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#v2.6 Facility Meltdown
1 messages · Page 6 of 1
so this ontop of doors escape music
Yep
I got jumpscared by the coilhead lmao
Many, but not all. Many popular sound mods are compatible as we specifically try to dodge those popular sounds as to not conflict
Wait the normal LR or the LR meltdown mod
thank you 🙏
last few times with the lr melt mod it doesnt work at all, but I saw it got updated four days ago so Ill see
Are you installing with modman or manually installing?
modman
regular LR works btw so ye
i want to say again thank you btw its really good
i love sound mods
This face feels iconic to me now
Hmm probably a different word idk
Can you make a new profile on modman with just LR meltdown and LR and let me know if that works? From what I understand bongo hasn’t changed anything that has broken it and it’s about to hit 100k downloads so I think it works for most, hmm🤔
alr bet 1 sec
I don’t know what this means, but it sounds nice 👀
just LR meltdown and LR? with the meltdown mod i assume?
Also I dm you
Yeah, also might want to jump to the LR thread to not handle this here
Well it’s the mod I’ve sent earlier
yes?
with this on top im just still confused on how to put it on top of that
Do you know how to edit sound files?
to a basic extent
Get music, get music, put them together, done, should be as simple as that
Well did you want to use the Doors music or not?
Because the mod does it all for you. If you want your own custom music that’s something else
it only plays the doors music, in your vid you also have the gdrive track on top of it: https://drive.google.com/file/d/1uZIi0qFRcTYh6DDA20M-sIm6IZ-TXfdf/view
could u send the wav file?
Google Docs
sorry if it seems im asking too much
The mod creator already did that basically
The wav file is in the mod, I'm not sure why it wouldn't be playing for you
here it is, but this file is already in the mod files
Any reported incompatabilities that would cause the audio to start but none of the visual effects and explosion?
no that's weird, considering the base version is stable idk what would be causing that could you share a log
that's not a mod i support, but you can use it
oooo
I might add
just know i won't give you much support with it installed
still does some pretty nasty stuff under the hood
While you said that I saw the worst console of my life
Someone send me a full red console
I'm scared
Then I won't install it
To keep good communication ^^
I tested this mod
It doesn't work well with custom music - even if the complex doesn't explode, custom music starts working
Does it still lobotomize meltdowns?
I don't fully understand code but last time bongo showed it, it unpatches meltdown entirely the first time it doesn't happen.
Basically it'll never happen again the first time it doesn't happen
no i genuinly have no clue what it does now
like it goes through hell and back when all it really needs to do is patch two of my functions on meltdownhandler, prefix return false and it's a clean disable
Mood
The trigger for custom music using PizzaTower is just the apparatus being taken, they work without facility meltdown at all
I didn't know this...
What if the music is in Meltdown itself?
It will not work - if the chance arises, so that the complex does not explode
I think the default Meltdown music probably doesn't play?
Yeah just means no custom music using PizzaTower
So you could use music - so that the binding in Meltdown itself would be
Specify path to MP3
And he used it
I don't know how difficult it is to implement this
But it would make life easier for many
funny enough this exact issue will be fixed shortly (probably)
it techincally is now
MeltdownHandler:music is a valid thing you can replace
im like 90% certain
Cheers :3
This is wonderful
technically has nothing to do with me, I just know about it
Thanks anyway for the information ^^
yee
it works now
barely would not be surprised if it was hit by a gust of wind it would just stop
i mean it's their first mod, seems pretty stable to me haven't had a single issue
all im saying is im not helping if it breaks
that's makes perfect sense it's not your mod to fix
I just wanted to share this moment that I had with my friends.
"The Final Countdown" perfectly sync with this mod 😄
got a weird bug where the meltdown just does not happen, the sound events go no problem, im sure it's a conflict but gotta do some testing
This is peak lethal company right here 👏👏👏
Slowly disabling mods, so far have learned that meltdown is not loading at all since geiger counter is not in the store
Figured it out, Disabling LethalConfig using Preload Manager causes FacilityMeltdown not to load at all
Can we put the Apparatus back in to stop the meltdown now? 🥲
Or depower the apparatus to prevent a meltdown or something, idk
Although I wonder… What if a mod adds… Two apparatus rooms? :o
Would meltdown immediately cause a meltdown if just one was taken? Or when both are taken? 🤔
feels like a building that is powered by two power source and will breakdown once you take out one
Yeah bc the power would probably go to the 2nd and overloading it
Hey fellas !
Can someone tell me if the random selected music is shared between all player ? Like if i do a custom mod with my own songs and rules, and i put multiple music for the meltdown (cuse there is so much good music i can't choose 1 so i put them all and let the gaem decide each time, maybe i could restrict the possibilities depending on the moon and/or weather but still), will everyone hear the same or the random happens locally ?
Like for exemple on the pizza tower one, it chooses between those 2 here if i understood everything right
"musicNames": [
"ItsPizzaTime",
"TheDeathThatIDeservioli"
]
...mmh i should probably ask this on the pizza tower thread now that i think of it o-°
does this mod have an official thunderstore page
yea ? i've looked at it
pinned message wasn't displaying for me, got it
oh it was an actual question... i thought u were answering me like "cant you read the mod description" ^^
phew
I saw the video for the music, but how do people upload it ot thunderstore without people downloading it to configuire anything
I'll eventually probably replace that considering I have my new sound API that is a lot better
Bet
it'll probably be sometime this week, got some more urgent things to tend too
Holy shit I didn't even see that my crew made it into this
I missed this and have made many changes since. I also have now added Meltdown chance to test it out. I will get back to you if I notice problems. I will also remove Meltdown chance and test before I report them to make sure it is indeed a problem.
the only issues i've had is with the new popup message
yeah, custom music is just tied to pulling the apparatus, no?
What are you talking about?
4 days have passed since my message
No longer relevant for me xD
OH Jesus i haven't read this chat in a while
I didn't notice that shit was old lmaoo
my bad og
😂

So lets say I want to add the apparatus value to a number, how do I do that?
can't just use 80 since I want it to work with this mod
Can I get the apparatus value as a variable lets says I want to do whatever + apparatus value is that possible?
like increase the apparatus' value?
nah doing math for scrap value, want to add the appratus to the calculation
yeah .scrapValue should work no?
