#v2.6 Facility Meltdown

1 messages ยท Page 8 of 1

wintry viper
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I realized that was a major game breaker

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I had it on and was trying to find out what was breaking mah game

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then I disabled LethalThings through some means and

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I found out

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So no worries

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Im not anymore

rustic shadow
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update when perceive

wintry viper
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ShipMeltdown?

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The heck is that??

rustic shadow
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Just a mod that messes with the ship during the meltdown

wintry viper
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Huh

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What exactly does it do?

rustic shadow
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it has a dependency on FacilityMeltdown, i can't use it with experimental ๐Ÿ˜ญ

wintry viper
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Open and Close ship doors?

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I would say I'd include that in my ultra modded modpack buuuuut

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I have GhostCodes

rustic shadow
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not only that, it does other things, like the monitors in the ship stops working the closer the reactor is to explode and the autopilot stops working, you have to pull the lever before is too late

wintry viper
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Damn

rustic shadow
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you can also disable the open/close the ship doors feature

wintry viper
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But thats weird that pulling out a core in another facility would fuck with the ship

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Apparatus Bluetooth connection frfr

rustic shadow
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i like the autopilot feature, because if you reach the ship you're technically safe and the squad won't lose anything, but with this mod i can force someone to make a decision between waiting the others or abandoning them

mossy jay
rustic shadow
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well, if i try to do that with the experimental this happens

warped ginkgo
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can you download the debug monomod patcher mod and try see if the error changes Think

rustic shadow
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i think i already have that

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no worries, i'll just wait until it updates so i can use shipmeltdown

mossy jay
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experimental is back to being deprecreated, use the stable version again :3

dusk axle
dusk axle
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I miss Terbium lol, it's great at fixing the Overhead caused by mods with large configs like GI and LGU, just need it to not cause lag when a lot of debug logging is happening

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Lmfaooo the damn fox for example going brrrrr

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Ty Zeekerss

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XD

late hound
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yipee

sullen escarp
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Hello, I have this error spamming the log console after pick up the apparatus and after 2 minutes, nothing happened. Same problem on vanilla and custom moon. Here is the mod list and config. Did i messed up somewhere ? I have the stable version V2.6.12

Edit : I have also this alert message when i pickup the apparatus : https://imgur.com/a/jTFRoXA

Thank you for help!

hallow heart
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I'm also having the same issue

static copper
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yeah not sure what happened with my version, but the music doesn't play and the explosion event after the 2 minutes doesn't happen?

spare fractal
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I tried to get the meltdown to happen with no other mods and it didn't work either

rustic shadow
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Same

lofty rapids
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how can i add custom music

pliant crane
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or by replacing the mp3 file

lofty rapids
pliant crane
wintry viper
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I want the audio files of the guy

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Im sure I can get it in the dll

lofty rapids
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i am not sure if i am getting somwhere or not

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i dont hear music

pliant crane
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pizza tower

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then on "Default"

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type in ",Apparatus"

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"Default,Apparatus"

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like this

lofty rapids
pliant crane
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so uhh anyway

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is it working now?

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does the music play and everything?

lofty rapids
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nah

pliant crane
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that's so weird

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i remember that happening with me before

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and i just had to put default,apparatus

lofty rapids
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pizza tower mod

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default,apparatus

pliant crane
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Like This

lofty rapids
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yes

pliant crane
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hmm

lofty rapids
pliant crane
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this should help

pliant crane
lofty rapids
pliant crane
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check the wiki since it will explain everything

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but basically

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you gotta use some code to make it play the song

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and use the song to play it

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but if you just wanna use it personally

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just paste the song file to the mod's music folder

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and rename the song lists to whatever the file name is

mossy jay
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it seems maybe stable didn't get the new assstbundle

lofty rapids
pliant crane
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now just replace it

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remember that you might have to crop the music

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to fit the 2 minute timer

ebon nimbus
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how is the experimental version working, is it playable?

lofty rapids
ebon nimbus
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bet

lofty rapids
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i hate trying to find the apparatus every time

pliant crane
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use*

lofty rapids
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so u are telling me

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it doesnt work

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bc of 6 seconds

pliant crane
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nah it does work

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if its longer

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it will keep playing

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until the song ends

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and if you wanna debug just use imperium

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it saved me a lot of time when making mine

lofty rapids
pliant crane
lofty rapids
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no error

pliant crane
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you mightve deleted something without noticing lol

lofty rapids
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nothin

hard snow
lofty rapids
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failed to load music

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OF COURSE

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the tutorial was old

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i was using the wrong file type

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:D

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@pliant crane should it be like this in meltdown config ?

pliant crane
lofty rapids
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@pliant crane it works

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that was a solid 4h of stress

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bc of an incorrect file format

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thanks mate

pliant crane
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oh yeah i forgot to tell you that it supports mp3 lol

lofty rapids
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it would be nice knowing that sooner

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like what is an ogg file

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also

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why didnt the facility blow up

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i forgot if there are voice lines

rustic shadow
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FacilityMeltdown stable is quite instable rn ๐Ÿท

lofty rapids
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but ye

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it just

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doesnt explode

rustic shadow
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when you take the apparatus, a music should start playing with voicelines and a countdown until it explodes, but neither the music plays, there aren't voices alerting and the countdown doesn't decrease, it keeps at 120 seconds

rustic shadow
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at least the red lights, explosions and enemy spawn are working

lofty rapids
wintry viper
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No Music

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waaaah

viral prairie
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Couldn't get anything to work in the current build. Except for cool red lights

mossy jay
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fixed

hallow heart
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Thank youuuuu<3

abstract agate
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W like always

lofty rapids
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Damn

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Nice one bongo

warped ginkgo
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Bad one bongo

lofty rapids
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all works now, now my mood pack is cool

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very nice

idle elbow
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the mood pack โ„ข๏ธ

lofty rapids
thick agate
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lethal company when you're happy/sad/angry and etc

static copper
viral prairie
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Weirdly I've had inconsistency with being host and the ship not leaving

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and explosion whereas all clients experience it

hot thicket
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I was on the ship while it was automatically leaving because I took the apparatus but apparently it just killed me even though I was on the railing in front of the ship door

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Likee

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The ship flew off with me clearly on it but it just said I died somehow and sent me to the spectator screen

mossy jay
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well it uses the vanilla games "isOnShip" so theres not much i can do there lol
also the collision on the explosion has been broken since day 1 ๐Ÿ’€

hot thicket
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Maybe something killed me somehow

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No idea

fallen quarry
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Hey @mossy jay I'm working on porting USC Vortex to LLL and was just about to release, when I tried FacilityMeltdown with it to see how the red lights would look, and for some reason having FacilityMeltdown installed bricks USC Vortex, it just vanishes from LLL. Do you have any idea why that might be or what I can do to fix it?

warped ginkgo
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Logs?

fallen quarry
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Lemme grab em, I didn't see anything that would indicate an error but maybe I'm wrong

wintry viper
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Oh Bongo

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Why is the portal announcer delayed?

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its a little more delayed then before the V55/56 Update

fallen quarry
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There's the log. There's a System.ArgumentNullException at 220 but that doesn't break anything without Meltdown installed, not sure what it is.

mossy jay
fallen quarry
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Regardless I'm trying to figure out why the moon doesn't load at all with Meltdown installed

proven patrol
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Hey, is there any reason the geiger counter would be entirely bugged as shit?

