#v2.6 Facility Meltdown
1 messages Β· Page 7 of 1
||just saw a vid of birds getting activated on apparatus removal|| <- v50 spoilers
zeekeers knows????????
yeah it's gonna be hard to test v50 without spoiling stuff for myself
lolll
fixed the issues zeekers changed a single variable from a integer to a float and broke that so
although hoping lordfirespeed can get the csync stuff done before v50 fully releases π
going to be reverting the csync changes for now, experimental should be updated soon-ish to work with v50
meltdown experimental 2.5.3 is out, adds compatibilty for v50 and fixes experimental being silly
also updated the readme on stable meltdown, THERE IS NO CODE CHANGES IN STABLE FOR v50
fixed the langparser error experimental should actually work now π
@mossy jay the update for csync dropped
yeah ik lol
helped them figure out some issues
working on updating experimental
stable will be broken lamo
meltdown + ||adalance|| + ghost girl + nutcracker
i get these errors when booting the game
what version of csync are you using
temporarily revert to 3.x.x
the latest i suppose
that fixed it thanks
I was just about to jump in here to ask/warn of "Did this mod break due to this?" as well
What the hell did Csync do? .-.
become better
I'm too tired to update just revert it for now
Becoming better should open the room for grandfathering no? .,.
yeah no thats not how it works π
also just realised meltdown experimental doesn't have that huge af lag spike when the meltdown starts
i dont even know what i fixed either lmao
as long as its fixe
NO
who even needs terminalapi
Let's gooo finally
you from the past smh
2.5.5 should be the latest?
yeah youre not on 2.5.5
surely not
bomberclat
aight one saecond
alright @dusk axle surely i uploaded the correct dll this time
Hope so π
Bombaclaat
WHO EVEN NEEEEDS BEPINEX
gonna port meltdown to content warning
W
eyo
anyway getting in early on content warning modding so if you want you can support me there :3
content warning facilitymeltdown, can't wait
what
oh @dusk axle i remember seeing something with lights out breaking meltdown? it also seems like 2 meltdowns triggered at the same time so thats not good
Oof
@spiral isle bls fix
this was an issue when:
- you were not a host
- you joined a ship
- there was an apparatus
- you picked it up
AFAIK this was because the apparatus didn't have isLungDocked field set correctly
and i'm manually setting it up on client when joining
so there shouldn't be any issues anymore
(i've not encountered a single one after my latest update)
oh yeah isLungDocked not being set correctly is fucked
i think thats why soundapi seems to """incorrectly""" replace the apparatus sounds
it's so shit
zeekrs bls fx π₯
@dusk axle if the issue will pop up without LightsOut present, please let me know
because - as far as i know - it's not my fault
(i fucking hope)
I mean the issue we had and you were there for it
Was the reactor instability and timer not doing anything
@mossy jay figured you should know this
The instability would stay at 0, and the timer wouldn't count down
yeah it failed setting up some of the effects and meltdown only starts starts when it finished everything
so it erroring out earlier means it didn't fully complete
and you think LightsOut broke it?
lol
well considering it says "Beginning Meltdown Sequence!" twice, it means you either somehow managed to unsocket the apparatus twice, lightsout is broken (seems like mrov did fix) or something has gone very very wrong and somehow somebody sent 2 packets saying that they were ready for meltdown
Okay okay
any issues with CullFactory possibly?
probably not? they don't touch scrap so
time to disable lightsout ig
please let me know if it fixes that
Btw I love that the Apparatus is actually a threat now in V50, if you have ||Old Birds|| they all instantly become active when the Apparatus is pulled
whoa are u gonna create the whole apparatus model and everything, since they don't have one in the game π
i just wish i could port mirage over, but the game already has ||enemies that mimic voices|| so there's no point
i tried this mod out yesterday (experimental, on v50) and the facility didn't show an explosion animation on the outside?
i never played this mod, but my friend did, and he said it's supposed to show the facility exploding at the end of the timer?
v50 ain't working rn
Meltdown idea; upon the meltdown starting, all valves throughout the facility start spewing steam to obscure your view and make it even harder to escape π€
valves aren't properly networked in the base game, would need to manually fix that for such a small feature
sick idea though i ain't gonna lie
does dis work with up to date csync (not v50)? o ,o
no
stable does not work v4.0.0 csync and it won't until v50 releases and stable becomes 2.5
so-.... Current version FacilityMeltdown doesn't work with most up-to-date Csync on V49. .... yes?
yes
Ok. .,. ... I shall just disable it for the time being... .,. ...
or just use the older version π€·ββοΈ
older version of what
oh? Which version of meltdown works with the latest version of csync and on game version 49? o -o @rotund epoch
im saying to use an older version of both until we get to v50
unless u really need to be up to date. for the most part rn im sticking with older versions of multiple mods until we go to v50
can't reduce csync :<
Btw what else is using csync?
I'm seeing people here that push on lgu and this mod to hurry with implementing csync 4. Because other mods already do. But in my experience those two are the only mods using csync
Or rather what other mods are you using that demand csync 4. And what's preventing you from downgrading those as well?
There are 37 mods depending on Sigurd's csync. But nothing to rival the popularity of those two. I'm surprised that people don't decide what version of csync to use based on those two mods' support.
- Arachnophilia
- CustomDeathPenalty
- Oxygen
- ModifiedMovement
this is the reason i did config syncing manually (using the wiki as the guideline) instead of having a dependency for it tbh
whenever the config syncing lib makes breaking changes, you're forced to catch up, and it causes issues when different mods have different versions of it
having it done internally means you never have to deal with this at all, which i'm glad i don't have to deal with that
I just went through all 37 dependants of csync. And those 4 are the only ones that have updated csync to v4.
Everything else is using csync 3.1.1 or older
It's a choice between downgrading those 4 if you even use them; or not using anything else that requires older csync
which is using 3.1.1
yes
its broken, im taking a break from lc modding rn everything else works fine enough
all good
Enjoy your break
π
I'm fairly certain you're not on the latest version
yeah latest is 2.5.6, I moved where the Lang files are stored in 2.5.5 and didn't package them correctly
There's no option to update though?