LungProp.scrapValue?
yeah but on the instance
hmm my instance is roundmanager
is this for your proper scrap value mod?
nope
then what are you trying to do? because in the next update the apparatus is going to be a lot more variable
just trying to get its value
you could most likely just post fix start on it then check the value then
that would work for now
currentLevel.minTotalScrapValue = ((int)(TimeOfDay.Instance.profitQuota * 1/2 * ((float)currentLevel.maxEnemyPowerCount / 5)) + 100);
currentLevel.maxTotalScrapValue = ((int)(TimeOfDay.Instance.profitQuota * 3/2 * ((float)currentLevel.maxEnemyPowerCount / 5)) + 100);
currentLevel.maxScrap = currentLevel.minTotalScrapValue / 20;
currentLevel.minScrap = (int)Math.Round(currentLevel.maxScrap * (float)3 / 5);
CustomDeathPenaltyMain.instance.mls.LogInfo($"minScrap: {currentLevel.minScrap}");
CustomDeathPenaltyMain.instance.mls.LogInfo($"maxScrap: {currentLevel.maxScrap}");
CustomDeathPenaltyMain.instance.mls.LogInfo($"minTotalScrapValue: {currentLevel.minTotalScrapValue}");
CustomDeathPenaltyMain.instance.mls.LogInfo($"maxTotalScrapValue: {currentLevel.maxTotalScrapValue}");```
Where the 100 currently is I wanted to make be the apparatus value. `__instance.LungProp.scrapValue` doesn't work
well yeah it probably wouldn't, is this before or after level generation
Postfix of SpawnScrapInLevel
eh it might have spawned in by then
you should just be able to GameObject.findalloftype lung prop, loop through and check is isLungDocked is true
yeah afaik the apparatus spawns when the rest of the world loads, the scrap is placed after the rooms exist
It shouldn't matter if its docked or not, the calculation is once
Its also an adjustment since you could get say 150 worth of stuff first quota with my dynamic scrap and most of it would be the apparatus so adding that value to it will guarantee it to not fail to load due to being incalculable
I'm fairly certain that the apparatus isn't calculated in that anyway
my testing shows it is, when the scrap value was between 104 and 208 I got 6 scrap and one was the apparatus, the total did not exceed 208
ahh okay
but I think that looping through a bunch of apparatuses to find
the value is the best bet
so just this but don't worry about if its docked?
yeah
I'm seeing this warning get spammed in my logs after I pull the apparatus. Would this be in any way related to my audio mod for facilitymeltdown no longer works?
no that error is fine
damn. was kinda hoping it was the issue so i could get this fixed already lol
I'm assuming mods that add custom music onto FacilityMeltdown override the music volume option right?
from my experience they don't
from my experience
cuz it usually just replaces the vanilla music for taking the apparatus
Hm. Well I never touched the config for this mod.
And turning the volume to 100 just played the default audio instead of the mod I have
yeah, I usually just turn down the volume to 0
in my experience I just hear the volume twice
whenever it's not at 0
I've just been trying to figure out why the custom music I added stopped working :/
It worked completely fine yesterday
Today I thought I would try to edit it slightly so I messed with some of the files
Didn't work so I just deleted the files and did a fresh install of the mod
and it just permanently doesn't work now
The only time it works is when the ship leaves early
But it used to do it for both that and FacilityMeltdown
Didn't update any of the mods either
To give some clarification to this conversation. Most if not all Meltdown audio replacements use pizzatower music to utilize the audio trigger point it adds to play music on takeapparatus. Facility meltdown needs to have its audio set to 0 because its a separate thing playing the audio
Gotcha that makes more sense. At least narrows down my search. Thank you!
yeah itd be all until i get this template for the new api :3
I would love to complicate things.
Feature Suggestion/Feature Request
Varying failure conditions.
[APARATUS REMOVED]
#1 (Meltdown Averted) - Positive Result
Backup generators activated.... Reactor stable.
Service request sent to the company.
#2 (Delayed Meltdown) - negative result
Apparatus removed!
(Facility Lights turn off)
Engaging fail-safe......
Error generators offline.....
Backup power initiated.
Emergency systems engaged.
(Lights arround the facility turned on and red, all bulkheads are open.)
[Repeating Phrase]
All staff, please procede to nearest facility exit. This is not a drill!
All staff are required to survive for the company.
Facility power decreasing.
80%..
Core temperature increasing..
60%
Cooling system initiated...
40%
20%
Cooling system failure!
All staff must leave the facility immediately, reactor critical, Meltdown unavoidable.....
2
1.....
(Reactor Meltdown innitiates)
#3 (security lockdown)
Power failure.... security overide....
Lockdown initiated!
(Lights turn yellow, bulkheads seal map wide)
Security systems compromised.... Defense systems Unstable.
(Turrets have chance of going haywire, mines can detonate sporadically, more monsters spawn.)
For your safety Staff are advised to continue working at their stations.
(Lockdown lasts a set period of time, or can be overridden using ship terminal)
I believe this would add more variety.
Failure type chance could be configurable/loggleable
im 100% the dev will say no this, cause we dont like chances. His reply would be the same philsophy as percent meltdown
I am moreso excited of possible variety. Implementation choice, method, or features is up to the developer of course.
My guess is he might not be against the chance of some different effects or scenarios during meltdown, but if there’s a possibility that it won’t activate you’ll for sure get denied
Could make a good suggestion for the meltdown chance mod. Would be much better than just preventing it.
Preventing it?
Like the lack of a meltdown?
maybe if this was moon specific it's could be really cool
issue is that meltdown really isn't geared towards something like this ATM and a huge portion would probably need to be re-written
While I like the Meltdown chance mod, it does not feel immersive.
Personally I would rather it be baked into the Meltdown mod as I imagine it would.
- Be more stable. As well as being supported as long as development continued.
- Have better audio support for when the Meltdown does not happen. (Right now resonance Meltdown plays no matter what.)
Also the one personal reason I like the idea of having a chance to not Meltdown is for open multi-player lobbies.
By default if a player finds the Apparatus in a multi-player lobby and pulls it, the round is over. It can negatively affect the game.
Players can feel forced to return to the ship. I have had some players even grow to dislike the mod as this can happen too frequently with random people and can feel to them like it's robbing them of game play.
I personally love the mod and want to see it grow. But I also like the idea of it not always triggering the same scenario. That way other game play still gets to happen.
Also maps very in size. Depending on where the Apparatus is located it can be impossible to escape with it. So in its current state it can not be enjoyed everywhere, or by everyone at all times.
Plus configuration for these options help make a custom modpack feel different from others.
All in all though. I am excited to see where it goes, however it gets there. I for sure will be playing with it. 😜
Let me know if you end up doing so if it interests you. I would love to help test it.
I was thinking of adding different sets of alarms to help spice things up, but I def can’t change WHAT is happening, only what it sounds like :S
Yeah. However if it was baked in with different hooks you could assign a sound to each scenario.
i mean at this point soundAPI is like using a ftl spaceship to go from new york to london
Bongo its called ✨ Traveling in style✨ We only move at the speed of first class baby
@woven sable
Let's be honest. I do not think you will ever be done.
Whhhaaaaaaaaaattttttttttt
How did you get csync to revert back to a persons default config?