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For anyone who's not the host it doesn't even show up as a model in their hands and causes all other items to no longer show their models

earnest socket
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ive also been having a similar issue, whenver anyone in our lobby picks up the geiger counter they can no longer interact with objects, pick up items, change what they're holding or drop the geiger counter. i can try to get an error log if needed

tardy lintel
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from what ive seen you have to drop the Geiger counter before you swap to other items otherwise youll get softlocked if you try to pick something up while using it

shy wren
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is there any way to lower the audio of the meltdown?

mossy jay
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yes, in me.loaforc.facilitymeltdown.client.cfg, if your using gale there are 2 "FacilityMeltdown" files, just check each one for it

shy wren
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ahh thank you very much

wintry viper
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Hey Bongo

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so im live streaming lethal company rn

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I had facilitymeltdown

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And FacilityMeltdown is causing the ship not to leave

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when the lever is pulled

warped ginkgo
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Send logs

wintry viper
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We're in a new lobby without it so im unsure if its still there

warped ginkgo
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Yeah there's no facility meltdown in this log

wintry viper
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Dam,n yeah

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Probably should have sent it beforehand

warped ginkgo
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If you wanted you could go to the lethal company files and send the log there

wintry viper
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Apologies about that

warped ginkgo
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LC keeps 2 logs as backup

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If you go through steam to your bepinex files, somewhere there are two log files, one of em should have it

wintry viper
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I don't see it

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I apologize

warped ginkgo
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Its alright

viral prairie
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I've had the same bug. Its inconsistent in that it never occurs off of the first apparatus pull and is only for host.

remote badge
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v2.6 Facility Meltdown

wispy harness
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Geiger Counter glitches inventory by existing. Is this bug known already?

steel vector
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@mossy jay new version made the meltdown sequence nonexistent for some reason

[Info :me.loaforc.facilitymeltdown] Creating MoonMapper!
[Info :me.loaforc.facilitymeltdown] Creating InteriorMapper!
[Info :me.loaforc.facilitymeltdown] A new RadiationSource was created, there is now: 1 radiators.
[Error :me.loaforc.facilitymeltdown] System.IO.FileNotFoundException: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
at FacilityMeltdown.Patches.ApparaticePatch.AddRadiationSource (LungProp __instance) [0x0003d] in ./Patches/ApparaticePatch.cs:59

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[Error :me.loaforc.facilitymeltdown] System.IO.FileNotFoundException: Could not load file or assembly 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'WeatherRegistry, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
at FacilityMeltdown.Patches.ApparaticePatch.BeginMeltdownSequence (LungProp __instance, System.Boolean& ___isLungDocked) [0x00023] in ./Patches/ApparaticePatch.cs:32

ornate parcel
warped ginkgo
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it might depend on weather registry

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yeah i think bongo forgot to check if its enabled before using it

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lol

wispy harness
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so is weather registry required or nah, bc I don't have it and it doesn't meltdown

ornate parcel
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I don't have it either, but the mod doesn't work

warped ginkgo
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U need weather registry for now I think

spiral isle
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i did not expect that, but i'm not gonna complain ๐Ÿคญ

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weatherregistry supremacy

mossy jay
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wharg

warped ginkgo
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U made a thing to check if weather registry is enabled

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And didn't use it

mossy jay
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yes I do

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how to did it break

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tf

warped ginkgo
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No idea

mossy jay
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ok what the fuck

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i never even register the intergration properly

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and testing the mod without weather registry works fine

warped ginkgo
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Huh

rustic shadow
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and i dont know some how, it cause backroom mod having the same issue after I update the facility meltdown mod and disable it ;w;

wind bone
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Is mod working for you currently, guys?

rustic shadow
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nope

wind bone
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I was afraid I've broken my mod pack, lmao-

rustic shadow
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i dont know somehow, the new facility meltdown mod cause the backroom mod in my modpack broken

wind bone
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Wait, I've just had Facility Meltdown event, but not because of the apparatus, but because of the night coming.

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Is it supposed to work this way?

rustic shadow
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lol

mossy jay
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okay it turns out I am slightly stupid

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still no idea why this issue doesn't exist for me locally

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it'll be a few hours before I can fix it :3

wind bone
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:3c

sand oyster
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Hey there!
I'm having the issue where the facility meltdown won't actually make the ship leave and end the event. Picking up the apparatus triggers the event but no actual explosion happens

mossy jay
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logs please :3

sand oyster
sand oyster
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Seems my modman was just realllly slow to update

sand oyster
# mossy jay logs please :3

I got exploded after the update so it works fine now
I am getting this error in the console though
[Error :me.loaforc.facilitymeltdown] Effect Origin is Vector3.Zero! We couldn't find the effect origin

mossy jay
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how the fuck

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are you playing on a modded moon or smth?

sand oyster
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I got it in the vanilla factory on experimental. I am running a few custom moons though

sand oyster
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Explosion happens where the ship is

mossy jay
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somehow the apparatice is being spawned in before the map has loaded

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how in the fuck

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or maybe its that function breaking somehow?

past salmon
mossy jay
past salmon
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a vanilla function?

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not you related?

mossy jay
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yeah a vanilla one

mossy jay
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well thats when i call it

past salmon
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how is that related

mossy jay
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okay on LungProp.Start i create an object with MeltdownMoonMapper. that then calls RoundManager.FindEntrancePosition. its where the shockwaves and explosions are spawned from

past salmon
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is this on github

mossy jay
past salmon
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just for reference btw

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lungprop would start in saved lobbies with the lungprop in the ship

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in orbit

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if u feel me

past salmon
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@sand oyster any chance that error was in a run where you started from a previous save that had a apparatus in the ship?

sand oyster
mossy jay
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yes it will be lol

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ehh ill fix that in a future release

sand oyster
mossy jay
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yeah, or just like enter and leave a planet one time and it'll fix

sand oyster
wind bone
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Guys, does the mod work properly for you atm?

steel vector
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i just downgraded to the one before the problems appeared

marble mason
wispy harness
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Drop-down menu on download button.

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Also, the music doesn't play for the meltdown sequence

wind bone
wind bone
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Yeah, same here. Only when night comes it triggers.

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Though, it's not the same thing. Just the music plays (because of PizzaTowerEscapeMusic Mod)

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I think they know about the problem.

obsidian pivot
humble cosmos
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Latest ver works for me if I have that weather registry thing, but I dunno why I should "need" that for meltdown.

wind bone
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@humble cosmos, wdym by weather registry?

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I want to fix my corrupted Facility Meltdown mod with it if it's possible :3

obsidian pivot
humble cosmos
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Hopefully it was just an error and ^this won't be needed on the next ver.

silk pond
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why is geiger counter bugged, cant change items when picked up?

mossy jay
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okay its fixed for real this time

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but with that i won't be updating for a long time

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this code base is so fucked

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as for the geiger counter, it worked when i tested it and i won't be looking into it any further

past salmon
mossy jay
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theres still a patch on the entrance teleport since like jan 1st when the explosion didnt do anything

past salmon
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the prop hunt mod code scares the fuck out of me

clever yew
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this version doesn't have a changelog on thunderstore

clever yew
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fair enough

thick agate
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HAS to be a change for the positive

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right

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or something like
Removed apparatus

wind bone
late hound
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It wasn't broken for me at all when I played the past two weeks or so, was it a mod incompat issue?

patent seal
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Cause diversity itself is also very broken atm

cursive oasis
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I thought the issue was the weather registry reliance mentioned earlier in thread

late hound
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facility meltdown relies on weather registry??

mossy jay
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I got a bit silly on accident :3

late hound
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classic bongo

cursive oasis
abstract agate
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new weather type

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radiation

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๐Ÿ˜

wind bone
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So, now the mod works, but PizzaTowerEscape mod related to the main one refuses to work.

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That is weird.

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Maybe, it's my individual case. I'll check it later.

humble cosmos
wind bone
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The music plays when the night arrives

humble cosmos
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Wierd. I'll double check and see if I'm experiencing the same thing after work since I use Pizza Tower escape for custom meltdown music too.

wind bone
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Yeah, PizzaTowerEscape mod doesn't work me. What about you?

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@humble cosmos, have you checked your game?

wind bone
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Haven't noticed that.

