizard eating up power
After Savage Company: installs killableenemies to delete spore lizards
Peace has been restored
wait you cant kill spore lizards normally?
No, it was patched in vanilla
that would explain why my shotgun did nothing to it
Because..?
Killableenemies is working on a patch for that, no ETA as I only told them a few hours ago
I dont see why we shouldnt be able to kill all the enemies tbh
Real
sure make some like the dogs, giants, brackens, and jesters really hard
and especially the coilheads
I keep coil, giant and jester disabled purely because with AC, everyone would just 1 shot them
Well, 80% chance
Ye
Maxing strong arms out in perks gives 80% chance to 1 shot
It really does make the game more enjoyable
But since spore lizards have no death animation, they poof from existence
It's drop dead hilarious
every run my buddys and i do is fairly vanilla ish
I put 100 hours into vanilla before touching modded
the facility meltdown mod just makes me invalidate all other scrap around me
I got about 200 hours in modded
i just grab whatever small items i see and then just yoink the apparatus and book it
You should try the modded experience sometime
Lmao
i get yelled at everytime
ive pulled like 20 apparatus since installing the meltdown mod
I could see it
You're at appy in a cold sweat panicking whether or not to yoink it and you grab and GO
met quota by gambling their value at the company as well quite a few times too
Yeah the gambling mod too much of a meme
there is no panic about whether i should grab it or not
Oh no
im just like "get this stuff to the ship now" and i wait for confirmation from either trasnmitter or walkie before yanking
im at least patient enough for that
Oh
I was thinking you see it and grab with no warning
and if i get no response in like 2 minutes i just yoink
i hope you explode
Like some Neanderthal
This made me laugh aloud
Genuinely hilarious
if you're gonna disable anything other than puffers than keep the giants enabled they suck
i legit wish there was a mod that you could dehydrate the slime and collect it in a jar or something as an item
You wouldn't want to join my lobbies then, your brethren wouldn't feel so good....
Yeah, they're very annoying with lethal escape
They camp the door
jar of jelly lol
Despite not being able to leave
It's an uncommon issue but when it happens, it's like really
ive one time gotten the appy to like 720+ in a single gamble and immediately sold it when quota was like 240
could have just sold appy for quota
With LGU, that extra cash flow helps a lot
Plus I purposely go to moons with weather conditions to get the bonuses from them
So I'm making big money anyways
Doesn't stop us from dying any less
lgu?
Late game upgrades
oh that one
I missed this message
I got a mod called FairGiants that actually seems to be working very well on balancing them
Watching up to a giant and poofing it with a shovel would be hilarious
lol
The only enemy that stands that is arguably just "broken" is dogs
Temperamental pieces of shit
After doing some testing, I can confirm dogs will attack masked
I haven't tested if baboon hawks will attack masked or not
i straight watched the mask crouch walk up to the dog and try to punch it
ive seen that happen too
im gonna move to general cause i realize im flooding this channel a bit pointlessly
dogs won't go for masked on their own since they don't make noise, but dogs can definitely kill them
masked have no interactions with other enemies, they're either wandering or chasing you
Acktually
When masked run, they make noise
that too
masked overhaul doesn't affect behavior at all, are you thinking of masked ai revamp?
aw man
I was using lethaldevmode and I spawned dogs and masked and just watched to see
I didn't move or aggro the dogs
It was silly
i dont know what caused it cause i dont have ai revamp just overhaul
maybe they just wandered into the dog and it looked like it tried to attack it
I'm excited for future of AIrevamp
use a boombox to make them friendly, them put them in a jar item
dogs arent hard to do, but they take patience, something you usually don't have a lot of in a mission. i think they are perfectly fine as they are right now
bracken don't take as many hits, but they pose a much bigger threat (unless you have a shotty)
forest giants and jesters, imo, shouldnt be killable, neither should the ghost girl
imo, coilhads shouldnt be killable either. there are already a couple of ways to get around them (e.g. flashing)
if anything, the best you should be able to do is to disable enemies. for example, throw a cruzifix on a ghost girl, to deactivate her for a couple of minutes (and resetting the target)
Heya, enjoying this mod, is there any way to fix the 1/2 second frame drop when apparatus is pulled? I think the log gets spammed with "Failed to spawn effect, raycast failed."
bister bongo can you pwease add a config to make the apparatus value be multiplied by an amount each quota? 
like people can do 1.1 or 1.25 etc so it still matters on later quotas
This would be nice but in game it is hard codded to be 80 credits since it is not a random scrap spawn it is in the item it self set to 80 since it is the only one that spawns to a specific spot.
I think you would need to write a whole part of script that randomizes the value for later quotas
No?