I copy pasted the code for it into my class for the config and changed Config to the class
I don't like meltdown chance either
We on the same team
I just think if there has to be a mod having different malfunctions would be better than a binary "the building explodes or does not explode" situation
there is two patches that you need to copy over, one that syncs it on some player method then reverts it on gamenetworkmanager disconnect
Just to remove it? That’s the only bit that doesn’t work in my mod
It syncs perfectly on join but not on leave
the thing is though the power always turns off and more enemies spawn so the argument that nothing happens one way is just wrong
You know what I mean though
different options from taking out the apparatus would be fun for sure but i doubt it would happen if adding a different option was already shot down and not supported
the dev doesn't want to support more options
that's a hard maybe lol and right after you said everything would need reworked
so that's a no
the next update is 3.0 so it would have a lot of features anyway
i use the lethal chance mod and the radiation mod so it adds that extra risk without forcing you to leave the moon even if the reactor is stable and doesn't meltdown
this one
I have yet to try Lethal Radiation.
I currently use Meltdown chance for Multiplayer lobbies.
I do not prefer it however as all it does is stop the meltdown. I am hoping for cooler features in the future.
doesn't csync have the same amount of copy+paste boilerplate as what's shown in the wiki? that's the main reason i chose not to use it at least
Bongo already said in the above posts that he finds the ideas interesting, if implimented to his liking, however it would take a lot of work. He never said the word "No".
Interesting. Can't wait.
i know, I just know how it went before
I sense salt lol
no im just warning you lol
well the wiki when i tried it tried to sync the config entries so i had to make duplicate "dummy" varaibles that did sync
then csync came around and it was about the same to setup but looked way cleaner
you'll be waiting quite a while, wrapped up in school, other personal projects and loaforcsSoundAPI atm
all good
The thing I wonder now is that whatever happened regarding IntroTweaks and Owen3H should csync even still be trusted to use?
tf happened?
I miss IntroTweaks.....
Idk some incident from all I know but he left the server deprecated introtweaks and removed it's github page
Ahh damn I had aspirations of Forking it and working on it. well thats out the window
CSync is open source, so anything untoward should be noticable
Better timing feature
You have 2 min to leave the facility before it blows up, and then another 30 seconds to get to the shop before the rest of the moons blows up
huh, you just only type RevertSync(); and not the class before it
cause that patch is in the meltdown config file
so having the class there would be redundent
true true, I just tried not using the class and just the revertsync and now it works 👍
@serene raptor use https://thunderstore.io/c/lethal-company/p/TrippyTree/PizzaProbability/ instead of meltdown chance, this patches itself a lot nicer so is prone to a lot less errors
still not the greatest (it rolls the chance for everybody so if just one person fails the chance it won't start)
so it doesn't work right then
id rather use meltdown chance because it does it just fine and only has one chance per round
this works better because it doesn't unpatch meltdown, it patches meltdown to prevent it
how is it better?
it patches a method that gets called on the host to see if it cancels, meltdown chances unpatches meltdown (huge nono), this mod is just safer and more error resistant
but why is it a "huge nono" if it works completely fine
i haven't gotten a single error
way more things can go wrong with meltdown chance, if you wanna use meltdown chance that's fine, im just saying that this mod is better in most ways
this mod also lets you pick a value for when no meltdown happens vs when one does
but nothing is going wrong?
damn bro if you just wanna stay on meltdown chance just say it
youve asked bascially the same question 3 times in a row
if you wanna shit on meltdown chance just say it
you litteraly said you don't support this stuff but are now trying to sell me on the same thing
damn bro my fault i wanted to help you out and give you a mod that does it better 😭
the idea that i suggested and you shot down because it was "stupid"
i aint engaing in this again
I don't want your help you are an egotistical ass
if you wanna stay on meltdown chance thats fine,
if you wanna change to pizzaprobability thats better
its not tho
ahh damn youre right you decide what im thinking
you litteraly says it has to go through multiple chances per player
so it doesn't work right
how is that better?
that was on a first look, looking at it now it literally does the correct thing
just because it goes through a method you deem worthy
nobody cares what you think
get a life and stop bothering me
maybe you should "look again" on what makes this idea "stupid" if so many people want it
ok bro you want me to stop bothering you? maybe don't keep talking?
you are the one who @'d me
all im doing is calling you out on your twosided bullshit
He was just giving you a better alternative that is literally objectively coded better according to the MOD CREATOR, no need to get your panties in a bunch over this
yes i don't think its a crime to say that there is a better way. you've told me to stop, so i am. i dont think thats two sided
that's not what im fustrated about
im frustrated because you made a giant stink over why it was such a terrible idea and why it should never happen then suddenly its ok and you are recommending it to people
i understand you don't like me just stop bothering me
it's literally not objective though I have gotten no logic on how it's better, it just is because he says it is? why should anyone believe him if he litteraly hates the idea and made a whole video about how it should never happen?
that's my problem I ask simple questions and get hit with hatred for even suggesting it
just stop bothering me
He did explain the objective reason here
he didn't he just said it was a "huge nono"
Not saying he’s in the right or wrong but for that atleast
and things can "go wrong"
i haven't seen anything go wrong and every change in code has a chance for things to go wrong
I mean yeah, that’s kind of the right answer in the context of a user. Programming wise the way that mod does the things it does is done in a unideal and unsafe way
If it doesn’t bother you that’s chill, but it’s a reasonable point
Do you need to? It’s programmed in a way that could cause issues. could. Your not a bad person but like when a car is recalled for safety issues usually it’s not super questioned yknow
any mod could cause issues tho
i mean questioning things is how you learn
i would question a car recall
things don't have to be done a certain way
especially if it works lol
They don’t, and the other mod does it a different way
and that's fine!
but i don't grasp how one is better because it's a different way so that's why im hesitant especially since bongo told me it doesn't work right but now ig he said it does. but i don't trust him because he doesn't like creative ideas changing his mods if it comes from someone like me
you know the only reason he @'d me was to rub in my face that another mod that i haven't used or have a liking to "does it better". because i am the bad guy to him for even suggesting that more customization to his mod would be a bad thing
dawg
i feel like you have personal beef with him so now you try to question everything he says
just let it go 😭
you aren't listening to what im saying
he made a whole video hating on the idea but now is suggesting a mod with that idea
why?
dawg
im asking a valid question!
he was only suggesting that if you're gonna use that mod, use one that has less potential to break the game
he has never apologized for shiting on a creative idea because it was "stupid" and "dumb" so I have no reason to like them
or trust him
then stop replying 😭
but why me
there are so many people that use it
dawgg
he knows I don't like how he treated me and that we don't agree on creative ideas
why do you keep saying dawg
i really don't understand
if people said what they mean and they didn't hide subtext things would be so much easier
.
to what?!
im not allowed to talk?!
he litteraly @'d me
people keep saying stuff so im gonna keep explaining because understanding is key to everything
also im 90% sure that the meltdown chance mod doesn't unload the mod anymore in the changelogs he litteraly said "changed behavior to not unload entire FacilityMeltdown mod, but just a specific method instead"
i mean feel free to correct me I'm not good at coding which is why i ask questions about it
yes you are right, it no longer unloads the entire mod, but instead unloads a specific patch. harmony (patch library) doesn't support this very well so it can go very wrong.
which is why pizzaprobability is different, it applies new patches to my methods, which is the entire point of harmony and so is very supported by that library
ok so why didn't you say that before!
that makes sense
instead you were intentionally vague!
cause usually people don't want/need to know about the coding stuff
but i asked!