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Is there a way to change Facility Meltdown's music, tho?

wind bone
humble cosmos
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@wind bone My custom pizzatower music still works.
Make sure you have the default music volume set to 0 and playoutside set to false in the meltdown client config
Also (if applicable) make sure you have the LR meltdown sounds disabled in Lethal Resonance if you have that.

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Did you have pizza tower working initially and then it stopped after the update?
Ensure that you have pizzatowerescape set to use the Apparatus JSON & that your custom OGG referenced within said JSON is present & named accordingly in the music folder for PizzaTower

humble cosmos
wind bone
wind bone
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I'm here.

wind bone
wind bone
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My custom OGG's have the same names as the original ones, and they work, but only when the night is coming. So, I'll follow your instructions and fix it.

humble cosmos
wispy harness
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looks like its working again! Go Devs! ๐Ÿ˜„

steel vector
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these keep spamming slowly when i pull the apparatus ?

mossy jay
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that looks like an enemy issue tbh

steel vector
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and its gone after we went back to orbit
hmm

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ill check that out in a bit

mossy jay
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that 100% is not meltdown lol

steel vector
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yeah im just confused since it happened right after i pull out the apparatus multiple times
lol

mossy jay
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well meltdown spawns enemies :3

steel vector
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aight i noticed that
it only happened in artifice ?
and i only have these on

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yep not even titan have that error

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istg artifice is cursed

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yep even without meltdown its freaking out in artifice when u pull the uhh apparatus

steel vector
# steel vector these keep spamming slowly when i pull the apparatus ?

@mossy jay aight so
this error only happen in artifice, without meltdown it only show the error for a bit then stop (as soon as the power down warning is over)
but with meltdown its gonna spam the error until u left the moon, im guessing since its calling the powerdown warning audio(?) on repeat
in short, artifice is cursed
correct me if im wrong ty

mossy jay
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honestly i think this is just a zeekers moment

steel vector
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its always zeekers moment every update normalcat

mossy jay
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its the light flickering

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lmao it is a zeekers moment

steel vector
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still wonderin why is it only artifice UAHGHHUAHGHHH

mossy jay
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bro got a lil silly

humble cosmos
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Is it me or are the indoor explosion/fire effects much less frequent after this update as well as no initial explosion upon pulling the apparatus? Was the initial removed and was the frequency of them toned down? Did a fresh install with only meltdown and yeah, no initial boom and the following ones are much less frequent.

mossy jay
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youre the first person to notice it lol

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comes from me removing some old code for optimization and so it works just slightly differently

late hound
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meh I like both honestly

humble cosmos
mossy jay
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the big boom on pull maybe

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but I think the reason it felt so big was how unoptimized initiating the Meltdown was (still not the best but way better(

unique helm
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Any plans on fixing the meltdown soundAPI Compatibility? :,]

mossy jay
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busy playing zenless zone zero :3

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I also have no clue why it doesn't work properly lol

fallen quarry
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Anyone else having an issue occasionally where the Apparatus can't be grabbed?

mossy jay
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uhh wont be meltdown lol

oak urchin
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is it possible to disable Geiger Counter?

mossy jay
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no, just dont use it :3

oak urchin
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I'm not using it, that's why I want to get rid of it from the store page

jagged moon
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Hello, do you need someone to translate the game into French?

empty falcon
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facility meltdowns working on v61 currently, but just don't use geiger counter?

tawny orbit
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hi

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@mossy jayhey sorry to mention you, i am having a little problem im trying to use this mod (pic below) to have a custom sound for taking the apparatus, but it isnt working sadly, could i perhaps manually put this song for me and my friends in my modpack>?

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mod in question is ahatintimecompanyescape

thick agate
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2.6.18 perceive

mossy jay
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purely just increasing the version number in description and removing lobby compatibility

tawny orbit
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thanks for replying to my enquiry

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ill just go ahead and remove this mod cuz its useless lol

empty falcon
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well its not exactly FM's mod devs job to make sure another modmakers sound mod works...

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all i could really say is make sure meltdown's client music is set to 0? and check to see if the pizzatowerescape mod has the Apparatus script loaded?

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assuming the hat in time mod runs based off pizzatower that is

spring tartan
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Smh people don't even know that you can make your own meltdown sounds

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(Yes I know it peaks, nobody is perfect)

static copper
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thst's sick

dense mesa
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So what are the actual consequences of increasing the meltdown timer? I've seen people say "the music just won't match", and I've seen people basically say that it's unstable when using any value other than 120.

spring tartan
dense mesa
gaunt shoal
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Hey. I always have performance issues with this mod, as my frame rate goes from ~170 to ~120 while the meltdown happens. I just wanted to know if itโ€™s because I need to disable some logging thing or itโ€™s not optimized. I love the mod, but I worry that people with shitty PCs may have trouble running this mod.

mossy jay
mossy jay
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i think the biggest performance issues could be if there is a lot of interior/exterior lights (and meltdown needs to change the color and stuff every few seconds) or enemies

dense mesa
mossy jay
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yeah theoretically

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bleh idek whats wrong with soundapi

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i think they put the pizza tower version back up so

gaunt shoal
dense mesa
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(just kidding, thanks for the insight)

mossy jay
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lol

mossy jay
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yeah but like for some reason soundapi just doesn't pick it up anymore

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it'll be fixed in a month when i get to completly remaking soundapi

gaunt shoal
thick agate
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no explosion after 2 minutes

mossy jay
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woops

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no clue how that wasn't reported earlier ๐Ÿ’€

thick agate
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well uhh

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it was somewhat inconsistent

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and I think oftentimes our crew would just decide to take off before those 2 minutes pass anyway

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with me not checking the console midgame all that much

mossy jay
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yeah i accidently used the wrong variable for smth

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so if there was more avaliable vents then possible enemies, there was a small chance for the random number generated to be too big

thick agate
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๐Ÿ‘

thick agate
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but is it only the enemies that are in the moon's spawn list that get spawned, or is it chosen from all inside enemies in general?

mossy jay
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nah its fixed now so dw

sullen escarp
spring tartan
woven sable
marble mason
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im wondering the same thing

mossy jay
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its been a soft dependency for a while (still is) but it's often a big source of connection problems so I removed it as a dependency on thunderstore

marble mason
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ahhh ok

slender mantle
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What are the known issues right now with Meltdown? I just added it to my pack for my lobby tonight. Solo testing seemed fine but that was solo.

mossy jay
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none

slender mantle
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Sweet! How does it work with Wesley's Interiors? Or does it not affect his?

mossy jay
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interior doesn't affect anything as long as they use the vanilla apparatus script, or manually call a meltdown function if they do something custom (like scarlet devil mansion)

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moons can look bugged if the lights aren't setup like vanilla moons (and the moon creator hasn't added explicit support) but it should be mostly fine

latent breach
mossy jay
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i don't think so?

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but then again its impossible for me to know lol

latent breach
#

well i suppose so lol. damns that be unfortunate

cedar basin
#

alright, meltdown is a musthave and all but...
we have a good amound of interiors now and some being very unique to a point where meltdown is too easy or too hard. i am thinking mostly about wesley grandarmory : it is already easy to get lost in there but bro made some stuff happen when you take the apparatus that make it near impossible to bring back the fat glowy boi, and even then we dont get to enjoy the special stuff happening inside ||floor colapsing and spike coming from the ceiling||

#

so im starting to think that would be great to have something to customize meltdown depending on the interior

#

idk if that mod should do it or simply the interior one like SDM

#

but yeah, id like to disable it for grandarmory

#

thats a wish

#

and if i think further into this, that may let us customize the music, duration (i know u hate this), and maybe more depending on the interior

#

it just a thing that bothered me and maybe some people would agree

mossy jay
#

bleh idk

#

i could kinda get disabling per interior

#

but like meltdown is like in an extended support kinda mode rn

#

i don't wanna add more points of failure to it lol

cedar basin
#

ye, i just didn't knew where to post this

mossy jay
#

im sure maybe meltdown chance people would?