There is a few ways to do it mathmatically
But there is the value in the config and you can have that be multiplied by that value and have it repeat the multiply for each quota so its 0 repeats on the first quota then it just adds more
Or it can be simplified to be done by the Apparatus value + (increased per quota * quota)
Oh I didn't know there is a option in the meltdown mod I was just talking like the Apparatus item itself
nah it has config to override it
You are correct it can be done
this i the apparatus is just set to 80 in here but i think you can jus thave it in cofig to modify that
which it is supposed to be modified by this but this only works if it is spawned random scrap spawner
In the FacilityMeltdown config there's an option to blacklist certain creatures from being able to spawn from the meltdown
that doesn't make it obsolete. completely denying a creature from spawning and having it spawn multiple more times than it should be able to are two different things
I'm aware, I'm just saying that this is an option so you don't see multiple of them. Sort of seems like something the creator of the fiend should look into, if it's important that there's only ever one of them
It's a solution to the problem of having multiple spawn, even if it does also mean it can't spawn via meltdown
i was just using fiend as an example, can probably happen with other things too
There aren't many creatures that can only spawn once though. Idk how Fiend or FacilityMeltdown handle spawning but I've never experienced a second Jester or a second Girl for example, so clearly it's not just a simple issue of it increasing the max number of individual creatures
eh. not easy to test since i'd have to blacklist everything except a one max spawn enemy
That doesn't sound so hard
actually
i did have multiple girl appearing during meltdown
probably better have her in the blacklist by default anyway
I've also had multiple Girl spawns, first time I approached her and they both ran off slightly offset to each other, 2nd time I didn't see any creatures but there were 2 Girl spawns in the log, I've blacklisted her, there's not enough time for her to be a threat but it did trip me out seeing her haha
meltdown 2.2 should have accounted for this. cant wait to find some zeekers ahh variable that doesn't do what its supposed to
only 20?
u mean those annoying log when u hug a hoarding bug ?
no multiple enemy types spawning when there should only be one
zeekers whole enemy spawning system is absolutely cooked
i bascially reimplemented the whole thing for meltdown so i could stop certain enemies from spawning
i was aiming to talk about the "ahh" part x_x
oh that's a base game thing yeah
it's out of scope for Meltdown to fix but there are a couple mods that do
zeekers code was not meant to be viewed by human eyes
oh so i was not wrong when i thought his scripts were all over the place ?
not the best organisation we have see
literally like 3 scripts control 80% of the game
charactercontrollerB or something and what are the others ? might as well know since imma get into modding
StartOfRound controls a lot of between moon logic. things like the ship. RoundManager handles on moon logic, things like generation. TimeOfDay idk even know at that point. and also some things are just on random places
i knew that is was odd that such a tiny gaem had so much scripts
thx
like we did a project on Unreal that goal was to have AAA standarts, and i think we had less
and i am not taking into account the Dissonance and Dungen ones
The game should have more scripts (via inheritance) than less tbh
u mean OOP ?
yee
still think that would had ended up being less if done right
The amount of scripts ingame rn is pretty normal
idk, i had my experience and i really don't get as close as this for tiny project
tho...
i do prefer having script with more feature if i can
and i never did network
so idk
What in basegame do you think shouldnβt be seperat?
ah shit need to ilspy up
like already i look at the bottom i see WhoopieCushionTrigger, probably could had a generic reusable class for ontrigger or oncollision stuff
and if i would had done it, i probably would had just make put it in the item class
but thats me liking to have stuff together
depending on the project, i may think about it being a good or bad idea
shouln't you be sleepin sir ? o-Β°
well thats just the times ive found them and was able to assess an easy escape
been meaning to ask about how the geiger counter works tbh. i have stopped buying them because i dont understand them
counts geigs
and leads you to the apparatus
(and also the blob triggers it)
i figured that but i never find the appy with the counter lol
planning to buff it soon ish
it just leads me to my doom
Skill issue
(not that I actually use the counter either, usually I just stumble onto the room)
yea the geiger is not helping much in the current state i think (or maybe i am just using it wrong)
could use some user config also
wow that is a truly crazy number
never let me touch davinci resolve again bro π
https://www.youtube.com/watch?v=xLJzXOs9ClQ
Epic
i love that program on a decent editing rig
what can i say, mod is goated
Something suspicious is going on in this game... and I think I know who the culprit is...
LISTEN TO DISTRACTIBLE βΊβΊ https://open.spotify.com/show/2X40qLyoj1wQ2qE5FVpA7x
Edited By βΊ https://www.youtube.com/nerdfiction
Edited By βΊ https://twitter.com/rad_r
And βΊ https://www.youtube.com/LixianTV
Awesome Games Playlist βΊ https://www.youtube.com/pl...
i mean... its not like you have the best gameplay type mod out there
ain't any youtuber doing multiple video on lethal gonna avoid this one
actually wild that my code has run on markipliers computer now
There's a direct link between the things you've done and the things he's experienced
why does mark legit look like lord farquad in that video
Auditioning for Shrek 1 live action remake
lol
"Hello everybody, my name is Lord Farquad and today, we're going to be playing a dating show to see which princess is right for us!"