I already updated all mods
Maybe some part of the older version still remains
Should I delete the plugin for it too?
Before reinstalling?
oh i think i only updated the lang files for 2.5.6 not a new verson of the mod
So what should I do now?
id just try reinstall, looks like r2modman incorrectly unpacked stuff maybe?
2.5.7 experimental
uhhh
- removed the debug keybind that started the meltdown π
- russian translation
- explosion actually expands/kills people inside
Dubs
maybe it any keybind that isn't ALT+F4
alt+f3
uhh I guess with v50 releasing stable will update soon ish
didn't get everything I wanted to but most of it
v2.5 FacilityMeltdown
yippee
should be going out on thunderstore soon
god it feels weird to update stable meltdown again
@drifting galleon you'll need to update from the main branch for your pr again sorry, just did the stuff to update to v50 π
for things like lethalradiation and ac
also it should be only disable for compatibliity reasons
woops
if explosion kills people now, what happens if ship flies through it?
i fixed it, it does what it did in 2.4 lol
So I can switch to the none experimental version now that v50 is out?
Awesome
Last time I played the explosions and event stuff happened but when it was time for the planet to explode, nothing happened
Hopefully it's fixed now
Yaaay
do I need to downgrade for it to work with v49?
alright thanks
does the meltdownchance mod work?
iirc, he said that latest update changed some things and these type of mods will need to be updated or something like that
When you say you don't support, do you mean you don't like them or you just don't provide support for them?
both, i dont like the idea of a chance for the meltdown
providing support for them is also a nightmare
i know every line of code in meltdown
i dont for those mods
That's fair, I was just wondering
oh my god that is so PEAK bongo
@mossy jay any idea why sound replacement for meltdown still wouldn't be working despite no errors coming up? i've even tried simplifying it to:
{ "update_every_frame": true, "replacements": [ { "matches": "MeltdownHandler:music", "sounds": [ { "sound": "MELTDOWN.wav" } ] } ] }
and it still doesn't work, seemingly loading fine on startup, and not not displaying any errors in-game. the only problem i ever have seems to be "Audio source failed to initialize audio spatializer" spam in the console, so not sure where the issue could be. i've made sure to use a very small modpack for testing purposes and have LCMaxSoundsFix installed.
it changed
its not MeltdownHandler:music anymore
its MeltdownHandler:meltdown_music i think
nope
Meltdownhandler:meltdownMusic
i figured it had to be something like that, thanks, i'll try that
also, what would i use to replace the warning sounds? (like Meltdownhandler:whatever)
hmm... it recognizes it now but it still didn't play. weird. didn't show this debug code before:
[02:29:47.0168797] [Debug :me.loaforc.soundapi] :MeltdownHandler:meltdownMusic == *:Meltdownhandler:meltdownMusic? so that's progress at least
oh
the capitalisation is different
MeltdownHandler vs Meltdownhandler
definently should have soundapi be case insensitive π
probably, but hey, still getting things done
niceeee, that did it
thanks for the help on that. but yeah what code would i use for replacing the warnings?
right, i saw there's 4 warnings. gotta do them all separately then?
"matches": ["MeltdownHandler:warning1", "warning2", "etc"]
gotcha, that definitely makes things easier. i was about to make it like 10x longer lol
my god, it actually worked
Does it work on the v50?
yes
Nice thx
done 
i just updated it, it should work now
is the geiger counter for this mod currently broken?
if i order one it just kinda floats and can't be picked up lol
Meltdown works on V50 for me with the update, but the lights inside are permanently off now instead of flashing red. Checked the config and EmergencyLights is still set to true. Created a new mod profile with only meltdown & its dependencies to eliminate possible conflicts, but lights still don't flash as they should. Bug or intentional change?
uhh probably I didn't really test it much
do you have logs for this?
I could repeat the process and generate one if you'd like. I'm guessing just run in, yoink the glowing thing, and then grab the log?
yeah that'd be fine
Anything I have to tick/set for it to generate one and/or where's it stored?
Gotta re-up to V50 rq
Oddly enough, the screen shakes / white pulsing wave that usually comes from the door while outside seemed to be missing too. I take that back, I just didn't notice it in the moment. It was there on a rewatch, but it was only one pulse when there's usually more than one.
Recorded the pull that's tied to that log as well. Lights do change to red before they flicker off, but as you'll see, they no longer turn on/off every 5ish seconds like they used to.
Not sure if its just a weird glitch or not but the first time I found a room with the reactor since installing the mod the room was completely empty. No shelves, no reactor, nothing.
It's not a glitch. The reactor can spawn in two tiles. The one in my clip above which comes in two placement variations, and the big loot room with a stairwell that goes down into the floor. If one room is empty, check the other.
I had this exact same issue
that is the error that just kept getting spammed
then after I pulled the apparatus I waited for the ship to leave for itself (bc this is my first time using this mod and I wanted to see the explosion animation) and when I got to space I was stuck in limbo; the ship was stuck "in motion", the clock stayed and was frozen and I could still hear noise and stuff for a little bit after
there are some more screen shots (3rd is out a window from the ShipWindows mod)
I wasn't getting any logs from after the ship left
I tried this twice btw just to make sure and I got the same stuff both times. Hope this helps
π great there is no errors, I'll have to see if I can reproduce this myself
alright testing the fix now
issue was unity not doing what i thought it would do
2.5.1 fixes the effects not looping correctly
doesnt fix the geiger counter, dont feel like doing that rn :3
so just to clear things up, facilitymeltdown should work now in v50?
just wanna make sure
cause im v slow
yes
awesome im gonna slip it into my v50 modpack then
keep up the good work mr bongo π«‘
π
"core meltdown imminent, evacue the ship immediately"
For some reason the apparatus is always valued at 336 credits for me, even though I have the price config at the default of 240
you've probably got some other mod messing with it then, or vanilla has added a feature to change that
and for more context on this, its not supposed to flash the lights inside of the ship
But I like that
you should make that a feature
i was gonna make the spotlight on the top of the ship spin and flash red
to help you spot it in the dark when meltdown was happening
that's a great idea, definitely helpful with darkness/weather
Hey this mod causes some issues on the latest version, it prevents other mobs from spawning.
the random ones throughout the factory
I've got these mods installed
lemme start up the game for the errors
I only get this error with facilitymeltdown enabled
Sorry seems like it might be an issue with a dependency of facilitymeltdown
@mossy jay so i get an error when starting a game saying it had trouble loading some config settings (among other things) - and here's one of them. not to be that guy, but... i don't think that's how you spell apparatus lmao. probably why it has trouble loading
logs?