#

i dunno how down they are for new features but i think that would probably be the best way

cedar basin
#

was not a fan of the chance stuff, i feel like there is no point like : you want the apparatus but don't want to risk it triggering meltdown too early so you don't, but then if you only take it at the end well...
but if people like this i guess so

mossy jay
#

well ig you could just set the chance to zero

#

i suggested it because they've already figured out how to disable meltdown from another mod lol

cedar basin
#

wah

mossy jay
#

considering my code i don't think that was an easy feat

cedar basin
#

now its just ideas we are talking about, you may just agree with them and let someone else do that addon mod kinda thing

mossy jay
#

bleh idk

cedar basin
#

...just the disabling it for interior part at least ;_;

#

i wanna see those spike

#

actually idk how much time they take to fully extend to the floor

mossy jay
#

no sorry, it is quite a bit of complexity to do that and most of my recent updates have been removing complexity lol

cedar basin
#

no worries i get this, just wanted to share my point

#

probably should be implemented by wesley in his interior

#

as a setting like SDM

#

well why am i just not doing that
@dusk comet hey its me again, dont slap me

#

your thought on this

mossy jay
#

wesley would most likely need to implement the same patches as meltdown chance, if they are using the base lungprop script

cedar basin
#

is the way SDM does it not simpler ? or is it simpler because those are not actual apparatus ?

mossy jay
#

they're not actual apparatus so they manually start a meltdown

cedar basin
#

ah shiet

mossy jay
#

ig if you pull the apparatus from wesley does it print anything about an external mod starting meltdown?

cedar basin
#

i... dunno

#

probably not

cedar basin
# dusk comet ?

we're discussing about having an option to disable meltdown on some interiors

#

since your grandamory already does its thing and is extra hard with meltdown anyway

dusk comet
#

ah

#

Well
Double meltdown = double fun

cedar basin
#

i dunno you but us, even before your sneaky anti-thief security, it was already very hard to exit the interior using the only way which is the main entrance

#

cuse well we always forgor where it is, even i that usually is very good at keeping track of the path

#

and then your spikes dont come into action

cedar basin
#

im trying to find a solution to enjoy both danger

cedar basin
slender mantle
#

I did notice though any time I reloaded the lobby anything tied to Meltdown would despawn. We lost an Apperatice and the shop items.

cedar basin
#

also the main thing is that we don't get to see the spikes do much in the 2min of meltdown

slender mantle
#

Just make the Meltdown take longer.

late hound
#

thing is GA is the only problem here as far as I can tell

cedar basin
#

yea but that the setting that we would prefer not change, at least not globably

#

plus idk what it does with the music but i guess this is no longer sync

late hound
#

also I think extended meltdown timer is buggy? I haven't looked at the config in a while but it did say that at one point

cedar basin
#

well it is not supported

dense mesa
#

I tested a longer timer (with a rather large modpack) and didn't see any obvious errors... but it was just a quick test.

late hound
#

that's good to know, thank you!

cedar basin
wintry viper
#

Can FacilityMeltdown be played on multiplayer without any problems?

#

I know I had problems previously when playing with my livestream viewers

#

like a while back

dark saffron
#

It's worked fine in my experience - as long as everyone has the mod

wintry viper
#

Yeah

#

everyone had the mod

#

then again

#

this was a while ago

#

a month ago

dense mesa
slender mantle
static fox
wintry viper
gaunt shoal
slender mantle
#

Thank you @wintry viper would not have found it if you didn't post that video

tall matrix
oblique aspen
warped ginkgo
#

looks like black mesa

static fox
slender mantle
#

Man look at this free advertisement for Black Mesa happening ๐Ÿ˜† tbh I'm glad it's one of my favorites!

night perch
#

does this work in the newest version v64?

mossy jay
#

considering I haven't got any reports that it is broken it probably will

empty falcon
#

i think geiger counter is still unstable though(?) just dont use that to be safe

empty falcon
#

oh cool

unreal needle
#

Oi, sorry to intrude / revive a thread.
But I have a question, how do the mods that are supposed to replace Facility Meltdown escape music work?
Installed alot of them to test one by one and none of them ever played when I pulled the apparatus...
Always the default music plays
One of the mod description said to disable facility meltdown music, which doesn't seem to be an option other than tone it down... and that just disables the music / voice of the facility completely and nothing plays

mossy jay
#

no idea, that uses pizza tower escape music which is a completly seperate thing

unreal needle
#

Well, seems more people have the same problem understanding it.
At least I know it's not just me being stupid, the description is just confusing xD

humble cosmos
unreal needle
unreal needle
#

Whatever mod you wanna use, download a copy of it manually and check inside its foldet to see the name of the script file. Then just write the name into PTEM's config filey either replace default or add a , and then the name.

humble cosmos
unreal needle
humble cosmos
unreal needle
#

Welp, that's also a thing.

humble cosmos
tribal canopy
#

your solution doesnt work for me somehow

clever yew
#

latest update doesn't have a changelog?

mossy jay
#

it was a one line change that doesn't affect really anything with meltdown

clever yew
#

Ok cool

manic quarry
#

Is this an issue for anyone else aswell? i cannot pick up the Apparatus when i have FacilityMeltdown enabled, if anyone wants to try the issue i am having just import this code to R2Modman or Thunderstore Modmanager and launch lethal company from there, find the apparatus and see if you can pick it up: 01925879-e1ea-d347-1df0-7dfa0caba20e

#

There should be 66 mods in total

sleek hinge
#

Lemme test if it still works in my modpack

sleek hinge
#

mine works

unborn heart
#

Works for me

mossy jay
#

even if meltdown breaks it won't prevent you from picking up the apparatus, the meltdown will just not start

unreal needle
#

I have noticed an issue between FM and PiggysVariety.
When you yank out the apparatus while holding a revolver / the assault rifle,
the game glitches out, making you unable to drop the thing or leaving the facility.

Probably nothing you yourself can do about, it's PV causing the problem.
Just not sure where to point it out, the mod appears to not be maintained anymore.
So, guess this will serve just as a warning for those who have it, do not hold guns while taking the apparatus out.

Edit: thinking about it now, it could be fixed by forcing the player to be empty-handed when taking it out, but not sure if that would be adequate

unique helm
unreal needle
sterile night
#

looks like a cool mod but i've been wondering if there is a way to only make it a small chance of happening.
so just the the vanilla behavior when you get the apparatus but there is something like a 0.6% chance of the facility meltdown to happen (i just randomly choosed the rate of the new v64 meteor shower event as example)
i feel like if it's expected to happen 100% of the time then you are just prepared for it
but if it becomes a small chance like the meteor strikes it would have more impact on the gaming experience if it happens when you least expect it

unique helm
static fox
cursive oasis
#

Shrimply make the appy less valuable then

sterile night
tall matrix
#

@mossy jay this mod with black mesa is gonna be more tense now

#

Next update with Black Mesa will have the main entrance close after 4-5 mins of not leaving so you have to go back in deeper to find Fire Exits to escape

#

so if you get locked in the facility gonna blow up with you trapped inside lol

clever yew
#

so the place will blow before you get locked in

tall matrix
clever yew
#

I could be wrong, but I don't think I am

#

assuming this is seconds, it is 2 minutes

#

can theoretically be lengthened to 5mins but it says it is unsupported

tall matrix
#

Oh lmao

unkempt moon
#

any idea why this pop-out get stuck sometimes?

mossy jay
manic quarry
#

hey bongo, i have noticed that with my mods that i have it appears that the problem may not even be about facilitymeltdown mod specifically, since for some reason the mods i have enabled make it so that sometimes the apparatus is able to be picked up, and other times not. Not sure what is going on or what the root cause may be, but i am just saying it most likely has nothing to do with your mod.

mossy jay
#

but yeah the apparatus needs two people to pull nearby to pull it (by default)

manic quarry
#

so 2 people usually needed to try take it at the same time? or just be near it, because with the playing and testing i've done so far it has only happened in multiplayer and sometimes even when there was multiple people at the apparatus it wasn't budging.

mossy jay
#

nearby but it is a fairly large radius. if you have people nearby and its not working then its not meltdown in that case

manic quarry
#

all right, i'll do more testing with this information

#

because i didn't even know about the default 2 people nearby the apparatus in meltdown mod

mossy jay
#

well yeah the root cause is some mod not showing the correct tooltip lol

vagrant nimbus
#

had this issue tonight when using meltdown along with ship inventory. after pulling the appy i put it in the chute to help with my frames, but when i retrieved it at the company building it was a different color, i couldn't grab it, and this error started getting spammed. i was told this is more likely on meltdown but not entirely sure.