I mean I've pulled like 10 but only got out with 3, I've been solo testing my modpack so usually I get greedy and die after pullint it
or even with friends like fucking 5 of them are just sitting in the ship crowding around the monior watching as I juke a spider and rolling giant for 3 minutes then grab the apparatus and almost get out but gets snared flead
i can ignore this right?
yes
it says not an error
also new favourite clip π
https://medal.tv/games/lethal-company/clips/1UkYaJRk0MkPxZ/d1337iP5Szzt?invite=cr-MSxPTGssMzY5NDgzMjYs
Watch 0-100 real fucking fast and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
ive been troubleshooting my mods that i just asked for anything ahaha
i cant find the issue on mine
jesus the peter griffin jumpscare
i keep getting the grabInvalidated: false thing
not meltdown
more company
i reinstalled it many times to the working version
something is colliding with it and i dont know which one
well im going to sleep for now and test it again later
checking one by one for more than 5 hours is making my eyes hurt
its not, more company is calling this function with a playerid of 99 and that causes it to try get the 100th player which obviously causes some issues
#1205611647750766602 i put my issue here. my head hurts from trying to add all the things i kinda liked
tho i definetly know its a mod conflict
i just dont know which from the ones i added last breaks it
its not unless the source uploaded to github is out of date more company itself is causing the problem
Wp
I have a question is there anyway to make the meltdown have a chance of happening
or does it work like that already
I'm a little confused lol
aww poop
is that something you'd be willing to try? I know I'd enjoy the risk of grabbing the core wondering if it's going to set everything into meltdown mode
Unless you could see the value of the apparatus to determine if it would cause a meltdown, it would remove a lot of the risk/reward aspect of the mod.
no
awwww
I guess I just like not knowing, like it's a gamble you know
that way it's unexpected and everyone starts freaking out
or im just bad at the game
probably that one
if one of your friends just grab it its still pretty unexpected
ig so but we are usually talking on walkies
it's just we play a bit differently so I think having that option would make for more fun experiences
and this person's already asked for me to add it but adding onto this:
facility meltdown is fun because you know exactly what youre getting into when you pull it.
if it was a chance it just becomes a "oh ill pull it without any planning because theres a chance itll just work out for me"
facility meltdown is a mod that i really want to promote actually planning and communicating with your team before you pull it
then comes the problem of what should the apparataus value be? facilitymeltdown by default sets the apparataus to 240
how would it work if it was a chance? would it always be set to 240, so you just get the buffed value and do no extra work?
or would it stay at 80? and so if you had an extra mod that bypassed the apparatus value displaying as ??? then you would know that it wouldn't cause one
in short, theres a lot of gameplay balancing reasons why i won't be adding this as a feature
i know that most people don't touch the config, but it just goes completly against what facility meltdown as a mod
(me adding in the ability to change how long the meltdown lasted was strechting how much id make it customisable)
im not saying it's not fun or trying to criticize or anything
I just know the people who I play with are silly and like to be team hurting sometimes for the sake of being funny
what i was eventually thinking of adding was making it so that at least 2 people had to be there to pull out the apparatus
that would be alot of extra work but i understand
I know if there was a chance option I would just even out the value of the apparatus
this would be a sick feature and incentive planning with the team and searching for the apparatus as a group (or at the very least as 2).
and I know you perfectly crafted it to be a certain way I just thought it would be fun to have more customization options
and I know you said most people dont do configs and stuff but I've been going into every config file and customizing stuff for the pack Im making
You could require two synchronized button presses to unlock the apparatus.
i could. but just checking if enough people are nearby gets basically the same result
If that becomes a thing please add a check that it's not a solo lobby
I just think that balancing is something that changes for every modpack so I'm not sure that's an accurate reasoning
it would be a slider that goes "up to x many people" so if you have less people it would require all of them,
unless your mod is designed to be by itself ig
Maybe for solo players it should take several seconds to pull out, like the ship lever.
this could be very doable
Kinda like a "are you SURE you want to do this?" as well as a chance to get brackened
If you aren't paying attention
i might even do it for nonsolo lobbies
that way if the mod has been added and players don't know (which is pretty funny), they could notice that somethings up
what i could do actually is have it take really long, and with each person nearby it speeds up
Ooh wait, what if the apparatus takes a really long time to pull but every player holding E halves the timer
yea that
well yeah, cause if anything else does any effects on the apparatus being taken, you probably won't be able to experience most of them
I wouldn't have had anything else interact with the apparatus
just like most players wouldn't I bet
I don't think there's any mods that change the apparatus interaction well like yours
I just figured giving people more non-default options could only make room for more options and fun
but it is a lot of work
probably shouldn't have it take too long though. would be annoying waiting a bit because you told your friend to go wait at the ship instead of staying with you
well id want the intended experience to be you have multiple people pull it but pulling it without your friends knowing is really fucking funny
itd probably be based on how many people are in the lobby
I just had a huge brain blast
There is a config to manually set the apparatus value but what if instead you can have it use the quota amount and multiply it by a configurable amount, so say 0.25 is a fourth of the current quota as value for the apparatus
This will keep it relevant in late game
i plan to make the apparatus worth more the further away it is from the main entrance
old vs new distance for apparatus to be picked up on the geiger counter, also increased the amount it radiates so should be a lot better
old had a 1 to 1 ratio between distance to radiation new one has a closer to 1.5 ratio so the geiger counter should return better results
for those who want concrete numbers here's the difference
We need an epic apparatus pull cutscene, animated and all
Because Iβm sure that would be very easy to make
yeah with triple AAA graphics
Also IK this is very minor mod compatibility but there's a thing with the lethal laser mod where you can blow up the apparatus by shooting it. This triggers the facility shutdown, but not the meltdown even when installed. They said they couldn't get the meltdown to trigger on their end because they had to recode the vanilla function or something, I was wondering if you would know how to look for removing the apparatus by other means than picking it up?