I haven't touched the config since csync 4.0
trying to reproduce it at the moment, i had switched to a smaller modpack for testing and forgot to copy the logs
very strange though, i can swear i didn't touch anything, perhaps my entire game got haunted after installing ghostCodes? π€¨
i can say after switching it didn't give the same error though, so it was kind of weird. anyway, trying again.
hmm... yep, not appearing agian. now i just look like a crazy person. awesome.
well, i guess it was only confused about appartus at first, but now it figured it out π€
the games spelling is also shoddy π
yeahhhh i just noticed that as well
crazy
well, sorry for bothering you. will let you know if there's anything more serious
Hi! Is the latest facility meltdown backwards compatible with v49? I just played with it and it didn't seem to work : /
managed to reproduce it somehow while testing mods again. there's plenty of other similar minor warnings though and i don't think it's totally broken. just rebooted the game and it did it again though, so i guess this is the right combo? 018eea0c-e16c-c994-b809-aab66fb1a889 must be some sort of weird mod conflict. after a quick test i've also confirmed that meltdown still works too, so no idea what the deal is. might be nothing to worry about, but at least now you can see what i was talking about
no
this is meltdown complaining about not being able to load lethal settings when bepinex says that it has been loaded
are you using something like preload manager
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object.
Stack trace:
GrabbableObject.FallWithCurve () (at <09f109276c764f589f47f312aab5547a>:IL_00A0)
GrabbableObject.Update () (at <09f109276c764f589f47f312aab5547a>:IL_0125)
FacilityMeltdown.Equipment.GeigerCounterItem.Update () (at ./Equipment/GeigerCounterItem.cs:59)
I get this a lot if a geiger counter exists
works perfectly if geiger counter doesnt exist
so we just aboid the geiger counter
yes
no i don't have preload manager, didn't know it existed until you just mentioned it. (should i?) i think i know what you're referring to though. there's this list given when the game launches
This mod v50?
yes but not the Geiger counter
alright v2.6 will be going up soonish, there's a completly new config system so you might need to redo some of your settings :3
v2.6 FacilityMeltdown
Is there any way to disable the emergency lights for modded interiors but keep them on for the default facility tileset? I love the atmosphere they add, but it seems like they throw errors and mess with the meltdown sequence on modded interiors like the PoolRooms or Bozorus's custom interior tileset.
no, how are they causing errors?
i use the exact same variables as the base game for handling turning off the lights when the apparatus is pulled so they must be messing something up in vanilla as well
I don't know specifically why they're being weird (maybe the lights on those tiles are named something different for some reason?) but the issues I had for Bozorus's tiles stopped showing up when I disabled the lights.
This was what I got when I had them enabled. Looks like it may have tried to start the meltdown twice somehow? I saw that there was some light mod that caused something similar to happen, but I know I don't have that installed
The PoolRooms meltdown triggered like I expected it to, but the ship's lights were permanently set to red for some reason. Bozorus's meltdown just completely broke
either one of my internal data objects isn't spawning or those interiors are destroying lights and not removing them from the round manager list
the ship lights arent supposed to flash but ive been too busy to fix it
Yeah, I saw you had said that wasn't supposed to happen. I figured I'd mention it just for context. Otherwise, the Poolrooms meltdown works the way I figured it should.
anyway got a fix going up that should log out an error if my internal data object fails to spawn
Geiger Counter can't be grabbed
Thats the Geiger Counter?
yer
yeah that issue is known, I've just been too busy to fix it
honestly surprised that this many people even use the geiger counter
it's a cool item
but yeah I have had many instances of not being able to pick it up
I don't lol, I was just going through every modded items to fix their heights in Matty's fixes
does it like show where the apparatus is?
The closer you are the more it goes up I think
and the blob :3
blob!!!!
Holy shit
2 herobrines
also does spawning scale?
My config should spawn 5 things
but only 4 spawned logged
ah ok
Also
im going to murder you
literally 12 messages before
im going to murder you
oops
Had another issue where the red light on ship stayed permanent even after going out of the moon.
Logs if it helps
Make a config that lets you upload music somehow to the escape sequence ( like the "in a house, in a heartbeat" addon)
Configurable Geiger Counter Shop Price? π
PLEASEEEE
90 FOR A PIECE OF JUNK IS WILD
litterally a config option for that is the lowest thing on my priority list lol
Could we have configuration to enable/disable the reactor meltdown narrator and music separately?
I like the guyβs voice a lot and fits in the chaos
But at the same time Iβd also like the option to disable his voice at times to hear just the music
Geiger brokie v50?
hell yea
Does the latest update still work on v49?
Yes
well
kinda
you can configure what it doesnt spawn
And also this too π
no
no probably not because people would just disable the music and get confused on why the narrator is still talking
Thanks. Do you know which patch was the last working version for v49? I've been checking the changelogs but can't tell
2.4.x
Thanks!
Really?
I mean the facility would be exploding and the text would be displaying that the facility is melting down
Im assuming its just how people are used to disabling both at the same time
I cant disable to voice on LRM even if I wanted ;-;
so i support this judgement
weird issue with the game thinking you're both holding and not holding the core and not letting players interact with anything
provide logs
I'm fairly certain this would be another mods fault or something vanilla
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info : Unity Log] playerHeldBy on grabbed object: Player (1) (GameNetcodeStuff.PlayerControllerB)
[Info : Unity Log] Called teleport function on Player
[Info : Unity Log] Player leave web called
[Info : Unity Log] Player leave web called
[Info : Unity Log] Player leave web called
[Info : Unity Log] Player leave web called
[Info : Unity Log] Player leave web called
[Info : Unity Log] Player leave web called
[Error : Unity Log] ThrowObjectClientRpc called for an object which is not the same as currentlyHeldObjectServer which is HandBell(Clone), on player #1.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Warning: Unity Log] Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target.