I mean, he did said it, just in a less descriptive way.
and i said i didn't understand
im autistic so it's hard for me to understand vague things
that's why i asked for clarification, he doesn't have to but just saying one is better doesn't make sense to me
Well, you asked why you should use the other mod if Meltdown Chance was working for you. To which you also got an answer: you may not have any issues so far but you’re more likely to get issues with Meltdown Chance.
Doesn’t mean you WILL have issues with Meltdown Chance, you might be lucky, doesn’t mean either that the other mod won’t EVER have issues. It’s just estimates.
but every mod has that risk is my point
Well yes, but the risk isn’t the same
that's why it didn't makes sense
i understand
but it hasn't failed yet! of course if it did I would find another
You might break your legs jumping from your balcony, but it’s more likely to happen the higher you jump from.
Metldown Chance is a 2nd floor balcony, Pizza Probability is on the first floor.
I understand
thanks <3
i understand that part is better but i was told the chance part worked differently and that's the whole reason why it wasn't better in my eyes
but i understand now that error preventing wise it's better
another mod that adds a chance for the meltdown to not happen
it took bro 400 messages to realize 🤦♂️
estimate
Someone forked it before https://github.com/AndreyMrovol/LethalIntroTweaks
Ty
bongo how is progress on the new music api
if all you want is to replace the music, it's done. if you want to use it to replace pizza tower then it isn't ready quite yet
oh its possible to replace the music now? But how would i upload it on thunderstore, so all my friends will be able to use it
look at lr
alr thx
you can also download a template from here https://github.com/LoafOrc/loaforcsSoundAPI-examples
ok ty
Just a heads up that CSync recently updated to 2.0.0 which introduced breaking changes (good breaking changes btw) so if you install meltdown 2.3 with csync 2.0 it will cause issues
working on a fix now but pretty hard with my ear acting up 😭
oh
what version should we leave meltdown for it to work?
im still using 1.0.7
for csync
thatll work
hey @silver igloo (not sure if youre the right person to contact) but meltdown wont be able to update to the new version of csync until at least tommorow, so if anyone complains that it doesn't work they need to roll back to csync 1.0.7
Sounds good. If you want to post that in #help-and-troubleshooting I'll pin it for 24h.
hope you feel better soon 😔
Should ver 1.0.8 still work yea?
yeah v1.0.8 csync is fine
i just played with it
oh wait you asked that hours ago lmfao whoops
Ear infection? I’ve got one rn it sucks
v2.4 FacilityMeltdown
v2.4
This release lets you use CSync v2.0.0! Make sure to update both!
- Updated to CSync v2.0.0
- Add Chinese translations (FontPatcher also needed), thanks @rominwolf! (sorry it took so long lol 😭)
- Added integration with loaforcsSoundAPI (keep in mind this uses an api i havent actually pushed to thunderstore yet so itll throw an error for a bit :3)
- Fixed an issue where using a preloader to disable a soft depenedncy would cause FaciltyMeltdown to fail to load.
Now I’d like to figure out how to link custom music to this API...
I'll try to figure it out, but if it doesn't work, I'll wait for other works to repeat after them 😅
loaforc-FacilityMeltdown-2.4.0 was not loaded for me, and does not throw error
im going to need a log lol
does not throw error and does not create .cfg
isntall loaforcsSoundAPI has a hotfix
netcode patcher doing stuff
got a proper fix incoming
v2.4.1
- Fixed an issue where if loaforcsSoundAPI wasn't installed meltdown would fail to load
- This also fixed any warnings/errors that were attributed to "Netcode Patcher" (hopefully).
2.4.1 fixed the problem, one question more, does this spam warning log normal?
Failed to spawn effect, raycast failed.
yeah that is supposed to happen, usually if it happens more than normal an interior has messed something up
might clean it up so its like x/y raycasts were sucessful
alright thanks you👍
I'm scared 🥺
Problems related to the performance of the mod, and checks in the game have not yet been carried out!
The console shows that he is doing something with Loaforc. soundApi but I can’t understand whether it’s good or bad
i also get this error idk if it's normal
i read the warning so i assumed it's normal
its fine performance is something I intend to address in the next major update (which will be a while)
ill forward it to the csync dev, i cant fix it from my end
actually, that looks like an error with rolling giants not being updated to 2.0.0 of csync
i'll have a little peep real quick
alr does FM latest version reqiure 2.0? or can I use an older version?
2.4.x does
oh so I cant use 2.4 FM with 1.19 (or the version before 2.0) for csync
tried disabling Rolling giant
lets see if it works
was wrong on rolling giant, it doesnt use csync
oh ok
actually that is because a mod hasn't updated to csync 2.0.0, not sure exactly which one but id check what mods depend on it
yeah im unable to reproduce it myself
im dumb its probabaly superior selling
yeah not updated in 2 weeks plus csync 1.0.8, that could be the problem
there might also be other problems
untinstalled it lets see how it goes
yea that was the issue, thanks for the help tho!
two ideas for enemy spawning
1: whitelist instead of blacklist setting
2: setting that makes it change minInsideEnemiesToSpawn instead of just spawning a set amount of enemies
wdym min spawn?
also I plan to change how that event spawning system works at some point so that could be doable
i think there's a function called minInsideEnemiesToSpawn used by the base game for apparatus and stuff
yeah cause it spawns around two enemies doesn't it, well I think a range could be possible just low on the priority
it actually does feel like it spawns 5, had a ghostgirl, replicator, shockwave drone, puffer and something else all chase me through experimentation (unlucky girl btw)
it should spawn up to five so incase there aren't enough vents it doesn't crash
i like that it uses the vent, that way it spawns moon specific stuff often
I used LR meltdown as a base for my meltdown music mod
but when I download it from thunderstore the file format gets all messed up
Its not in any folder
There should be Music and Scripts inside of BGN- Pizza... (what ever the rest was)
all 3 of those folders are deleted
and then i just have my music files and script in the same main folder as my manifest.json, readme, ect
weird thing is if I manually download it, its fine
from thunderstore it doesent work
or r2modman which I use
btw is it fine to have CSync on 1.0.8 while having the latest version of Meltdown?
no meltdown 2.4 updated to csync 2.0
it will break with anything below csync 2.0
Csync kinda doesnt let me exit out with the current version Csync
Something else would be causing that
i reverted csync to 1.0.8 and now i can exit
Probably coincidence
well i was just testing the new mods
but i kept dealing with coilheads on day 1
i just started and the freaking coilhead is camping the main entrance
and the fire exit
Lol
I found Better Lobbies seems to touch spawn rates for whatever reason
It's not supposed to
But it does
i dont have that
Yeah then you got some other mod elsewhere doing something
Yeah it could be a new bug
no you have a mod that hasnt updated to csync v2
oh
oof
not sure when will movement company will be updated
waiting to get the Slide and the Jump crouch
anyway. 2.0 is already unable exit out with movement company then
its for bhops
or double jumps
really
old fps mechanics
since counter strike days
not csgo
doesnt really work in csgo
@mossy jay also that was quick. so its fine 2.1.0 update with 2.4 meltdown?
should be
woah
we getting slide mechanics?
and the jump crouch?
ive been waiting for those. tried move of the movement related a mods. yours is the one i liked so far. tho the jump is a bit too high which i dont know the values to let it just a tad lower.
tho i most of my crew isnt used to the Hold to crouch option. i usually just give them the version where its on toggle.
if only we can have that toggle on and off in game
once you updated or have new stuff on movement. make a thread and add it on mod showcase
Any idea what exactly this means?