#

also the entire time playing this session i couldn't see the appy when it was docked, but the clients could see it. and sometimes the appy spawned in weird positions that only i could see, and the clients couldn't see, like this:

#

the appy not appearing in dock:

mossy jay
#

after the csync incident all my apparatus methods are wrapped in a "try catch" so even if it fails then it wont break anything

#

only meltdown will break

vagrant nimbus
#

so judging by the error is it an issue with additional networking or ship inventory?

mossy jay
#

probably additonal networking

#

but 100% not facilitymeltdown

vagrant nimbus
#

got it, i'll see if disabling that helps at all

vagrant nimbus
#

it still changed their color from green to blue but that doesn't matter very much to me

vagrant nimbus
#

Nvm found the video, the apparatuses being in weird spots/invisible that I saw yesterday looks like what was happening there

#

I didn't test if the appy was still invisible on the dock, so I'll check that tomorrow

mossy jay
novel oar
#

Weโ€™ve been having issues where picking up the apparatus on the company planet to go to sell triggers the meltdown event again and soft breaks the game

#

Has anyone else experienced this issue or is it just our end

fierce furnace
#

As suggested by Bongo

novel oar
#

hmm, we don't use AdditionalNetworking

fierce furnace
novel oar
#

I don't think so?

#

it happened multiple times, I think on different maps

mossy jay
#

no logs? it would be another mod trying to do stuff when the apparatus is pulled, breaking, causing the base game to break and not set something correctly which makes meltdown think the apparatus has not been pulled yet

fierce furnace
#

The Tomb interior might be doing something weird with the apparatus, causing other interior apparatus to bug out

novel oar
#

what is tomb interior?

#

the Medieval Dungeon from Scoopy's Variety Mod?

fierce furnace
#

No

#

Tolian interior

#

Comes with the Egypt moon

#

As a dependency

novel oar
#

oh, I don't use that. The only custom moon we use is Atlas

fierce furnace
#

I see i see

novel oar
#

where are the logs stored btw

#

I can post the logs from my last playsession

fierce furnace
#

AsyncLoggers changes the filetype for the log but thats where mine is

#

I am on Gale but its similar for r2

novel oar
vagrant nimbus
#

ok so

#

a few weeks ago i mentioned that when i turned off multithreating in soundapi it wouldn't play some of the audio replacements from my soundpack or LR

#

i just tried multithreading off today and now all the sounds work fine

#

no clue why it works now but that's good

#

also glad that this mod works with no problem in v65/66

mossy jay
novel oar
#

hmm, I wonder what it could be

#

I might just have too many mods to where mod conflicts are starting to become a thing

novel oar
#

could it be StaticNetcodeLib? It's a dependency for ReindogAndFriends

#

that I think is recent

fierce furnace
#

i have that mod and its been fine

mossy jay
novel oar
#

Iโ€™ll try to get his log

novel oar
mossy jay
# novel oar

is the pool rooms failing

[Error  : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.GetComponent[T] () (at <e27997765c1848b09d8073e5d642717a>:IL_0021)
PooluginRooms.AppEventListener.StartAnim (LungProp __instance) (at <7fca95fde5424d569475f096f36f1955>:IL_0001)
LethalLevelLoader.ExtendedEvent`1[T].Invoke (T param) (at ./General/EventPatches.cs:295)
LethalLevelLoader.EventPatches.LungPropEquipItem_Prefix (LungProp __instance) (at ./General/EventPatches.cs:264)
#

i probably should add a failsafe in meltdown but yeah was the pool rooms lol

novel oar
#

Thanks! Weโ€™ll nuke it

mossy jay
torpid holly
# mossy jay https://github.com/Drako1245/LiminalPoolRoomsLC/issues/6

I've been having a similar issue regardless of what item I pick up. Seems to not happen to other players, or the host.

From what I've seen, the grabInvalidated issue is more of a connection issue than anything else. Wasn't experiencing it until my internet started dropping off today, lmao, so I don't think it's mod related? I could be wrong.

Granted, I do also have Facility Meltdown installed, so maybe there's a commonality there, but just dropping this info here in case you'd like to know.

mossy jay
#

most of the time if meltdown is broken I will need the hosts log because the client one will give me basically nothing

torpid holly
#

Gotcha, gotcha. Doing testing on modlists recently so just getting as much discussion as I can in for this stuff. Helps me come across useful info! Good luck!

daring cypress
#

when cherynobl

fierce furnace
#

Inventory bug happened again both times trying to take the apparatus, and in the default facility interior no less. First time was on our first moon, march, and the second time was on Assurance. We do have Liminal Pool Rooms in the pack, but we did not touch the apparatus when we went to that interior (On Derelict). I dont have the clip, but on March it worked fine until i died and dropped it. Then the client tried to pick it up and it bugged out.
AdditionalNetworking and the Tomb interior (with the buggy apparatus) are disabled, and have been the last multiple sessions i have done with the pack, and we havent had any apparatus issues since so i assumed disabling them fixed it.
I couldnt see any error in the log either which is odd
0192f04e-0bab-f009-c539-a21633ddb52f
Playing on the "previous" version on steam

#

This was what was said by someone else in the Liminal Pools thread. We did also have it triggering meltdown at the company previously, but that had mostly stopped since we disabled AdditionalNetworking and Tomb.
However, like in the message, it might be that having Liminal Pools enabled just has a chance to mess up the apparatus currently

mossy jay
fierce furnace
#

I just wonder why its suddenly broke now when it hasnt been updated

#

And when i am playing on previous version of lethal still

novel oar
#

Yeah can confirm we had the bug just from liminalpools being installed. The author is aware of the bug, but in terms of fixing it on their end thatโ€™s up in the air

#

Iโ€™d recommend disabling or removing it from your modlist and regenerating your LLL config til itโ€™s solved if you prefer having the meltdown mod over it

fierce furnace
#

Is regenerating the LLL config neccesary?

#

I remember it was before in older versions because it used to clear itself and bug out anytime you added/removed a new moon/interior

#

But now it handles itself much better

novel oar
#

Not necessary but for me i do it to reconfigure interior weights the way i want them

#

You can use the simulate command in the terminal to look at spawn chances and adjust accordingly

hasty spear
#

Is there any chance the config can have a price multiplier instead a price number so apparatuses from other mods can scale properly such as the grand armory apparatus and Wesley's cosmic apparatus?

hasty spear
#

hello?

warped ginkgo
#

they're sleepin

hasty spear
#

they on the opposite side?

#

mb

mossy jay
#

if a mod really wants to handle it's own apparatus price, it could have a custom class that doesn't extend from the apparatus scrap and just call meltdown manually (this is what the sdm interior does)

hasty spear
mossy jay
hasty spear
#

Sorry I'm not understanding clearly, I'm so tired

mossy jay
hasty spear
#

There was??

#

I'll check rq

#

OH!! There was! Okay so that's off

#

Now the hard part lmao

#

I've asked everywhere for a mod that changes scrap value but I have yet to hear back

#

Any chance you know of any?