[Warning: Unity Log] Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target.
[Error : Unity Log] ThrowObjectClientRpc called for an object which is not the same as currentlyHeldObjectServer which is null, on player #1.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Info : Unity Log] playerHeldBy on grabbed object: Player (1) (GameNetcodeStuff.PlayerControllerB)
[Info : Unity Log] Current behaviour state: 0
[Info : Unity Log] CHANGING BEHAVIOUR STATE!!! to 1
yeah there are no references to meltdown
it wouldn't let whoever was holding the apparatus do anything or leave the building
I have an idea of what it is but I'll test it later
this may help if you haven't tried it already: https://thunderstore.io/c/lethal-company/p/TestAccount666/AutomaticInventoryFixPlugin/ though i'm not sure what the source of the issue would be
What even is a Geiger Counter?
A device that detects/measures radiation.
no offense to anyone it just surprises me how many people dont know what a geiger counter is
again no offense or anything just somn for me to think about
Thats so real
that's so fake
[Info :me.loaforc.facilitymeltdown] new MeltdownConfig() == Setting up config
Is this line in the log generating a new config file every time the game is opened? It seems like every time I restart the game, any settings that I've made to the config (either through LethalConfig or Thunderstore's config editor) get reset.
I tried removing every mod except for FacilityMeltdown and its dependencies, but it looks like this still happens. I wasn't having this issue a few days ago (possibly on v2.5.1?), so I'm wondering if this is something that started with the new version
Quick question. Is the "disallowed enemies" list supposed to take the name or the ID of the enemy?
it shouldn't it should very much be using your existing config
I just made another new profile with only these enabled. I ran the game once to generate the config and then closed it and set the music volume to zero. When I opened the game again, the config's music volume settings were back at 100%.
I may have found the problem but it will be like 8 hours until I can even think of working on a fix
Oh yeah no worries, I just figured I'd mention it since I hadn't seen anyone else say anything about it yet. In the meantime I can downgrade to 2.5.1 and that seems to fix it, which is fine since the other music thing I was using with it hasn't updated yet.
Love the mod btw! I think this is gonna be a permanent part of how i play LC
Its a great mod. Playing with a modless group who just rip the app the second they find it, made me realize how much this mod changes for the better.
I've got a couple friends that insta-pull the apparatus every time they see it. I'm sneaking this into a modpack for the group to play with as a fun little surprise for the next time they try it >:)
the name
specifically the one that the game uses to indetify each enemy
What is Lethal Compatibility?
Did you mean LobbyCompatibility? I dunno, it's one of the dependencies for FacilityMeltdown.
@coral hare got a fix for it coming, the issue only applied to client side configs cause i registered those second π
anyway i will now sliver into the darkness again until thursday when ill probably fix the geiger counter
Relatable
Much appreciated, thanks! :D
if you wanna make it always a surprise, me and my partner have a mod that let's you set a percent chance of a meltdown happening
if I want the coilhead to not spawn upon activating meltdown, do I add it as "Spring" to the list?
I think I prefer having it happen 100% of the time just because the meltdown sequence is really cool, but yeah I did see that someone made a mod to have it be a chance
uhh is there centipede or snare flea on The default?
centipede
almost got it fixed :3
are there any mod authors that could make a mod that makes it so it plays Spiderbait's Black Betty when the apparatus is pulled for the meltdown sequence? that would be so damn good.
good work on the progress. can't wait to use it!
almost completly fixed except for the needle just straight up dipping
v2.6.3
- Fixed Geiger Counter
- Fixed ship and map props lights turning red.
- Changed how the outside lights flash, should no longer be an all consuming void.
[Error :me.loaforc.facilitymeltdown] Assets.Init caused an exception to be thrown, meltdown may or may not work, look for more errors.
[Error :me.loaforc.facilitymeltdown] System.ArgumentException: geigercounterΔ±temdef.asset is not valid in the assetbundle!
at FacilityMeltdown.Util.AssetBundleLoader1[T].LoadAsset[AssetType] (UnityEngine.AssetBundle bundle, System.String path) [0x00027] in ./Util/AssetBundleLoader.cs:43 at FacilityMeltdown.Util.AssetBundleLoader1[T]..ctor (System.String filePath) [0x000c6] in ./Util/AssetBundleLoader.cs:24
at FacilityMeltdown.MeltdownAssets..ctor () [0x00000] in ./Util/MeltdownAssets.cs:15
at FacilityMeltdown.MeltdownPlugin+<>c.b__21_0 () [0x00000] in ./MeltdownPlugin.cs:50
at FacilityMeltdown.MeltdownPlugin.RunLoadStep (System.String stepName, System.String descrption, System.Action callback) [0x00000] in ./MeltdownPlugin.cs:87
any solution for that ?
fresh install from r2modman still not working
v50
what i am missing then wth
im also fresh installing and it simply not working XD
it was working on older versions
but newest is kinda broke for a while
isnt the log tells u smth ?
replaced with ur one seems they are same file but lemme test
yep nothing changed
πΆπ»
i can say it was working on 2.4.8 or smth on v49
and im pretty sure in current state i didnt do anything wrong
kinda annoying
so
geigercounterΔ±temdef.asset
I don't know why but the i in item is a different character and it can probably not find it.
Can you set your pc to english locale to see if it fixes the issue?