I sort of get the idea but I figured id ask anyway
Just means you don't have the soundAPI installed. You don't need to have it installed and it doesn't cause any issues, it's something that will be used in future updates
This one?
I do hae it installed it just throws that error.
if it doesnt cause issues then it dont matter
you have it installed therefore meltdown is trying to use an API that doesn't exist in the thunderstore version, it will cause no issues
ah ok
so i have strong legs..
What happened?
💀
yeah it's a trend
why though
Take a freaking guess
idk ask them
i can't take a guess because i have no info
you've been typing for 15 minutes bro
I don't know if talking about recent drama at all breaks rules, but uh, I was referring to that. The difference being that mods like csync are actually freaking important for other mods
i don't know what the recent drama is
I'm sorry if talking about it is bad, I just see a modder leaving an angry message and immediately figure that's why
yeah lordfirespeed has come in clutch and I'll make that the dependency in a bit
alright just an update to swap to lordfirespeed's fork of csync
From what I can tell he doesn't have any actual drama or beef with anyone here, and was even super nice to lordfirespeed about lordfirespeed taking up the fork. I think Owen just has a lot of personal stuff going on more than anything else
yeah i just swapped to the fork for the general modded players who would see that meltdown depended on something deprecated and therefore think meltdown is deprecated
Yeah I also suggested for ImpulsiveLass to do so as well it should work the same since it was a fork of the current version
@mystic plume it's important you read this I think ^^
yeah pinged them in dev general and theyre working on it
XU is always watching 👀
Yeah it's better to not assume things til you actually know what's going on 😆
True, maybe I shouldn't have assumed correlation, I think I just have been way too on edge lately for a lot of reasons personal and mod-related and assumed the worst. Anyway, to get things back on topic, I feel like the default track for explosions could be improved with air raid sirens outside
LR Meltdown has them in the last.. minute? I think? But I think it should be a constant wail because the loud sirens are just perfection personified
Good idea I'll check it out
dunno if this is somn i can ignore but this is in my logs despite having sigurds csync downloaded, do i still need the old one for now or?
and yes i have FM updated
Heylo! New to the server was looking for a fix to the problem mentioned by Marx above for Facility Meltdown. I did read the discourse of the creator of C-sync removing their program from Thunderstore, however after downloading Sigurd C-sync i got the same message as Marx. (missing dependacies: io.github.Csync)
Should I await a fix from the developers? Is there a fix i can do to reroute Meltdown to the new C-sync? (forgive my ignorance in the situation and troubleshooting methods)
Recent update I don't even get anything but console spam
same issue
make sure you have every old thing for it
so run old csync and new csync? some mods have moved to new csync?
leave it alone until Bongo (loaforc) updates the mod.
if you update CSync it will break the mods that haven't switched to it.
my two most important mods need new csync, and corilate with meltdown
i.e lethal resonance meltdown and lethal resonance
can i use both csyncs?

meltdown doesnt function without the old one lethal resonance doesnt function without the new one
so revert meltdown and download new csync? or just revert meltdown?
actually just downloading old csync and disabling the new one will work
thats what i did for now
I did that and meltdown still doesnt work
did you disable the new one
I thought the old one doesnt work
cause its deprecated or whatever
is there a way to redownload the old one if I've already uninstalled?
just wait then
yeah
ty for making the mod!
didn't know there was a place to talk to the cool modders so just wanted to say this is my favorite lc mod lol
I can tell lol
this is on 2.4.2
thanks for being communicative about the fix! 🧡
looking forward to it
fixed version going up
fixed as in works with new csync
what was meltdown version that works with the old Csync?
the one before 2.0
2.3 I think
@mossy jay question about mod integration. does the meltdown sequence have a function that I call to forcefully start it?
not in the live version, techincally in my dev version there is.
is there a reason why youd want to do this though?
my dungeon replaces the apparatus with another similiar'ish event. I had a player ask if the meltdown could trigger with my event as an extra option/feature/compability thingy
ahh okay
If I can just call a function (and be smart about it), then I could add it no problem in theory
you could publicize meltdown (like you do the base game) and then instansiate the meltdown prefab, call network spawn and it should just handle it
yeah so
GameObject meltdown = GameObject.Instantiate(Assets.meltdownHandlerPrefab);
meltdown.GetComponent<NetworkObject>().Spawn();
thats all the internal code to start a meltdown
its just a matter of getting the prefab
if you can't figure it out id be happy to quickly get a function you can call in the release version
nah, this is more than easy enough to start it. it should all be good
I'd love that!
Alternatively if you could tell me how to get the prefab.. 🙂
I already have random events for many modded enemies. An event that triggers meltdown at random in the second half of the day would be awesome imo
Sounds like it would be
Which error
no those errors are supposed to happen right now
thank you
@latent breach @rare island 2.4.4 is going up which lets you do MeltdownAPI.StartMeltdown(<your mod guid>) to manuallly start a meltdown
Lmao, understandable
Does the StartMeltdown function stop prematurely if it already started for that round? Or should I code that in?
Ahh okay making sure. Thanks for the ez function
well theres other checks inside the meltdown handler that check the prefab has instansiated across all clients
so that check will fail and it just wont start
i still probably should though
no but that function could potentially try and run .Spawn on a non host client
which will throw an error? i think
yeah it will, but if your concerened about it happening then only on the local client there are checks to prevent that
naurrr just concerned people will misuse it
modGUID 😈
i mean yeah but still 😛
can yell at the child who stuck a fork in the wall or you can put the plastic things in the socket
Even when I know that I should only call it on the host client, I can still see myself accidently calling it on the client and causing issues
For people less knowledgeable, like that roblox guy, death
dw i now more calmy tell people not to put the metal fork in the outlet
LETS GO
What does this mean
It's means that you about to face a jester and a mansion explosion when you grab that demonic painting (if enabled in the config)
okay that sounds interesting lmao
Personally I always thought that the final blastwave should kill you, and the ship should NOT leave automatically
Imo once you realize its just a forced liftoff it ruined the feel for me, hope this gets added at some points
Depending on map the orange blast can enter the ship. Titan and offense come to mind. So that would be hard to gauge
Make it not kill you in the ship once the lever is pulled
it already does this
i originally had it set so that you had to takeoff, but it was less interesting and more confusing on stuff
especially when the decision was made there was no way to tell how long was left until meltdown
overall facilitymeltdown is a mod focused on fun, not on realism.