NP if you can't or don't want to, I just think it would be funny to miss the bracken, hit the machine and have an "OH F***" moment
ill look into it but cant gurantee
05/02/2024 is a day that will go down as a monday when literally everything crashed and burned.
Can the meltdown sequence be triggered by another mod? I'd like to try make a hullbreaker event out of it.
Also the 2 minutes meltdown.. is that a fixed 2 realtime minutes or does it scale with daylength?
that's me!
If itβs a multiplier then you can still have more than one determining it
Does this mod not solve this glitch? or does anyone know how to solve it? everyone does this, it makes the mod not entertaining
https://www.youtube.com/watch?v=i4zBSb9PqM4
Game : Lethal Company
Glitch to be teleported to the main entrance from the device room
Thanks to Owloss for showing me this glitch
no the mod doesn't solve it
tbh, if the glitch makes the mod not fun to play with, why not just
not do it
i mean what's really stopping you from just escaping legit instead of using that?
I don't use it, but most people I know it's the first thing they do. and well, the fun was gone.
since when does that happen
π
Yeah this is the first Iβm hearing about this. More importantly though why are you guys taking advantage of a glitch and complaining that itβs there and just not using it?
not atm, this'll probably be coming soonish considering a lot of mods want it;
also its 2 minutes realtime - i'll probably also soon add a display of the ingame time for when it happens but for now its only realtime
gotcha thanks!
@mossy jay I know there was a faff to get this to work with MoreInteriors, would PoolRooms face the same fate?
Ah okay thank you. Was it just syncing issues in multiplayer by any chance?
depending on how rooms generate on the factory interior something might generate under the fall or right behind that space and perma-stuck you/kill you
so if people keep doing it, it'll eventually happen lmao
i've done this like... 10 or so times and 3 of those i got stuck lmaoo
i think they just can't convince their friends to stop doing it
Holy crap, I just pulled apparatus on a flooded map
I barely made it that time
I had to drop the apparatus, pull myself up the ladder, then grab it off the ground just as the ship started automatically leaving. One of the few close calls I've had so far
an option to make the red lights more would be nice
like the red lighst flashing will be way way more often
I've got a clip on auatralis where my friend wasn't going to make it back so I had to sprint out and sprint back
Would be wicked if only the host needed this mod to make it work.
how would that work
and i am very much against the whole, "vanilla players join my lobby thinking its vanilla but i have funny hostside mods" and ruining the vanilla experience
π€―
thats frickin sick
all of your friends are flipping losers!!!
how to make it so that when i take the apparatus out it doenst melt down π
me no want melt down
bad mod dev not telling me what i want
HOW DO I TAKE THE MELTDOWN OUT OF THE MOD
so.. um... well.... you basically... yknow? its like you jsut
so basically uninstall the mod
you are not bongo
i want to hear it from bongo himself
how to meltdown?!?
facility what is?
Isnt that the entire point of this mod
i want to hear this from bongo himself
buddy
these are people i know, there being a little bit silly
who are u
whats a bongo
Understandable
I have been bamboozled
do u know tryant?
i get this error during meltdown, but it seems nothing goes wrong when looking around
thats because i removed the fog and i didn't remove the fog scaling, that issue is fine
kk, just wanted to make sure
come on you should know this
Is it not possible?
@mossy jay CSync v1.0.8 is out. If anyone is experiencing desync issues give that a shot 
mista borgo don't forgor that distance and quota multipliers can both apply 
Its up to you if it should be added set values by a multiplier or just a raw multiplier, idk how you plan on doing the distance
bingo eepy
Not again... (jk hope all works well lol)

Hmm?
1: a mod made for the weak
2: what the fuck do you mean "change the xml file in the mod directory" just use a config file
Somebody take this bad boy downπ© meltdown chance? Absolutely not @mossy jay
Bongo is very against meltdown chance iirc. For good reason
this is preposterous!!!
yeah lol it was 3am
why TF is it an xml
WAIT THE MLD DOESNT EVEM DO ANYTHING
that's fucking funny
they've tried to register it as a meltdown sequence effect, do the meltdown has already started even they try to cancel it
Oof
The meltdown cannot be prevented. It will happen. You won't stop it.
Run.