@normal basalt
well it means all my friends also need to do that right
it's kinda annoying since it was working before and im definitely sure update caused this
or it's gay
XD
not yet, but if that fixes the issue then the dev might know where to look
if that fixes it im going to explode either dotnet or visual studio
now it's worth to try
lemme see
the sad part i cant switch me lang the part is deleted (im using debloated windows)
asked a friend for do that
you should explode your code instead
no because if it is their locale somehow then its some fucky text encoding stuff
it's locale 100%
wtf
istg if it's because I've capitalised stuff and it just wants to do it's own thing
yes
it's windows lang issue
working on English windows
not working on turkish windows language
so u guys are right
we test it in both
well now the question is
it was working on 2.4.8 so can u also keep it same for latest (idk what's changed about lang issue reason)
oh no
btw if u are lethal terminal formatter owner can i suggest a thing ?
sure π
im using freemoons which makes moons free but ur plugin still shows actual prices is it a bug or ur plugin not grabbing values just static text
π€ i'll check that
π
prepare the bombs XD
question: only the display is wrong or does it cost the money still?
only display
okay, i see why that's happening
@mossy jay
https://github.com/LoafOrc/FacilityMeltdown/blob/920b2bf6a6c30d7271d3b8174d3582868e0ac486/FacilityMeltdown/Util/AssetBundleLoader.cs#L24
iirc you can fix this by using .toLower(CultureInfo.InvariantCulture)
but definitely an interesting problem
Haven't encountered something like this yet myself
im glad we found the reason i miss the facility meltdown
@normal basalt @fleet pollen can you see if 2.6.4 fixes it? (when its avaliable on thunderstore obv)
Im waiting
i will test it asap
im testing rn no error code
lemme steal apparatus
@mossy jay working now thanks for everything π
Warn: jumpscare alert
that's nice this one is fixed too now there is only 292782 different console error lefted for my pack need to be fixed from diff mod authors
But facility working now
yeah
and the good part, except this, all other random console errors doesn't affect the gameplay at all (afaik)
and this one is now done which means it's good to go steal apparatus
Making chaos and adrenaline rush makes perfect to play with 2 class clown friends
Just only giving red paint to log panel
110 mod and 6 clown makes this game playable enough for me
most likely yes
idk is it allowed to talking in own language but
toplasan hepsini 5 10 moda sΔ±ΔdΔ±rΔ±rsΔ±n
minicik her zΔ±kkΔ±m iΓ§in ayri bisey indiriyoruz nerdeyse
adam kendisine milyon dolarlar kazandiran oyunu resmen aletine sΓΌre sΓΌre yapmΔ±Ε assurancede yerin altΔ±nda unity test modelleri falan var silmeyi unuttuΔu :d
modsuzda bi boka benzemiyor oyun Εu community destegi olmasa max 2 gun ΓΆmrΓΌ var oyunun zaten
If you are alone everything gonna nightmaring, awful and mind breaking sometimes
Everything true
U are said
@normal basalt
β
when the facility explodes, it also spawns a lot of pink squares
no other problems, but sort of immersion breaking
anyone know how to fix this?
istg if those particles break one more time
its a problem with the assetbundle and me migrating unity projects
nah you just forgot to mount cs:source
:3
goated???
Glitchy
Webm is broken on mobile
yeah lmao
Oooh thats actually great
I see im not the only one who've expereinced the purple
Watch Meltdown Technique: Purple? and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
guys it is like 10 messages up
got pink particles for the explosion
@mossy jay sup, custom apparatus values are not properly displayed when being scanned/sold
does it still give the correct amount?
yeah my custom value, 120, can still being read as 240, the default one
it was still sold as 120 so i wont complain too much, but i think it should still be investigated
Uh oh
Have any of yall tried ship meltdown?
oh shit that guy actually did it
I am requesting an addon mod from anyone with the power to change the meltdown sound to add Black Betty by Spiderbait
@mossy jay
It is safe to increase the time allowance before the explosion yet?
uhh probably
best response ever
I remember your config saying. DON'T YOU DARE TOUCH THIS SETTING! IT PROBABLY DOES NOT WORK! ITS HERE BECAUSE YOU WANTED IT HERE!!!!
π
it still does lol
hahaha
should but I still don't know if there's anything hardcoded to 2 minutes
now let us set different times for different moons
That would be amazing
if I find a better way than the current "moon@time"
People love meltdown so much that they are making addons for it. π
I like them and wanted to give players some extra time to deal with these new changes.
https://thunderstore.io/c/lethal-company/p/rytix/DeeperMeltdown/
https://thunderstore.io/c/lethal-company/p/ShipMeltdown/ShipMeltdown/
ship meltdown is fun
you also forgor meltdown chance, pizza probability, facility meltdown patch
π
there's so many 
Yeah theres a few...
oh and also the pages of replacement music
Look Bongo. I just want more! MORE BONGO MORE!!! MORE FEATURES!!!!
MOOOOOOOOOOOOORE
Ill show myself out.
not exactly an addon but https://thunderstore.io/c/lethal-company/p/Toshizuno/BlackoutHazards/
works well with it
I don't mean to spam but my message is always ignored π« black betty by spiderbait? Replacement music for meltdown? Anyone? No? Damn
i tried this earlier and it spams log with errors and lowers my fps with like 90%
ooo, weird
imma test again
maybe I got lucky lol
it might be conflict with hazards outside or something
actually its prob that
I stopped using that mod
cause it was laggy af
no that works fine for me
IS THAT WHAT IS CAUSING MY SHITY FRAMES
If you are willing to put in some work for yourself there are a number of mods that use PizzaTowerEscapeMusic to add custom music so you could check out how they do it and try to replicate it
hmmm. would it work for a friend too?
I would assume so
If you search "meltdown" in thunderstore and sort by download count you will see a bunch
im a bit of a dunce, wont lie
yeah i would need a step by step tutorial. i struggle with this kind of thing
yup can't figure it out
you can use soundapi, ive got a template here where you only need to replace meltdown.ogg under the soudns folder
https://github.com/LoafOrc/loaforcsSoundAPI-examples
hit the big green code button and download zip
@dire charm turns out the template is wrong atm, a fixed version will go up in a sec
fixed
i replaced the file. how do i go about making it a thunderstore mod that people can use?
look at the file structure for lethal resonance
again i uhhh... am illiterate with this. i have no idea what that means. im not a modder, i barely know files lol
you'll need to package it into a zip
there's a specific file structure that you'll need to follow for r2modman to unpack it correctly
oh okay. ive zipped it up
so then i take it where? i appreciate your patience with me btw
i forgot this step as well, you need to include a manifest.json and icon.png
{
"namespace": "your username",
"name": "mod name",
"description": "changes the meltdown music",
"version_number": "1.0.0",
"dependencies": [
"BepInEx-BepInExPack-5.4.2100",
"loaforc-FacilityMeltdown-2.6.4",
"loaforc-loaforcsSoundAPI-1.0.10"
]
}
make sure to zip the files, not the folder (notice how the manifest is directly inside the zip, not a folder inside the zip)
i got lost again. what if i streamed my screen to ya in a vc? would that be easier?
actually you could just send the audio file and i could make the zip for you 
Dm'd it
hey i want ask. why disabbled enemy when take apparatus not work?