#

It's fine if not

mossy jay
#

lethal quantities maybe? i dont really tweak much with the game though

hasty spear
#

I think that just might have worked. I'm hoping it did. Just got to get lucky. Loading it up rn

hasty spear
#

I'm going to test the mod by itself to see if it's true

#

Nvm, seems it was only a specific item from a mod

hasty spear
#

Whenever this mod is updated in the future, can a blacklist be implemented?

late hound
hasty spear
#

Or a whitelist

tall matrix
#

Also @mossy jay Black Mesa main entrance sealing timing is set to be 2.5-3 mins now

#

So coupled with this mod should make things more interesting

#

Assuming the facility blows up after 2 mins, the doors should be over halfway closed by the time you exit the building around 1.5 minutes or so

#

Should add some good tension

sullen kiln
#

config idea: if appy has been pulled, the afcility explodes automatically on leave, no matter how much time is left

#

kinda boring waiting 2 min to see the explosion

#

i dont think there any harm

fierce furnace
#

@mossy jay just to let you know, that issue with meltdown triggering at the company was mostly like not AdditionalNetworking and instead Liminal Pools
Back when that happened we had that interior on, and it was a common issue until they patched it recently
We have since updated to the non-bugged version and played with AdditionalNetworking without the issue

fierce furnace
#

If that changes i will let you know

mossy jay
#

then I guess the error from additional networking was just a symptom from liminal pools

empty falcon
#

Does this work fine with interiors that use custom apparatuses? (Like black mesa)

#

Or would I have to add the name in somewhere

fierce furnace
#

ScarletDevilMansion has a config to decide if the paintings should behave like apparatus or not

#

All other interiors that have an apparatus that i have seen work with meltdown

tall matrix
hasty spear
fierce furnace
hasty spear
#

is it possible to config the app thing? It's fine if not

grim storm
#

Hey, I don't wanna be a burden but for some reason no custom music mods are working on my end? As in mods that replace the PA announcements and the music from Portal. Are there any common fixes I can try?

clever kraken
#

Pizzatowerescapemusic works for me, just had to edit the default script to include the apparatus event. Though it only changes the music, idk if the PA can be changed

grim storm
#

Well, not for me

#

shit I phrased that wrong

#

It replaces the PA just fine but it doesn't work on my end.

#

And I think I've been doing everything fine so far, installing to r2modman as per usual

clever kraken
#

Huh, thats weird

#

PA but no music?

grim storm
#

No, no

#

Not that, phrased that wrong again. I was giving a response to you just sayin it can't replace the PA.

#

Basically, no music from mods plays and it just defaults to portal 2 audio no matter the mod, that's the issue.

#

Any common fixes?

clever kraken
#

Hmm, I believe you can turn down the volume of the default music in the meltdown config. If the mods are playing music on top of the OG then turning the volume down to 1 is enough to not hear the OG music but the PA will still be just as loud, at least thats how it worked for me

#

If they're just not doing what they're supposed to then that's weird

grim storm
#

But yeah it works like there are just no mods installed

#

Music is inaudible but PA plays at full volume

#

and both are using the default sounds

#

It's just not doing what it's supposed to ughhhh

clever kraken
#

So meltdown is working fine it sounds like but the replacement mods just aren't

grim storm
#

Yes, that's what I've been saying

clever kraken
#

Always fun when code doesn't work lol

grim storm
#

just really, really badly because I suck at explaining lmao

clever kraken
#

Mb I was trying to understand

grim storm
#

nah it's on me

clever kraken
#

Its cool

grim storm
#

whatever, I'll try a quick reinstall to see if it's still broken and get back to you if it still doesn't

#

alr?

clever kraken
#

Aight

#

If it doesn't work all I can really say is ask around in support channel, or try the pizza tower method. It'll take some manual tweaking but it works, I can prob send an example json if needed

grim storm
#

Isn't that what most custom sound mods for facility meltdown do tho lmao

#

by relying on pizzatowerescapemusic

clever kraken
#

Wow those aren't working?

#

Un moment

#

See if this one does anything. Just be sure to make "Default" the only script running in the config, I think it's set to "Single" for some reason

#

If that doesn't work then sum is real weird. If it only works sometimes, then I prolly did something wrong somewhere

grim storm
#

Yeah no it just doesn't work

#

At all

#

Plays default portal 2 music during meltdown

#

The music ain't musicing

clever kraken
#

๐Ÿ’€

#

Huh

#

I would try in a fresh save

#

It's set to default script right?

#

Or not fresh save, fresh profile

grim storm
#

Yeah, pizzatowerescapemusic's config has the value set to default

clever kraken
#

Hmm alr

#

Yeah if it doesn't work on a fresh tiny profile then you may be dealing with an scp or something

grim storm
#

I uh

#

yeah I think I got hit by a fucking memetic agent

#

it just legitimately does not work on a fresh save

#

lemme try a different mod to see if it's a fluke

#

Yeah no it doesn't work in the slightest for me

clever kraken
#

What the freak

#

Idk man

#

If it makes you feel better my challenge moon does not load lol. So I have my own scp problem

#

Being trying everything, no solution yet

#

Well, there's a bandaid option now. I made a game rip before it happened so I could try making a custom interior, and if I launch from that unity project I can play. That's the only way I can besides joining other people lol

static fox
#

idea, meltdown making maneaters cry?

clever kraken
#

I second this, and I may be entirely biased bc the meltdown sounds I made with pizzatower escape music would prob make a maneater cry ๐Ÿ’€

mossy jay
#

uhh probably

mossy jay
#

i did a small little update for one year of meltdown, wanted to do more but oh well

jagged moon
#

maybe french dub :O ???

hasty spear
#

not necessary but if you ever feel like doing it, could we have an interior blacklist?

vagrant nimbus
deep horizon
#

I started playing portal 2 recently (Iโ€™m about halfway through but itโ€™s actually peak) and realised the sounds in it are the same as facility meltdown

#

Probably couldโ€™ve seen that in the mod page though

rapid onyx
#

Right in the box where "Default" is set, you can also set "Apparatus", so the music plays when you remove the appy as well

#

Like: "Default, Apparatus"; or just "Apparatus", if you dont want it to play when ship early leave gets announced

#

Its not a replacement tho, I think it just kind of plays over it

clever kraken
#

Yeah gotta turn volume all the way down in meltdown config, or to 1 if you wanna keep the random voicelines

late hound
#

can't wait to check it out heheh

#

congrats on 1 year!

broken reef
#

Sometimes when I open the game, it crashes and this message appears:

[Warning:me.loaforc.facilitymeltdown] Failed to register SoundAPI conditions, probably v1 and not v2.

mossy jay
kind gyro
#

What does this mean? :ั

#

Maybe because I used RebalancedMoonsBeta and the unsafe extraction registration didn't work correctly

#

but I'm not sure :ั

#

The explosion did not occur, although the time count began

#

The autopilot also did not work and there was no explosion at the end of the timer

mossy jay
#

ah that'll probably be because a custom mod triggered meltdown and i made a wrong assumption lol

#

the conditions for it seem rare though so it should be fine

kind gyro
#

And with such mods - which calculate the probability of shutdown - there can always be problems

mossy jay
#

uhh yeah maybe try without it

kind gyro
#

And also a mod for Rebalance moons, does it correctly make a request to them based on the config?