I kinda wanna see how this looks with the office dungeon
looking at the code further, im like 80% sure this will just crash your game,
like your game will just freeze
The elevator you have to plug the apparatus in, going up in the midst of an exploding office building
lcoffice is still a tad bit buggy atm so be carefull if youre going to use it in a full run
completely goes against the risk vs reward of the mod
which is why i want this other mod taken down (+ it doesnt even work)
The risk v reward already exists. It's called "get tf back to the ship or your butt is ashes". No need for a SECOND risk reward factor
My shit is stinky
It won't be in about two minutes
People who didn't know about the mod pulling out the apparatus:
I would also accept the scene of Mr Incredible running away from the computer after finding out Syndromes plan
no that was me reading those last 3 messages
I pulled the apparatus irl
how its just a visual change
oh i thought you were talking about having the meltdown be a chance on pull
no it would be way too easy if they flashed more
not really, it would mess you up cause there are more red lights
if you look at this old clip they flashed on and off for the same amount of time and it wasn't as exciting as having them come up shortly
no im not saying, for the red light for staying longer, I just mean it happens more often.So short burst of red lights
this is for cowards but people should be allowed to play however they want me thinks
also the fact it doesn't work is hilarious
i literally did the other day!!!!
But did you say pretty please
Tbh I prefer more of a meltdown instead of a disintegration experience
@woven sable
Tough buddy
nah I'm gonna make a ted talk soon about why this is a horrible idea
mines called pully outy boom boom becuase you pull out something and it goes boom
your going to go boom boom okay hush up
okay dad π
This bongo guy seems like a loser
this bongo guy seems like a chad
hop off buddy ππΌ
this rusty guy seems like a 
fans gonna fan
YOU GOT HIM TTHERE
im going to cry now
sorry bro I didn't mean it bro
(i'm his dead dad)
sorry
sorry π¨
i didnt mean to ...
aka a random person on the internet rambles about a funny mod that explodes everywhere
obviously don't harass the people asking me to add this
Okay but where is ted
he couldn't talk π
how about a chance for it to meltdown randomly throughout the day lmao
(horrible idea)
Loot bugs can take apparatuses I DEMAND itπ©
Horrifying idea. I like it
make it so the apparatus is edible pls
of cause you want it edible!!!

IM SORRY π
Game design 101 with Bongo
Also, maybe we should give them their random chance.
Make it a random chance the meltdown takes 60 seconds instead of 120 /j
Make it a random chance to crash the game for giggles
I mean there is the mod that z definitely works
any moons/facilities mods that are known to be incompatible with meltdown? we haven't tried to add any new locations in favor of this mod
I think MoreInteriors' bunker is so far the only facility mod that supports it
office too
no unless they mess up since pretty basic functions for the game to work then facility meltdown will be compatible
so you guys remember that meltdown chance mod right?
they updated and now it just has a chance to completly unpatch meltdown
so if you get that chance meltdown becomes lobotomized, because they don't undo what they did
yall think this is good enough?
bro on a /n diet or smth
personally I would prefer more of an "YOU HAVE INSTALLED THE MELTDOWN CHANCE MOD, THIS IS NOT HOW THIS WAS INTENDED. IF THE APPARATUS IS TOUCHED THE FACILITY WILL NO LONGER GIVE YOU 2 MINUTES BUT INSTEAD 0 SECONDS
i was thinking about changing what patcher i use just to screw them over but i think thats a little bit petty
yeah it is, but touching the apparatus and instant evaporation is still hilarious
im probably also going to make an alert that pops up on the main menu
tbh tho most mods that piggyback off of another one without directly utilizing it usually get almost no downloads
I feel like the only reason LR meltown did well is cause I already built a name with LR
if the meltdown chance author tries to circumvant these measures though i will just disable it or disable meltdown
super reasonable, but I dislike that their actions have caused you to be distracted from working on new content or bug fixes and instead made you deal with this
"it's a good thing you guys aren't desigining ultrakill, or it would suck." - Hakita 2021
nah i just checked it when i was going home and the log isn't too hard
Hilariously petty
Seriously who tf thought a chance to meltdown was good game design in the first place?
its so that it "doesn't get boring during long play sessions" which is not a problem in the first place
You wasted time making a whole- what, 9 minute vid on this? You could have just said "it's boring"
i kept getting asked it and most of the time when i said "no" they would immediately respond why? so i made the video as a quick response back
beefed up the warning a little bit
I can MAYBE see a random TIME LIMIT, but that reactor will go critical sooner or later. Even then it's like...