Blob already disabled but when take apparatus they spawn
i wanna make only Old Bird / Radmech is spawn when take Apparatus
might be blob and not hygrodere
it is cap sensitive btw, and uses the internal names
so its "Hoarding bug" not "Hoarding Bug" :3
it only spawns inside enemies, not outside ones
hey @mossy jay sorry if this isn't a good place to post this but should I worry about the console spam from loa? [20:39:32.4209310] [Warning:me.loaforc.soundapi] AudioSource (on gameobject: MovementAudio) became null between the OnSceneLoaded callback and Start. This is most likely because of another mod.
[20:39:32.4209310] [Warning:me.loaforc.soundapi] AudioSource (on gameobject: ItemAudio) became null between the OnSceneLoaded callback and Start. This is most likely because of another mod.
[20:39:32.4209310] [Warning:me.loaforc.soundapi] AudioSource (on gameobject: StatusEffectAudio) became null between the OnSceneLoaded callback and Start. This is most likely because of another mod.
[20:39:32.4209310] [Warning:me.loaforc.soundapi] AudioSource (on gameobject: UnderwaterBubblesAudio) became null between the OnSceneLoaded callback and Start. This is most likely because of another mod.
no, that's just a player expansion mod in that case
Ah okay, thanks!
Hello !
I'm using the facility meltdown mod but my friends keep hearing the music played whenever they're next to the apparatus
Is there a way to fix this without totally removing the sound outside the facility ?
Using this modpack :
018f3669-1b7a-7209-2dcb-e51a2e4a5ea6
do you have lcsoundtool installed?
@mossy jay wait so the locale issue that you fixed for turkish players, what was it again? is it related to file paths not being respected?
i might be having a similar issue but idk
no converting to lowercase broke
ah
you need to provide a proper culture info
that is fucking wild π€£
I converts to i in english, but not in turkish
such a random edgecase π
No
Should I have it ?
My mod list :
AdditionnalContentFramework
AdditionalSuits
Backrooms
BepInExPack
BetterTeleporter
Celestial_Tint
Coroner
Corporate_Restructure
DimmingFlashlights
DiscountAlert
FacilityMeltdown
FasterItemDropship
FixPlugginTypesSerialization
HealthMetrics
Helmet_Cameras
HideChat
Hold_Scan_Button
HookGenPatcher
LateCompany
LCMaxSoundsFix
LethalConfig
LethalFashion
LethalLevelLoader
LethalLib
LethalModDataLib
LETHALRESONANCE
LetMeLookDown
loaforcsSoundAPI
LobbyCompatibility
More_Emotes
MoreCompany
MoreItems
NoSellLimit
PoolRooms
ReservedFlashlighSlot
ReservedItemSlotCore
ReservedWalkieSlot
Runtime_Netcode8patcher (Deprecated)
Scopophobia
SCPFoundationDungeon
ShipLoot
ShipWindows
Skinwalkers
SnatchinBracken
Touchscreen
YippeeMod
Maybe that can help ?
This got fixed in the latest update of LethalResonance
What do you mean ?
I updated iit
I tried and it didn't work
That error was gone after I updated LethalResonance
Weird that it would still be there for you
Not talking about the errors
Errors are gone
I'm talking about the sound of the apparatus for my friends after finishing a day
it's a known issue , I haven't had time to fix it :3
Ah ok
I thought I was the only one, sorry
no, I remember lcsoundtool would cause something that
K, please let me know if one of my mods could cause that
You mean a known feature
Purple square metldown
Everything turns into purple squares when you pull the apparatus
trojan horse meltdown, i actually just install ransomware onto your computer >:3
when mommy asmr mod
dont act like you wouldnt want it
just you champion
Hey hey, Iβm willing to see what you can cook up for the mommy asmr mod

I mean it's actually not too far from what I am working on π
ive seen people report this bug before, but ill do it anyway >:] (also because i have distasteful anchovi playing on the back)
https://medal.tv/games/lethal-company/clips/2b03DGmIVtX9hz/d1337TvjUD1u?invite=cr-MSxHcDQsMTc4ODI2MDc0LA
Watch weird particle glitch and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
WAIT REALLL,YYY
not the asmr part, but i guess it is a mommy π
does
does this have anything to do with Xu and the GiantSpecimens
no it does not lmao
im having this error when trying to join my friend's server, i disabled everything except meltdown
that's not meltdowns fault. only thing related could be lobby compatibility? make sure that is enabled. meltdown won't work otherwise
thats extremely odd
we have everything right
same versions and everything
sorry for another tag, but heres the settings
is there something that i have to tweak to make it work?
i've got no clue, i don't work on lobby compatibility
shame
also those settings look like game browser stuff, so shouldnt prevent youy
No fix found for this issue ? :(
I love the idea that the explosion can catch you if you choose to leave too late
there's an add on mod called shipmeltdown that does that I think
super cool!
v2.6.5
- Fixed explosion particles being pink.
- Added a new config option,
MinPeopleToPullApparatus. Default is 2. Requires at least this many people. If this number is larger than the amount of people in the lobby then EVERYBODY will need to be nearby. - Lobby Compatibility is no longer a "hard" dependency but will remain a dependency on thunderstore. If it is causing issues you can disable it and meltdown will still work.