#

The names are the same, but suddenly

kind gyro
mossy jay
#

or actually disabling the config to make maneaters cry will fix it

kind gyro
#

I remember this topic, you raised it then, that you didnโ€™t want to make such a mod

kind gyro
kind gyro
#

How can crying even break anything? xd

dawn slate
#

this mod seems to break lethalsettings

#

disabled it and the ui worked again

#

i dont have logs for this but if its not easily replicable i can try and get it

vagrant nimbus
#

i did start seeing an error for lethalsettings after meltdown updated, i'll try to grab the specific error it throws (it happens during startup)

#

correction: occurs after selecting launch mode

kind gyro
#

That's why she appeared because of whom

mossy jay
#

oh yeah i forgot it does that lmao, it is curious that it only started breaking after updating

wild pasture
#

Hello! While playing with some friends our game crashed apparently because of this mod when leaving a moon before the explosion. Here is the console errors :

mossy jay
wild pasture
#

I was using the Tomb interior from Tolian

mossy jay
#

does it only happen with that interior? i think they've messed up pretty badly (i haven;'t looked at the exact lines of code but i think there are no inside ai nodes, and their lights aren't setup correctly)

wild pasture
#

Yeah this is the first time weโ€™ve encountered this issue. It works fine with other modded interiors.

mossy jay
#

it's also probable that another mod threw an exception earlier and that borked other things

wild pasture
wild pasture
mossy jay
#

probably not until you can reproduce with a log

wild pasture
#

Ok today we managed to reproduce the bug

#

the only error that the console was sending is this...

#

literally the same thing as before

#

I scrolled really far and no other mod threw an exception before this. So I guess only this interior is glitched

austere crane
#

@mossy jay Iโ€™m getting a weird desync happening when a player pulls the apparatus. For the host nothing happens but for the clients the normal meltdown happens and the ship takes off but the host can still go on the ship.

mossy jay
#

host logs or it didn't happen

wild pasture
mossy jay
#

also that failed to get fog message is meaningless #1280288943857733632 message

austere crane
#

thats the error

#

here is the full log

mossy jay
austere crane
mossy jay
#

i have no idea what that is

austere crane
mossy jay
#

can you try without pizza proabibility

austere crane
magic leaf
wild pasture
magic leaf
#

but it doesn't crash for me

wild pasture
wild pasture
meager portal
#

hi everyone, will we able one day to add custom musics to facilitymeltdown, without the need of PTEM ?

pliant crane
#

but its more complex

meager portal
#

it doesnt seems that complex

#

ill just need to create another mod for that

#

i hope one day FM will support custom musics natively

deep horizon
meager portal
#

ok so i followed the tutorial but the sound is not replaced mariodumb

#

i must have forgotten something

meager portal
#

does the "matches" line still need to be "MeltdownHandler:meltdownMusic" ? i swear i follow the exact same folder structure as the example, but the sound wont be replaced

#

the console even properly registers the soundpack being loaded

austere crane
#

@mossy jay

mossy jay
#

weather registry's fault

scenic holly
#

yo whats up

#

I'm having an issue where I can barely hear the music mods I add for fm

mossy jay
#

with sound api or pizza tower escape music?

scenic holly
#

i fixed it

#

nvm

steel vector
#

with meltdown installed everyother setting is gone from lethalsettings @mossy jay BabyManater

deep horizon
steel vector
# deep horizon Can you not use LethalConfig?

its more about other mod that use lethalsettings having their lethalsettings specific config become unavailable i guess
tho in this case
a. mirage losing this setting
b. lethal config wont allow editing the mirrordecor resolution without restarting the game (which lethalsettings could do)
c. maybe some other old niche mods that used it instead of lethalconfig i guess?

#

im not even sure, @prisma agate are these settings not possible to be edited and get the effect straight away with lethalconfig ? i dont remember why u used lethalsettings AnimatedPlink

thick oar
#

so if someone chose to not allow their voice to be recorded, then someone sharing a new profile code wouldent change that setting for that user.

steel vector
#

ahh ok now i rmember

stark merlin
# grim storm Yeah no it doesn't work in the slightest for me

Sorry for the necroreply but I don't suppose you ever figured this out? I installed PTEM to check a lethalresonance meltdown sound replacer thing, it worked, and now that I'm reinstalling it nothing I do can make it work. Not a fresh save. Triple checking all the configs. Different meltdown music replacers. I have no idea why this thing that was previously working isn't anymore.

mossy jay
#

i guess just wait for lethal resonance to fully use soundapi v2?

stark merlin
#

The main thing I liked was the facility/ship/outdoor versions of the same song and how it seamlessly transitions, is that possible with soundapi v2 atm? (Also preferably someone else has already setup the json file lol)

mossy jay
#

it can transition but it isn't like a fade in/out sort of thing

sacred cloak
#

Apologies in advance if this is the wrong place to ask, but the discussion above seems related.

Context: I'm also trying to make a sound/PA-system/music replacement for Meltdown with Sound API v2 & the LC bindings for it (mainly because I need separate tracks for inside/outside that transition properly, like how Resonance does already, and am doing music as an optional addon via PTEM).

I'm currently replacing the meltdownMusic audio track with a custom announcer thats timed with various sound effects, and I have gotten that replacement to work correctly for both inside & outside. The original voice warning tracks are replaced with an empty .wav, as my warnings are built into the meltdownMusic track for correct timings.

Now - and this is the reason I'm here - I am running into an issue where the meltdownMusic track seemingly restarts at random while its playing, which breaks the flow/timing of the audio. It's not consistent, and I initially assumed it to be a sound limit issue, but it still occurs at random even when using LC Max Sounds Fix (both default and maxed values).

Hitting a bit of a wall with this now, so I figured I'd ask here. Currently trying to debug it myself to see if theres a way to more reasily reproduce the issue, but can provide logs & profile code if needed (just running a minimal install with imperium so i can trigger it more quickly, and the dependencies for it/meltdown/ptem).

potentially related; #1208370988715221052 message

stark merlin
# sacred cloak Apologies in advance if this is the wrong place to ask, but the discussion above...

Did you ever figure this out? I've managed to get sound working for the meltdown, but not the inside/outside tracks. Even using lethalresonance's settings don't work, saying something like how its an invalid condition. But yeah I'm also having the meltdown audiofile randomly restart during the sequence. Based on the log and trying it a few times it looks like ambience clips are causing the issue... at least those are happening right at the same time the track restarts.

sacred cloak
#

I do have the inside/outside variations working, but am still experiencing the restart bug.

Make sure you're using the updated conditions, they changed from Sound API v1 to v2

sacred cloak
#

For the "matches", im using #FacilityMeltdown:warning_voice to replace the voice warnings with an empty wav, and MeltdownHandler:MeltdownMusic:meltdownMusic to replace the music track.

#

Based on the log and trying it a few times it looks like ambience clips are causing the issue... at least those are happening right at the same time the track restarts.
Never actually got to properly look at the log for it, but thats good to know.

stark merlin
#

weird I tried using the lethalresonance settings from their latest update but it was saying invalid condition, but LethalCompany:player:location was the condition set.
And yeah if it's the ambience tracks I'm not sure what the fix would be other than maybe facilitymeltdown update to prevent ambience tracks from going off during the sequence? idk

sacred cloak
stark merlin
#

Oh, no, sorry I've failed the sanity check. mb I thought bindings meant like, keybindings

#

why is that a separate mod lmao

sacred cloak
#

Yeah they're two separate mods now

#

No idea why really

#

Im guessing loaforc wants people to make their own binding mods and thus provides this as a sort of example for it.

#

At some point sooner or later I may end up replacing my mods' reliance on LC Sound Tool & Custom Sounds with Sound API just so i can reduce dependencies, since it seems to be able to do the same thing (that being, replace sounds, randomize them, do it depending on conditions, etc)

#

Based on the log and trying it a few times it looks like ambience clips are causing the issue... at least those are happening right at the same time the track restarts.
Quick question, which setting(s) did you change to get it in the log? Would like to confirm on my end just to be sure

stark merlin
#

Well ty for telling me that lol, now we just gotta figure out the sound restarting thing. I'm not sure if that happens with lethalresonance, seems weird no one else would mention it. In their replacer/meltdown.json they have a line ""update_every_frame": true,"

sacred cloak
#

I dont have resonance installed on my end and it happens.