Not great..
the only way i could see something like this being added is the longer until you grab it, it reduces the time
but even then there's not a good way to communicate that
The mod is pretty heavily focused on two minutes
bro what is up with you
its not that deep
why are you obsessed by someone playing the game and your mod how they want, that's the whole point of modding
aka a random person on the internet rambles about a funny mod that explodes everywhere
obviously don't harass the people asking me to add this
its a fucking stupid idea
so they aren't allowed because you think it's stupid?
i'm okay with the mod being up. i just want a notice on the readme that says it is not intended and isn't how i want you to play it
thats not your call bud
not against thunderstore
they even made it so by default its 100% chance
bro all that i've done is ask for them to add something to the readme and not circumvent the warnings. all that will change for the end user is that they need to click through a menu notifcation that says it's not intended
just chill and play the game your way and let others play it differently
i just want people to know that i am very against it, but i know that people will go against that.
if they were in this discord i would ping them and let them know what i want
trust me we know
i know its their first mod, but the way their implementing it will cause issues in facility meltdown (if the chance happens that you don't get the meltdown it completly lobotomizes meltdown) so i need to add a warning
that good enough for you? huh? clearly you know more about game design and modding than i do.
i never said that at all
you are just freaking out over nothing
someone made a mod to add a function they wanted
and im fine with that
what im not fine with is you calling me "obssesed" because i want something added to the readme
obviously you aren't because you are basically giving them a penance to atone for their sins
they did nothing wrong
so chill
and you literally made a video about it
that's obsessed to me
you clearly havent watched the video
i made it because people were asking me so often and i didn't want to have to keep repeating myself
@robust wedge i'll probably have this pretty low by default but there you go
π€¦ββοΈ
and when someone does it without bothering you, you freak out
just let people play the game
mate ive moved on okay? i want the mod dev to add a thing to the readme and you are continung to argue about why they shouldnt have to
i
dont
care
because they don't owe you anything
by making this mod you are going against zeekers idea for how the apparatus should be
you are literally doing the same thing
so just let people mod and have fun
ur obviously not fine with it cuz u made an entire video making a stink about it
isnt the point of mods just endless options and creativity just cuz u dont agree with the idea dosent mean the idea is stupid
exactly
you could argue adding goku to the game is stupid but its still something people enjoy
I think the idea that theres a small small chance
that it wouldnt explode would entice you cuz if not ud just bank on not grabbing the apparatus
please watch the video
i go indepth on why that doesn't work
this conversation does not need to continue any further
even if its impossible to code that in i dont understand the whole make a big stink about it shit if its just not possible
just say that
i want something added to the readme and to tell people i dont like it like that, and suddenly im the villan
ye
adding on to this if zeekers told me he didn't like my mod i'd stop. like bro has genuinly made something amazing here and he clearly has more plans for it, i would not have started modding if it wasn't for this game. that guy wouldn't have made the mod if it wasn't for me.
I mean this respectfully cuz your a cool dude but like
if that's the vibe i dunno if moddings for you
wdym? like if zeekers adds something to do with taking the apparatus out and the radiation theres no need for facilitymeltdown. i dont think its too far fetched either to respect their vision either?
the vision is inherintly respected by the fact its just another mod
you can just like
not use it
thats sorta the magic of mods they are options to define the type of game you want they can be made around a certain theme or preference
or the experience you want to have
and bongo is just going crazy on a guy who just made another option
Ok yea, maybe I'm also being a little harsh on the concept of random chance meltdowns. It's stupid af but it is a separate mod.
i wouldnt say hes going crazy
im just saying
i dont see the problem with it
conceptually
yeah that is fair, but i think that lethal company is kind of being defined by its modding scene and a sense of "you aren't using x mod? why not?"
I'm having a bad day which isn't helping me be cohesive in the online internet forum
and thanks for actually bringing something useful to the table instead of just going "someone made a mod and he doesn't like it ohh nooo!!!!"
In a modding community you either play nice with other mods or consume them by doing them better
like for example I dont use the mimic mod I just personally dont like being scared of exit doors I think its a amazing mod but i just opt out of it
Facility meltdown unchanged will likely and always should be the norm
if people want random meltdowns and your not providing it someone else is going to
exactly, i think it being a seperate mod is okay. would i be marked as a contributor on another mod that extends my functionality
yup that's exactly what i said thanks
and thats fair enough. i don't really like the sound/model replacement mods but understand they can be pretty funny.
It's also kind of self-evident that the chance mod is NOT endorsed by the original creator I think. It's like... Thaumcraft minus Thaumcraft
It was made by somebody who didn't wanna spend an hour shuffling papers in their digital block game to unlock Senator Palpatine mode. I disagree, the TC research system is the BEST system I've seen any mod have
But that's mods
all i wanted to do was reinforce that, i wanted people to understand "okay this isn't how the mod creator wanted this, but i want to anyway".
Yes but I mean this as respectfully as possible, no one cares that you dont want it
the fact it's not in your mod says enough
just play the uno reverse card and consume their mod via toggleable config option 
if they download the other one they know its not the original mod
and that's where personally i disagree, but i understand where youre coming from
True, by downloading a mod to mod a mod you are agreeing to mod the mod
This nullifies any user complaints
its true you just won't listen because you are frustrated
Like,don't bring your crash reports to bongo if you're already modding the mod. That's like posting mod bug reports on the actual LC discord
its the user who downloads the mod then another mod
they know it's not the base mod
And I will absolutely still clown on the mod
It barely even works lmao
Actually it doesn't
yeah the way they do it is.. rough to say the least (they literally unpatch everything from meltdown and don't repatch it)
it does now... once and then the second the meltdown doesn't occur once it can never happen again
I saw. That isn't what I'd call working
so that's a valid criticism
but you shouldn't try to overthrow someones mod because of a mistake
especially if it's their first mod
but you literally made a whole video telling people not to ask about it
so why would they think you would help
whatever dude
in non-silly news, is there any more that could work here? you can now increase the apparatus value based on a percentage of the quota and its distance from the main entrance. i'd probably default all the other ones to 0 but more options here would be nice
@past salmon is there an easy way to get the 'tier' of a moon. like how experiment is tier 1 and titan is tier 3
oh its just grouped that way in the terminal?