Well theres no point in repeatinglmyself, but personally i excpected the behavior i just typed out and was dissapointed with the reality of this mod just being a 1man autopilot takeoff mod
Hit me
I had a situation where i was running to the ship with apparatus. I would have made it but custom enemy peepers got me and slowed me down. I made it two meters from the ship before it automatically took off with everyone on the back worried. It was a fun situation. I think automatic leave is good. Plus situations where a dog is camping inside ship and you can't enter you would auto lose if ship didn't take off automatically
i make mods for myself primarily, if someone else wants to make that mod im fine with that 👍 (and meltdown is very much not designed as a solo experience)
Also a mod that changes the weather once you pull App or similar might be interesting (to stormy foggy rainy exclipsed or flooded)
Obviously would be hard to implement
that could be cool, i was going to make a "radiated" weather type that could happen if you landed again and would be a sort of mix between eclipse and foggy
Guaranteedlbad weather on immediate revisit? Sounds too punishing and avoidable to be fun or used by players
yeah i was planning only on low moons, lore wise id think theyd have a worse reactor.
i really dig this idea! maybe have some sort of oxygen system like when youre under water, where you cant stay on the moon/certain areas of the moon for too long because it's too radiated?
if the area was exploded, idk how anything would still be alive, so having a mechanic where there's still some sort of danger without having actual enemies would be neat
Please do this
Am I able to replace the music with a separate mod and still use the resonance mod?
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/
Thunderstore
Dive into our captivating, high stakes rendition of the Facility Meltdown alarm audio! Experience your final 2 minutes our way and enjoy the anxiety that the sound true impending doom brings. If you like our work give us a thumbs up to support us!
Or I have to choose one
I don’t believe the two you particularly posted are compatible, but I’m not 100% sure
I sorta tested it and it might be the case-
But I think it played the alarm sounds from resonance-
But I'm not sure
I mean at the end of the day if you like what it sounded like why worry 🤷🏻♂️ I mean unless you want them to alternate or sum
Yeah I'm gonna check it out what Jubby's changes ( its own audio files)
works like a charm. Now I have a random event that triggers meltdown sometime during the second half of a day.
Since this is my first time doing anything with C# or Unity however.. What's the preferred method of checking if your assembly / API class is available at runtime? This in my code Type.GetType("FacilityMeltdown.API.MeltdownAPI") returns null
Do I have to iterate over all assemblies and their types..?
if(BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("me.loaforc.facilitymeltdowni")) { this should just work
then you know that meltdown has loaded and that you can just regularly use the MeltdownAPI class
keep in mind if you use netcode patcher it might have a bit of a moment
an updated korean translation is going live, thank you @drifting galleon
do i do it?
I don't have the heart to do it. Someone do it for me, then I'll add a +1 onto it. -u -
Thanks! That's a much nicer way
how do i rate mods?
hey ive seen some videos of Lethal Resonance and FM having alarms and such in the facility, but whenever I play we don't seem to have the alarms, just explosions, is there a mod im missing or some config?
I have LR, LRM, and FM, i did disable the pizza tower mod cause I didn't really want pizza tower music, if thats the issue
oh and the soundapi
as always, ain't a SDM episode without the mansion exploding in the end
I believe pizza tower is a dependacie for atleast one of those mods I think meltdown, it uses that to play its sounds too
ah oki! tyty
Np
what's the changes for v2.4.7?
did you end up implementing the sound api you wanted?
going through and re writing the code to be a little nicer
and this is all of the loading steps in meltdown jesus
no those changes require a little bit more work
lol going all in on polish on the loading log messages
just thought i'd say that this is an incredible mod and idk where to even begin to understand how you made this 🫡
OH ALSO wait i Do have a question
in regards to the config where you can disable certain monsters from spawning do i need to type their legal file name (flowerman) or their actual name (bracken) or do either work
should be their actual names
so like bracken and thumper
cause i notice ya put like centipede instead of snare flea so thats what tripped me up a bit
i see lmao
i mainly ask cause my friend has died way too many times to a bracken after pulling the apparatus (one of those times being me using CC lmao but)
wanted to turn it off so that he doesnt kill me
so i'll probably just shove both names in and hope for the best
it won't break if you put in a wrong name
i figure as much but confirmation is always good
loaforc sound api breaks when facilitymeltdown is installed can someone help me?
Hello, @magic gazelle, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
you'll need to send a full log
you are using an old version of meltdown
i tried using 2.4.5 after the same happened on 2.4.7
2.4.7 literally has those files deleted, please try 2.4.7 and send a log
nothing about soundapi/meltdown is broken in this log. it could just be a incompatibility with lcsoundtool
but if i remove facilitymeltdown it works fine
it is most likely another incompatibility considering meltdown has no code relating to soundapi or lcsoundtool
it was scarlet mansion's new update
sick! good luck with that bogo :]
@mossy jay Ayyeee you passed [REDACTED] in downloads
and broke 1 mill
congrats Bongo!
Lmao
sheeeeeeeeesh grats on 1m
v2.5 is coming along nicely, would be a stretch for today but probably tomorrow
im also reorganising the config so you might lose some of your settings
theres also a major internal restructure so mods like, meltdownchance, pizzaprobability and facilitymeltdownpatch may break
is there any way of triggering an apparatus pull using the console
tryna make a music replacement mod and i'd hate to have to manually find it everytime
nope bepinex's console is pretty trash
You can use cullfactory
I have a seed that has the apparatus close to the front entrance.
1094143588
Enter the Door to the left then hug right and you will find it.
thanks for this info
yw
you could maybe ask hamunii to add this as a feature for devtools
while it won't be making it into v2.5
what would you guys want to see from alternate meltdowns? i'm thinking a more challenging one on titan could be cool
just unsure on how to make it distinct from the current meltdown
i dont really mind
okay suggestion first
what if on the ice moons, dine rend or titan (could also be a setting incase a moon like polarus would want it)
instead of a meltdown its a freezeup
like the apparatus is powering the heat and it causes like, a crazy blizzard and freezes everything
i'd probably use lll tags to figure out what snow maps are
but that's a pretty cool idea
yea
now for the question
wait know what
you would not be the right person to ask
nvm
but yeah
freezeup.....
is there a good way to do it with soft dependencies?
can't think of anything that would be a problem? can you from a initial think?
i somewhat can't think of many things that can't be done soft dependency wise so i might be ignorant in general
ahh thats good to hear
is there a simple extension method on like selectablelevel?
like SelectableLevel.GetTags().Contains("snow") could i do something like that
wait i Do have a question actually sorry to interrupt
is there any reason why theres a slight desync in timing for when the explosion happens, it went off for my friend a few seconds before it did me
was that just lag or
Not on SelectableLevel but probably not the worst idea. LLL works by having my custom scripts be like a container/wrapper for the LLL ones. I have a easily accessible list of ExtendedLevels in general and also a trygetextendedlevel function that should probably maybe be public for you
just lag, can't really solve that
ExtendedLevel's have a list of strings for tags
ahh thats right you have ExtendedLevel, just gotta hope people tag their moons correctly
would this be the first actual application of those?