Tried both with the update-every-frame set to true and false already, no difference.

stark merlin
#

And that setting has always just been a thing

#

I'm not sure if it's to do with customsounds, which I still have installed for most things

#

or vanilla

#

also dang

sacred cloak
#

I was gonna use sound tool's trace to show when/what sounds play

stark merlin
#

gonna start it up in a min here see if I can get you the exact thing it says....

sacred cloak
#

Actually gonna try it without customsounds just as a sanity check, maybe

#

also gonna get rid of PTEM for testing. So just a super minimal imperium, FM, LLL for the spatializer logspam removal, and my replacement

stark merlin
#

worth a shot, I don't have PTEM rn tho just fyi

sacred cloak
#

good to know

stark merlin
#

just posting the whole thing so nothing's left out (getting haunted by football lol) but the last 3 are the important ones, and as you can see they happen a few times when it plays various clips. I do have customsounds but I don't think(?) I have any custom ambience tracks, if that even matters.

sacred cloak
#

Yeah i have no changes to the ambience

#

so, first two attempts worked fine it seems

#

for the first one i was just in the facility, sound played properly up to the end.

Second one i was moving, later teleported outside and it seemed fine too.

#

Wonder if this is something to do with Sound Tool / Custom Sounds now

#

Ill do a few more runs to confirm first

stark merlin
#

the first couple ambience tracks in the log there didn't restart the music I think, but then I walked into the ship and the shipambience 12 one did

sacred cloak
#

on a semi-unrelated note since im stuck waiting for things to go boom; i've yet to find a way to replace any of the text in FM to match my changed audio. Wonder if its even something thats supported (i mean i see the translation json files and editing them directly does work, but i see no way to have my mod override/replace them automatically)

#

okay so that was the 5th time that it worked without issue.

Actually suspecting it to be LCST/CS now... Gonna go test it now to confirm.

#

Also noticing that my air raid siren (part of my music track) is getting abruptly cut off by the explosion at the end, which is a bit annoying

stark merlin
#

If it is customsounds - as someone who is not at all ready to reformat everything lol - I wonder if actually adding ambience tracks would fix it. Because actual ambience tracks aren't playing when they interrupt the meltdown

sacred cloak
#

it indeed is

#

Just had the sound restart 10 secs after pulling

#

gonna quickly make sure i have the log properly then try again

#

I wonder if this has something to do with how Sound API and Sound tool decide to inject/play sounds

#

and that they may be fighting eachother in that department (e.g. soundapi suppresses ambient to start playing the FM sound, but soundtool or customsounds still plays it, causing FM to cut it off and replay the FM sound)

#

aaand got the log of it happening again, looking through it now

stark merlin
#

Ye that makes sense. Just wondering if there's a way to mitigate it easily if that's the case

sacred cloak
#

I do think this might be a new/recent thing on the side of Sound API since ive not run into this issue in the past, even when using another mod of mine (glock in my jester) that used LCST/CS

sacred cloak
stark merlin
#

I would be fine with running an older method of getting meltdown music replaced but I've never actually gotten PTEM working before (not that I've tried too hard)

sacred cloak
#

I kinda need to use sound API because i have two distinctly different soundscapes for inside/outside

stark merlin
#

That's sorta the main thing I'm trying to do too lol

sacred cloak
#

I only use PTEM for the actual music part since its a drop-in

stark merlin
#

I thought ptem could do inside/outside as well?

sacred cloak
#

It doesnt transition between them i dont think when you enter/leave facility. PTEM iirc only checks that when starting to play the sound, but doesnt switch between them when you enter/leave.

#

Like if you're inside and hear a muffled air raid siren along with the facility reactor getting louder, then go outside and its actually blaring

sacred cloak
#
[Error  :  HarmonyX] Error while running static void FacilityMeltdown.Patches.ApparaticePatch::BeginMeltdownSequence(LungProp __instance, Boolean& ___isLungDocked). Error: System.NullReferenceException: Object reference not set to an instance of an object
  at LCSoundTool.Patches.AudioSourcePatch.DebugPlayMethod (UnityEngine.AudioSource instance) [0x00094] in <5eae0510abcc4fbda4782a76ab74118d>:IL_0094 
  at LCSoundTool.Patches.AudioSourcePatch.Play_Patch (UnityEngine.AudioSource __instance) [0x00008] in <5eae0510abcc4fbda4782a76ab74118d>:IL_0008 
  at (wrapper dynamic-method) UnityEngine.AudioSource.DMD<UnityEngine.AudioSource::Play>(UnityEngine.AudioSource)
  at loaforcsSoundAPI.Core.Patches.UnityObjectPatch.CheckInstantiationRecursively (UnityEngine.GameObject gameObject) [0x00065] in ./Core/Patches/UnityObjectPatch.cs:47 
  at loaforcsSoundAPI.Core.Patches.UnityObjectPatch.CheckInstantiationRecursively (UnityEngine.GameObject gameObject) [0x00092] in ./Core/Patches/UnityObjectPatch.cs:53 
  at loaforcsSoundAPI.Core.Patches.UnityObjectPatch.InstantiatePatch (UnityEngine.Object __result) [0x0002b] in ./Core/Patches/UnityObjectPatch.cs:14 
  at (wrapper dynamic-method) UnityEngine.Object.DMD<UnityEngine.Object::Instantiate>(UnityEngine.Object)
  at FacilityMeltdown.Patches.ApparaticePatch.BeginMeltdownSequence (LungProp __instance, System.Boolean& ___isLungDocked) [0x00016] in ./Patches/ApparaticePatch.cs:28 
  at (wrapper dynamic-method) LungProp.DMD<LungProp::EquipItem>(LungProp)

This pops up the moment i pull the apparatus, in both of my log attempts. Which is interesting because the second time, the sequence itself bugged out too - as in, there was no alert message popup at the start, and nothing happened once the restarted sound ended (it shouldve exploded way before that).

#1191847266777042985 message <- The issue with the meltdownMusic restarting also only occurs with Sound Tool installed.

And i can also confirm that its usually some kind of ambience (e.g. Creak7) that tries to play before the restart bug happens.

sacred cloak
stark merlin
# sacred cloak So yeah this def. feels like LC Sound Tool is having an issue with Sound API, or...

Not sure if you've tried PTEM on the latest meltdown versions, but I've just been messing with it as I've had time and have noticed PTEM doesn't work on 2.7+ versions of meltdown (for me). I might just be doing something wrong but it's possible this soundapi bug doesn't happen on 2.6.20 or earlier versions of meltdown?

Assuming sound api even works with those earlier FM versions.

Also; the music doesn't fade in/out but it does change when you go inside/outside with PTEM, which works if the music is relatively close and syncs up

sacred cloak
#

Also; the music doesn't fade in/out but it does change when you go inside/outside with PTEM, which works if the music is relatively close and syncs up
Oh interesting, guess PTEM could work aswell then for what im doing.

#

I did have PTEM when i posted my initial message; as i rely on it for purely music

stark merlin
#

Only issue for what I'm doing is

  1. idk what fixes the latest FM version has I'd be missing out on
  2. the second time I run the moon the default music plays, butthat might just be imperium bugging it out
sacred cloak
stark merlin
#

weird, maybe it's just set differently but I can't get the 2025 vers of FM to work with PTEM for the life of me

sacred cloak
#

Ill quickly try it again with PTEM and without LCST - i kinda timed my own sound replacements around panictrack_Meltdown's music but wanted the music to be optional, hence using PTEM as a separate thing

meager portal
sacred cloak
#

Yeah we realized that now

#

narrowed it down to a likely conflict with LC Sound Tool, since its apparently fine without it

meager portal
#

crap i use that

sacred cloak
#

Yeah

#

Hopefully it can be addressed since it used to not be an issue

sacred cloak
stark viperBOT
sacred cloak
#

...okay, thanks? nvm it didnt pin anything, discord hallucination moment