its literally just a string
in a scriptableobject
hence why i had to kinda say fuck it and make pretty forceful changes to it
The tier system seems arbitrary anyway
Yea sure. Lategame moons are lategame. But why is Assurance better than offense?
ahh okay, just the whole "Vow:100,Titan:200" doesnt seem like the best option to me
that is cooked
Assurance isn't better than Offense?
what are you looking to do bongo
i wanted to boost the apparatus on tier 3 moons, but maybe adding a config option for all moons would be better
but then i'd also need to support interiors probably
first non level or dungeon mod dependant on LLL wen π
this is a bad response imo,
so
why do you want that
yeah i wouldnt want a hard dependency on lll
whats the problem your trying to solve
well it's more dangerous to get the apparatus on those higher moons
and i wanted to up the reward when the risk was upped
and why is it more dangerous
More... Power?
more powerful eneimes? on average deeper in but i already have an option for that
ig using the power of the enemies spawned by the meltdown could work but i'd have to reorganise stuff a little
π
proof that the rubber ducky method works
Wut
The kinda point here is the initial solution to the thing your trying to do is kind of arbitrary
once you refine the problem as much as possible you can start to work with what causes that problem
dont gotta check what moons are at the end of the list you gotta check what made zeekers put em there
I take this as an attack π
i meant the meme ones
but even then i do like the base game sounds quite a bit
Despite this though, I seriously donβt get why people are jumping down your throat. I donβt see mods modifying other peopleβs mods really. I mean itβs kind of something you made and I feel like you should have some freedom over who modifies your creation etc. anyone who is harassing him about this is honestly stepping over the line. He didnβt even request for it to be taken down or code against its use, only that he discouraged it. I feel like thatβs already PLENTY fair, but hey maybe thatβs just meπ€·π»ββοΈ
and that's fine that he discourages it
but no extra steps need to be taken
like he wanted
Which ones particularly?
i wanted something added to the readme and for them to reach out to me because it doesn't work properly
they don't have to reach out to you and why would they because you've been bashing the idea so much you made a whole video about it
Seems fair to me, last thing I would want to deal with is people reporting issues that are caused by another mod latching into my code
Well tbh maybe you donβt understand because you havenβt made anything on here and donβt understand quite the experience involved especially with the community
Dude, you would think so
if you can't handle the community leave
just tell them that the mod attached is the issue
gotta play ball if your entering the court
exactly
the amount of people who have reported to me an error that literally 2 lines under says "NOT AN ERROR" is mindboggling, but so is making anything online
a public mod is subject to other mods
Then do something to not throw a super big error looking log
you are making your own problems
if people aren't noticing the "not an error" sign then the solution isn't good enough for what your trying to solve
you literally wrote it!
yeah i removed it in my version rn, but i thought i was being clear enough
I donβt think this is really the case, tbh if it goes against the mod creators wishes from the best of my knowledge his work is protected and he has the right to stop anything from latching into his mod or anything modifying it. Regardless of how you all feel itβs HIS mod
i do often forget that not everyone has written every line in the mod
if it goes against the mod creators wishes from the best of my knowledge his work is protected and he has the right to stop anything from latching into his mod or anything modifying it. Regardless of how you all feel itβs HIS mod
nope
nope
its a public mod
their not re-using Bongo's work
is this a good enough explantion (not me trying to bring this back on topic)
Iβm talking about him having the right to code against the integration
that's so petty
nah cant do anything about that, and i dont want to
he has the right to code against the intergration but that looks very bad
But this is your thread and Iβll leave itπ€·π»ββοΈ
and the other person can just unpatch it
To you
I would appreciate if you let this conversation die as per the wishes of bongo
LOL
sounds good
and id appreciate you to not squander creative endeavors by other modders βΊοΈ thank you
Your a femboy π«΅π€£
yeah
i was thinking this too. I'd prefer people to play how they want regardless if I myself think it's boring (a warning is fine though, but it's rlly not that deep, this channel has just been people complaining abt others wanting randomness for like 4 days straight lmao)
Thank you 
oops this conversation was like 5 hours ago teehee
me when i sleep 
THIS IS SICK
I'm not sure if anyone else has ran into this issue, but it doesn't seem the apparatus value override is working for me
probably not was working for me two nights ago so probably a compatibility issue
Hi, I've had a complete hiatus from LC for the past week so I missed all the talk about the updates and what not. Just getting caught up now. What's the current compatibility status of this mod with LethalLevelLoader and custom interiors?
Awesome!
and?