sorry
someone beat you to it like
two days ago 😭
(ignoring the fact i use them for matching dungeons to levels via tags)
nah was just curious
shame, thanks
SfDesat released CelestialTint which massively overhauls how planets look when in orbit, and uses levaltags as a way to do presets for them
https://thunderstore.io/c/lethal-company/p/sfDesat/Celestial_Tint/
its cool af
oh i saw that mod and was literally blown away that it looks that good
yeah using tags for that makes sense
some leads for you
https://github.com/IAmBatby/LethalLevelLoader/blob/a0b7ab6ff03b24983a780fbfa44c69215c15df4f/LethalLevelLoader/General/Content.cs#L13
https://github.com/IAmBatby/LethalLevelLoader/blob/a0b7ab6ff03b24983a780fbfa44c69215c15df4f/LethalLevelLoader/Patches/LevelManager.cs#L93
https://github.com/IAmBatby/LethalLevelLoader/blob/a0b7ab6ff03b24983a780fbfa44c69215c15df4f/LethalLevelLoader/Components/ExtendedLevel.cs#L51
i should break in the foreach loop in that tryget
or just have a private dictionary
god writing stuff like this is actually fun
going back to that question i figured you couldnt help me with
ya know the person who made the pizzatowerbgn mod are they in this server and do they have a thread
i ask cause the whole apparatus meltdown music stuff
thank you :)
So what I’m hearing is I need to make a new meltdown sound for The Freeze
YES
yes then i need to finally get the motivation to work on soundapi again
warning the facility is gonna fucking freeze over get the hell out of the building
2.5 is almost done, just need to do the config reorganisation and then add in more configs for the value of the apparatus
personally i set the value to 250 to round it off from 240....
80 x 3 is 240 thats why i chose 240
Actually
I feel like the context makes this more accurate
oh no he got ghost girled
NO I MEANT THE FREEZE
whos not to say he got ghost girled whole the freeze happened
so just wondering what exactly does 2.5 add
its mainly just a bunch of big internal changes
💀
it does add the red flashing lights outside though
best update ever
+1 for the freeze/blizzard idea, that sounds sick
idk how hard it would be though, or what the mechanics of “freezing” could be, visually and otherwise
creating like a bunch of ice and snow particles and stuff that make it a little harder to leave
Sending motivation
:3
You should add shake or similar to this when we pull the apparatus. That also applies outside the facility.
https://thunderstore.io/c/lethal-company/p/Piggy/JesterStompShake/
is it broken? camera shake has been in since day 1
there is camera shake
works for me even on the latest update
or did u prefer more intense shaking?
More intense ye
Sorry
Should have clarified
You guys get me
Lmao
I have wanted this very thing for a long time
Would be nice
Maybe a config setting for intensity
options include, screenshake: .4, .7, .9, 1.0 and
HIROSHIMA
plz and thank you @mossy jay
@mossy jay what will 2.5 have? (Not home to test it)
flashing lights outside
it seems like the geiger counter doesn't die even if it runs out of battery
oh and don't mind the misaligned apparatus, that's caused by another mod and will be fixed in a future update.
the Geiger counter is so cooked
tbh I never figured out how to use it and it seems useless/wasteful for 90$
yeah it only works when you're already pretty much about to find the apparatus room any way
yeah I forgot to mention that 2.5 contains a buff for it
the geiger counter noise should only increase when:
-you are facing the direction of the apparatus room
-closer to the apparatus room
because it only ticks louder in the general direction, it doesnt tell u what floor its on or if its in another branch of the dungeon.
maybe some other sources of radiation can throw u off, if u want a bit more difficult
the only other source atm is the blob
but blob isnt always guaranteed to spawn in
how about adding some worthless radioactive scraps
why would you want it to be harder when you buff it
because a buffed geiger counter that properly gives you an idea on which direction the apparatus room is would make it too easy to find.
the apparatus is pretty valuable so i think it’s fair to make it little more challenging.
is it possible to spawn certain scraps based on the interior? i would imagine something like spawning 2-3 worthless radioactive scraps in the facility interior.
idk if anyone has previosly called this out, but on some moons (mainly offense, if i recall correctly) the big orange fireball is positioned in such a way that it actually reaches the ship before it leaves the moon
I can't say it's not funny clipping into an expanding explosion with absolutely zero reprecussions tho lol
yeah i know what ur talking about
there'd be two solutions to that.. changing the ships animation to go another direction or change where the explosion occurs (currently at the main entrance)
the former would require moon modders to to accommodate for this mod which is kinda unreasonable and the latter ... i dont think changing the explosion location would be ideal. main entrance is used as a point of reference for the mod on where the explosion should be since all moons are set up differently.
and it'd also be unfun for the ship to fly into the explosion and everyone dies and loses everything
maybe another potential solution is flying up above and then facility explodes? it would give less time to view the explosion tho. idk.
nah i just need to make it smarter and have it take off sooner based on distance
uhh maybe because i think they both define the same stuff in the same namespace
ok thanks
So you're saying I shouldn't.... use both @mossy jay ...? ; w;
i mean if your using both and its working then dont worry
Here's a question
one mod is using one csync (yours), another is using the other
if I just remove the older-updated one
even though the other mod isn't using it - would it technically still function?
Since it's calling upon Csync things
in its code (i'm assuming)
Also which csync would be best active now? Owen's? It's recently updated ., .
do you mean delay the explosion? changing the timer per moon sounds annoying
like the delay before the ship takes off
rn its set to 3 seconds for every moon, 2.5 has an object that gets defined per moon so its fairly easy to change that
(and gives good modded support)
the two moons i know of, titan.. the ship is just super close to the door, so the blast reaches you as well (if i recall? perhaps i'm wrong.)
with offense you move in the direction of the blast, so it gets to the ship as well
.-. ...
blob counts as a radiation source . ,.?
Potentially Csync is causing sales issues?
having 2 of em
I don't know what's bricking the sales system to be stuck at the same sale over and over
or the explosion could just expand way slower
MeltdownAPI.MeltdownStarted turns true once a meltdown has started right?
should
Gotcha, thanks. Do you know when exactly it becomes true? When I check its value in a prefix targeting LungProp.EquipItem() it’s still false. I thought it might have to do with harmony priorities, but even specifying the priority of my patch to be last, or changing to a postfix type patch, MeltdownStarted is false at that point of time.
a postfix should work or I think the 'HarmonyAfter' attribute might work (idk I haven't used it)
nvm did not read that a postfix didn't work
uhhh yeah maybe just try looking into harmony after
alright thank you
or it could just be bugged, I remember running into some issues that were weird regarding that variable
if you have meltdown publicized you could do 'MeltdownHandler.Instance != null'
I’ll test both of those approaches
I tried it with harmonyafter and postfix and sadly still is false by the time i check it. i know that for previous versions of your mod i could just check GameObject.Find("meltdown") and it would work, but something changed i guess. it's not that important though
not to backseat but shouldnt meltdown just have an event
it should
it did in my Dev branch for 3.0
then I worked on 2.4 and reverted back lol
Game object.findobjectoftype and checking if that is not null will work
also remember that start meltdown function you said i should add a check to see if the player is host to?
i did, but i may have forgotten a crucial detail
public static void StartMeltdown(string modGUID) {
if (MeltdownStarted) return;
MeltdownPlugin.logger.LogInfo($"A mod ({modGUID}) has begun a meltdown!");
if(!GameNetworkManager.Instance.localPlayerController.IsHost) {
MeltdownPlugin.logger.LogWarning("Local Player isn't host! Aborting!!");
}
GameObject meltdown = GameObject.Instantiate(Assets.meltdownHandlerPrefab);
meltdown.GetComponent<NetworkObject>().Spawn();
}
is this the value set for the apparatus by this mod affected by mods that multiply the value of scarp based off of the weather?
probably not
ok ty :]
i’ll try that. what type should i be looking for?