@pliant crane if you're still experienecing that issue where it says your not in orbit, update to 2.6.5 and you can disable lobby compatiblity safely (it will say you cant, just click disable only lobby compatibility)
got it, ill update you once im able to get to my pc
Is the music played when pulling the apparatus supposed to sync between clients? I'm using https://thunderstore.io/c/lethal-company/p/falcodxb/Dramatic_Meltdown_Music/ and both the host and the client in testing get different music.
thats using pizza tower escape, i have no clue
also yes, there will always be a slight delay from host to clients just because of network delay
there are ways i could get around this, but it adds quite a bit of complexity for something that doesn't help too much
I don't mean a delay but rather completely different songs
yeah i have no clue then
However if that's handled through Pizza Tower Escape I'll ask them
@visual estuary Hey man, you're the person that made Pizza Tower Escape, correct? Would you be able to answer this question?
Yeah. It doesn't sync the music, it just picks a random song to play from the list the script provides
Gotcha. Is there any way to do that or is that not within the scope of your mod?
2.6.6 fixes min people to pull apparatus thinking dead people could be present to pull the apparatus
I mean why not
A BODY IS A BODY
it works just fine
even with the lobby compat mod
thanks :]
the new multiple people needed feature is cool
however i like the comedy of one person randomly pulling too much
it's hard to keep those funny moments in, while also blocking trove
trolls so
fair nough, you can still change it to one person tho right or
i haven't seen the config yet
yes you can
lol the apparatus just removing on its own
slips out
fuck I forgot to change that lmao
LOL

I try setting the value range to 0 and 1 for how many people need to be their in order to grab the apparatus but it still saying you need 2 in order to grab it, but with the host they are able to grab it without anyone needing to be their with the value of 0 and 1.
uh might be failing to sync? does everybody have the same config?
yes we all share the same config from the thunderstore mod so their shouldn't be a failing sync including we double check to make sure if it does have the same
umm okay I'll have another look at that then, the config definitely should be being respected
a client just said that they were unable to pull the apparatus, the config is set to 1
Not the chosen 1
no interaction prompt even
maybe have an option to increase apparatus value when old birds are present or when a bracken is present with Diversityβs revamp enabled?
apparatuses are certainly more riskier to take back to the ship in those cases so i feel it should be higher reward
me too it's not working as intended
im the host set to 1 person and it's still saying we need 2
the other players also have it set to 1
are any other settings getting synced correctly?
also if the other players in the lobby could turn on debug logging, connect and send me their log I can see if the value is getting sent correctly
Can't grab the apparatus with a single person after it's been pulled then dropped if it's been gambled by LethalCasino, by the looks of it
that's the only setting i've adjusted
i can set that up next time i play
Actually not even after being gambled, I'm unable to pick it up while alone in the ship
thanks π
it shouldn't, unless the is lung docked variable is something getting reset
found the issue
my syncing is going full silly mode for some reason
correct value here
somehow gets borked
why are you doing that

now for that other issue
unable to reproduce this :3
weird
Whats with the "Needs 2 people"
I have been getting an issue where dont even get the prompt to take the app unless we mess around with the FixInventoryPlugin thing
and then eventually it lets us take it
yeah, i've wanted to do it for ages but i only just now got around to it
default for it should probably be 1 i think
ya because its a vast change from base game and people are going to be confused because theres no error logs and most people don't look into the updates
Letβs just make meltdown
Blow everything up
Crash your game
Spam error logs
Uninstall system 32
but i understand that's how they want the experience to be I'm just worried its going to cause a lot of confusion
yeah definitely
i got fucked one round cuz i told a friend to wait by the app room while we took stuff back to the ship, and told him to pull it once he saw the items popping up on the side from us leaving them in the ship
but since it needed 2 people he couldn't pull it and it was already too late
I've been meaning to have it at 2 since like the beginning lol
was thinking of maybe making so past a certain time the requirement is gone
means that trolls can't as easily kill a run by pulling it early, there's still an opportunity for everybody to agree and pull it, and it also gets pulled later in the day (like how I'd want)
It makes sense
But i still would not personally recommend after all this time, suddenly making it default to 2
Especially since we didnt even see any text on the app, we thought we had one of those "cant pick up items" bugs or something
If you insist on doing it, make sure 100% that this text always shows up
So then most can figure it out and realise they need to change a config
tho still kinda annoying
well seeing no text on the app isn't the normal behaviour soa
However, as me and my friends said, it would be kinda cool if the amount of people needed to pull the app is random from 1 to however many people where on the ship when it landed
And then have the app value scale depending on how many are needed
Would encourage a bit more teamwork, or a reason to get mad at your friends for throwing
throw in a config for how much it scales, max number of players etc.
that could be pretty neat!
hmmmm idk, would need to communicate it well to players otherwise they're just going to get more confused
oh please
that'd make it a lot better
cuz it was like 10:45 and he wasn't able to pull it π
silly maxxing
i'll never forgive you
meltdown's custom tooltip is blocked by general improvements
there's not really that much i can do considering that it's a transpiler
https://github.com/LoafOrc/FacilityMeltdown/issues/46
ok testnig a hot fix lmao
LMAO IT WORKS
alright 2.6.8 has the hotfix and disabling min people to pull apparatus after 9pm
So last session we grabbed the apparatus, but dropped it and a schrimp enemy ate it, and the meltdown just stopped
unless LC office is purposefully doing that, it should not be possible lmao
Inb4 Shrimp somehow counted as plugging the Apparatus back in
So things went back to stable
π
Btw did you manage to fix the multiplayer issue yet where clients get stuck waiting for crew when landing at the company?
what
this is the first I'm hearing of that
I had it happen with my group however it could have been due to CozyOffice at the time
CozyOffice did bug out and made scrap and stuff valueless for them so it's possible the custom apparatus threw errors on their part
yeah I don't do anything on company so
LOL
alright 2.6.9 removes the general improvement hotfix, make sure you update general improvement to 1.2.7 for it to actually work lol
Did the new update also fix the game freezing in orbit?