Femboys are safe in this house
would there be anything else a mod would want to integrate with meltdown for?
can we have a special monster that laughs at you after it pulls the apparatus? the moment you spot it, it would look back at you and laugh then gets electrocuted after pulling the appartus o. o
Self Nuke
seems more like something added with diversity
and way too much effort for something that small
i mean. i had a bracken in the apparatus room in the bunker interior before after opening the door it was waiting there, so i closed it and locked the door with a key. it laughed at me. it cannot go out since it was one way.
the fiend when it goes into its rage mode it chases you outside the building
oh yeah probably should make a better way for other mods to detect when a meltdown has happened
because the problem is that the fiend goes into rage after apparatus has been taken and yknow not much to show
well i can't edit their code directly (way out of scope for meltdown) so theyd have to implement it on their end
oh wait ur the dev
MeltdownAPI.RegisterMeltdownStartListener(modGUID, () => {
// code when meltdown begins
});
aight just lobbed that in there
new apparatus calculator in action
would also love if people could give this a try, got some things in there measuring the time it takes for meltdown to setup, tryna squash that lag spike when you grab the apparatus
you won't need to have your logs on debug
Any1 here have the issue where after turning off the geiger counter the first time then any time you turn it back on it just replaces the normal geiger clicks with 'on' clicks? Its 100% a mod conflict, was just hoping some1 knew something
idk it might just be meltdown, the geiger counter code is pretty cooked
I doesn't happen with just meltdown. R2 is just so slow its such a pain sifting through
yeah thats fair
I still want loot bugs to be able to take the apparatus, they canβt open doors so to the best of my understanding they would only take it if you let them in or forgot and left the door open after discovering the apparatus room. This way it would basically be the players fault but spice it up more too
nuh uh
Pain
Does anyone know why none of the custom FacilityMeltdown music mods are working? I've looked at wikis and tried multiple different ones with no success.
π€
I'll try the one I made right now to confirm if this works on my friend group pack π
Have they ever worked for you?
Nope never
- Do you have PizzaTowerEscapeMusic installed
- Have you edited the PizzaTowerEscapeMusic config
- Did you set the music volume in FacilityMeltdown's config to 0
That only affects the default music afaik
Yeah but you need to set it to 0 to hear the custom meltdown music iirc
Unless that changed now then that'd be great if so π
I think they would overlap each other, which I imagine binder would have noticed
I have PizzaTowerEscapeMusic installed and have put its volume at 2. Iβve also put FacilityMeltdownβs volume to 0
I wondered in the past as to why my custom meltdown music was not working despite having done all the steps correctly
Is that all you changed in the PizzaTower config?
Only to figure out that I left the default volume out from facilitymeltdown's config
Yup
Iβve uninstalled and installed back every mod related to that
Deleted and generated new configs
Still not working
You need to set the script in the PizzaTower config manually
are you just downloading custom meltdown music in thunderstore?
Yeah
Iβm not setting my own (yet)
oh in these cases then yeah you need to set them up like that
For my case, the one I made just replaced the default.json from pizzatower so i didn't need to edit anything
The big issue with that is, if you want to have multiple PizzaTower scripts and a mod keeps overwriting the config then it becomes difficult to ever install multiple PizzaTower mods. They should never overwrite the configs imo
(I made the scripts I'm using)
This is the one Iβm trying to use right now because my friends love that game
I thought it would overwrite the default config?
Nah it doesn't, and it shouldn't. If you look in the "Scripts" folder you'll see the names of the scripts, just make sure that in the PizzaTower config it has Scripts = Default,Apparatus
Sounds godly
With any audio mod using PizzaTower as a base you should always check the config yourself to see what scripts are being run and if they're all the ones you want
Yeah in that case, it will be more complicated
Tag doesn't matter for getting it to work. Do you know where the PizzaTower config is?
Yeah
In that, if it has Default,Apparatus in the Scripts it should work
Ohhhh my god I am so dumb thank you
Why did I think default would also make the apparatus work
Nah Default has a bunch of logic in it and does the audio for the ship leaving early, Apparatus uses the Default logic with the tag
yeah I completely forgot about the ship thing
All good, it should all work but let me know regardless
Trying rn, thank you again!
Also do you like how I credited you in my Modpack or nah?
https://thunderstore.io/c/lethal-company/p/TheHorizonCreations/HideNSeek_Company/
Since you helped me with setting up the script mod you made
For Apparatus
Sure yeah, you didn't have to really but it's nice
Np π
Oh hell yeah, this is way better than nothing
Sorry for my very visible panic attack
https://thunderstore.io/c/lethal-company/p/frostfv/Frostys_Fastest_Company/ is this a good mod
@woven sable is your mod able to be compatible with other sound mods
how did you get this
the music?
not the music but the voice lines
ik its doors music right
yea the guy who made this mod included the voice lines at the start of the song
The voicelines are integrated into the music file. If you look at the PizzaTower page there's a link somewhere to someone who made the voiceline part available to anyone that can just be added ontop of any music
so its integrated into the doors escape music?
In that mod yeah