MeltdownHandler
it seems to trigger even if a meltdown doesn't occur probably because the mod is still loaded
wdym?
we were testing all the stuff you suggested and checking for the object always is true
what are you guys trying to do?
if you're trying to get if a meltdown will start there won't be any variable for it
we were hoping that when the meltdown doesn't happen it would give us a false
ahh so like if someone picks up an apparatus that has already been pulled out?
no after we supress the meltdown
trying do have a popup when the meltdown doesn't happen and when it does but we have exausted all the ideas besides networking
umm you'd probably have to call Destroy on the meltdown handler instance then
like when you suppress it
but yeah you probably should do networking for this its not too hard
we don't understand it
would it return the next moon?
one sec imma try give an overview on how meltdown works
when LungProp.EquipItem is called:
i check if its just been pulled from the facility
if it has:
i spawn a prefab (the "MeltdownHandler" prefab) this prefab has the MeltdownHandler script on it.
from there it also spawns all the enemies and handles all the effects and stuff
the only fesabile way i could see a popup work without networking is if:
you check LungProp.EquipItem on every client and then start some sort of timeout limit
say after 5 seconds if a meltdown hasn't started show the popup
but ofc theres a lot of problems with that
this should help den i appreciate your help
if you need help with either approach just ask :3
I have a quick question regarding the facilitymeldown mod. I got the custom music working just fine via the pizzatower mod. However, I'm running into an issue when I stack the meltdown chance mod. If I pull the apparatus and the meltdown doesn't happen, all of the custom music still happens. This is due to the fact that the trigger for the custom music in the JSON is the game event type "ApparatusTaken."
So my question is, does the facility meltdown mod have game event type tied to the meldown itself? I'm thinking if it does, I could just substitute that in place of the ApparatusTaken event making the custom music trigger from the meltdown itself instead of the apparatus being taken.
Use #1208370988715221052 instead, with that you can just replace the default music rather than add more music ontop
I did try using that at one point but ran into an issue. The original meltdown music and the custom song from loaf would play simultaneously on top of each other. If I turned the meltdown music to zero and set the outdoor volume to false, then no music played at all.
Granted I probably didn't spend as much time with it as I should have, I can probably go tinker with it some more to try and figure it out.
while I do support the meltdown chance team in making the mod, I in no way will support it for players
https://discord.com/channels/1168655651455639582/1210941635421151272 here's the meltdown chance forum possibly we could try and figure out a way to stop the music
what does this mod need terminalapi for?
i assume the terminal command to see when the explosion happens
honestly that might aswell be removed, never seen anyone use that command
i do 😔
i was planning to make meltdown more modularised so i might end up spliting it
U prob don’t need an api for it tbh
nah i mean extra features like the terminal command + weather types
ahh does lll have that? i was gonna see if weathertweaks would work
wdym by this btw?
it’s not that hard to make new terminal assets
oh is that all it does lol?
i mean what does your terminal stuff do
i dont override any commands so adding a new terminalnode would work fine i think
- i already do it for the geiger counter lol
gets like the approximate time left until it explodes
im trying to find a good screenshot but half of it is abstracted to language 😭
Reactor instability at 50%
Approximately 60 seconds left until catastrophic nuclear event.
The reactor is failing. You have very little time remaining before a catastrophic nuclear event happens.
thats basically all it outputs to the terminal
yeee v. chill to do that
i forgot i had a video of it lol 😭
https://www.youtube.com/watch?v=swgys055PiI
new update for facility meltdown
https://thunderstore.io/c/lethal-company/p/loaforc/FacilityMeltdown/
what do you type in
reactor health
1x TerminalKeyword as a verb for the word reactor
1x TerminalKeyword as a noun for the word health
1x TerminalNode as the resulting screen when those are combined
you'd put healthKeyword, healthNode in reactorKeyword's compatibleNouns list, then easiest way tbh is just prefix patch LoadNewNode and if the new node being passed in is your node, update it's displaytext
i do a lot more cursed shit to make filter, sort, preview etc. work + have do make things generate at bulk and a lot more variables but
https://github.com/IAmBatby/LethalLevelLoader/blob/edf7f4e8059949638b2095dcdc81b60326f22ae7/LethalLevelLoader/Patches/TerminalManager.cs
its chill af
yeah i think i just used terminalapi because i saw you having so many issues with the terminal
tbh thats not specifically a terminal problem thats a me touching a thing everyone else touches issue
keep in mind in basegame the terminal display for >moons is literally a string text box in the terminal monobehaviour set in editor
so
oh thats cursed lol
yeahh it had to be completely redesigned
now its super dynamic
splits custom moons by variable split count, prefers to group moons made by the same author. sorts moons by calculated difficulty and sorts groups by calculated avg. difficulty
big yipsee
is the mod required by every person in the lobby
yes
ok
or else it doesnt work or does it just bug out and close your game
uuuuuuh
only thing i know is that it's 100% needed
it will do one of those two things, definitely
you just won't be able to connect
yeah in 2.5, it'll come out when lordfirespeed updates csync cause that'll have some breaking changes I need to fix anyway
I just realized I was completely wrong on what the command was showing
I thought it was showing the reactor's instability and if it was too high it would kill the person who take the apparatus out
I thought that because someone in my group once took the apparatus out and died on the spot so I thought it was that
i never used it but i think it's like the higher the more likely it is for an apparatus to be spawned?
No it just tells you how much time you have left until the nuclear explosion
which is kinda useless
I mean once you're in the ship you don't really have time to get back into the facility
You only have 2 minutes once you take the apparatus out
what if i wanna show the explosion to ppl who've never seen the mod
:)
oh i should add push company
and just push them off the ship and leave
The ship takes off automatically when the nuclear explosion starts
i bet you dont know that the blob also emits radiation for the geiger counter to pick up
(cus nobody uses it lmao)
oh yeah the geiger counter is a thing
tbh slimes emitting radiation is a small touch that is 150% welcome in my modpack
i think sheff has given me a challenge >:3