After removing the apparatus and pressing the lever to leave
It just keeps saying ship is in movement
I can't get a log at the moment unfortunately aaah
Will test tomorrow when I play with friends
The new update
I have this problem.
when I take the apparatus
There are no explosions, nor are there red lights. Practically nothing happens.
not my fault :3
you're using ship meltdown and I have no clue what that actually changes for code wiselol
oohhh i see
thanks
I didn't know what mod made that error. But now I know. Thank you
Is everything fine? π
Yes lol, it was reapplied cus Shaosil temporarily recommended people use 1.2.6 if they had issues until the 1.2.8 update dropped
Ooo new image 'n color~
Y u so fancy? :p
ngl- the new color makes it harder for my eyes to read the name. I may be purple color blind =w='...
no honestly- the more I keep blinking and trying to focus on the name, the harder it is for me to actually like... see it like the blue, yellow, 'n white names... the hell? ._.' ... My stupid eyes π
yeah i realized this should go somewhere lol
its just that it first happened when i pulled the app
That's from Wesley's Moons
Hey Bongo, sorry to bother you. I need some help figuring out what's going on here. For some reason, Facility Meltdown isn't showing up in the PluginInfos dict, but is being loaded correctly as can be seen in the second screenshot. I've tried reinstalling the mod, changing profiles, etc. None of that worked. It seems to only happen with your mod, as I've also tried installing other mods and they showed up in the dict just fine
isn't this because you're loading before facility meltdown?
or is that a separate issue π
because you could try setting up a BepInDependency tag for Facility meltdown and checking if the result is the same
that would guarantee your mod loading after
sometimes the things are logical only after you know how they work π₯²
:3
FacilityMeltdown with Black Mesa is so goated
Hey
Need help please π
Still got this issue when the apparatus in on ship and my friends keep hearing the meltdown sound effect on loop
What is causing it ?
Thank you ! β€οΈ
Is this mod clientsided?
yes
Fast question, but are there any future plans to possibly add an option that makes it so pulling the apparatus and causing the meltdown results in that Moon becoming permanently inaccessible due to the facility literally exploding? If not, does such a mod already exist or no?
No
To both?
The permanently unaccessible moon part
Unless your doing an iron man challenge that isn't a good idea
cuz then eventually every moon will be inaccessible
making the game fairly unplayable
Not necessarily doing an iron Man challenge and I understand that this suggestion does break and make the normal gameplay loop fairly impossible. I'm working on putting together a modpack that changes the gameplay loop but also would benefit from this particular option.
Combined with something that makes it so revisiting a moon doesn't generate a new seed. Each moon's progression is saved individually and loot does not respawn nor does a new seed generate upon revisiting. (Unless the apparatus is pulled, in which case the moon would be inaccessible).
There's a lot of moving parts to this lol. I was just wondering if such an option was possible or if another mod that does this existed. Cuz I'm trying to make this a difficult high risk high reward loop.
what if you landed on the moon and it looked all wrecked and stuff
but that would be extremely hard to pull off lol
more so with the modded moons
just a suggestion but what if you were able to make it where a meltdown only occurs on specific interiors?
I think that would be something the interior people would need to take care of
Oh, good point
is this mod clientside?
nope
aight its tagged as so in the thujnderstore
server-side, everyone needs it
huh-
Generally, if its tagged as just client-side then its clientsided, people can add/remove it on a whim
if its just server-side, then ideally only the server needs it, but sometimes its tagged like that but the clients are still expected to use the same profile code and have it
If its tagged with both, then normally both client and server need it.
thats how i've always understood it
I tag it both client side and server side cus I originally had no tags and a people asked me if it was client side but everyone needs it
there's not really a good compromise lol
You tag both it both parties need it
There are host only mods and client only mods
I couldn't find a loaforcsSoundAPI thread but my question is related to this mod. I can't seem to find the game object/audio match thingamajig for the final explosion sound. I've tried FacilityExplosion/FacilityExplosionHandler/MeltdownHandler:final explosion to no avail.
audio from facility meltdown has a really hard time getting picked up by soundapi correctly
and i have no clue why
got everything else i needed thru debug logs+extended logs, it never mentions the explosion sounds
i think i will stop here before i end up pulling my hair out over this
not even on the highest log level :-(
yeah you shouldn't really be using the highest log level
was poking around to see if there was anything else i could find. nothing besides that error when the explosion starts
wow thatβs such a great idea
you should make that mod, cirno
become un-dumb
what would be an apparatus-equivalent scrap thatβs appropriate for the mansion anyway?
thereβs lots of book cases in the mansion.. how about a big & special book found on a lectern
bro cannot spell
bro
we should just have a cirno fumo as the mansion apparatus
mansion implies rich people
rich people hoard riches
a metal safe or a big diamond inside a case
the max is 10, why do you need more??
You have alerted the horde
***why not? π€ ***
yeah it could be nice to make it configurable
it literally already is what?
DID FACILITY MELTDOWN ALREADY UPDATE???
Cuz its funny
ion know i felt like saying dat
So wait is this gonna be the new facilitymeltdown now?
no that's just purely the v55 version
Ah
eventually when v55 is released, that becomes deprecated and the regular mod is updated to that
Hey Bongo
I have a question
where did the guy go? the guy who says the lines for FacilityMeltdown
wharg
I think they mean the guy over the speakers that says the place is gonna blow up
Yeah
"All reactor core safeguards are now non-functional, please prepare for reactor core meltdown"
why on earth did that break
Its just
gone
Unless that was another mod
How simple was it to put into V55 in the experimental version?
nah its bloody unity just suddenly deciding the break my enumerators again
oh I thought it was intentional
I'll have to double check it again
but I didn't hear either of them
explosions worked though
and the red lights
I pulled appy on bozos last night
yeah i did the same stupid bandaid fix i did last time it broke
i have no clue why unity just no no wanna sometimes
Im suspicious though it could be another thing
cuz it's literally voice lines
not like a super complicated monster
so im suspicious this is the work of another certain mod

But yeah I'll double check
I just wanna make sure its not what I thought it was

I thought it was fuggin LethalThings
u shjouldnt be playing lethalthings in v56 if thats what ur doing