#v2.6 Facility Meltdown
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I had it on and was trying to find out what was breaking mah game
then I disabled LethalThings through some means and
I found out
So no worries
Im not anymore
update when 
Just a mod that messes with the ship during the meltdown
it has a dependency on FacilityMeltdown, i can't use it with experimental ๐ญ
Open and Close ship doors?
I would say I'd include that in my ultra modded modpack buuuuut
I have GhostCodes
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
Damn
you can also disable the open/close the ship doors feature
But thats weird that pulling out a core in another facility would fuck with the ship
Apparatus Bluetooth connection frfr
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
you should be able to disable just meltdown
well, if i try to do that with the experimental this happens
can you download the debug monomod patcher mod and try see if the error changes 
i think i already have that

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

experimental is back to being deprecreated, use the stable version again :3
Now please update Terbium ๐ฅบ
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
Lmfaooo the damn fox for example going brrrrr
Ty Zeekerss
XD
YIPPEE
yipee
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!
I'm also having the same issue
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?
I tried to get the meltdown to happen with no other mods and it didn't work either
how can i add custom music
same here. No idea what breaks it
pizza tower escape music
or by replacing the mp3 file
i can just replace the mp3 file ?
yeah, but i think you would be better with pizza tower music
trying pizza mod for a while now
i am not sure if i am getting somwhere or not
i dont hear music
go to configs
pizza tower
then on "Default"
type in ",Apparatus"
"Default,Apparatus"
like this
whats next
why did you delete your other stuff?
so uhh anyway
is it working now?
does the music play and everything?
nah
that's so weird
i remember that happening with me before
and i just had to put default,apparatus
so
pizza tower mod
default,apparatus
yes
hmm
so
lets say i want this thing https://thunderstore.io/c/lethal-company/p/luvcas/Re2_Hunk_Theme_for_Early_Ship_Leave/
so you want it as an apparatus escape theme?
indeed
if you wanna upload it as a mod
check the wiki since it will explain everything
but basically
you gotta use some code to make it play the song
and use the song to play it
but if you just wanna use it personally
just paste the song file to the mod's music folder
and rename the song lists to whatever the file name is
Uhh what, it should not be possible to get that alert lol
it seems maybe stable didn't get the new assstbundle
so, music is working, just gotta replace the files
there we go
now just replace it
remember that you might have to crop the music
to fit the 2 minute timer
how is the experimental version working, is it playable?
seems like so
bet
the song is 2:06
i hate trying to find the apparatus every time
nah it does work
if its longer
it will keep playing
until the song ends
and if you wanna debug just use imperium
it saved me a lot of time when making mine
did you delete something that you werent supposed to?
reinstalled it
no error
told ya
you mightve deleted something without noticing lol
leeeeet me find an aparatus
nothin
try running around experimentation. it's small enough and you should be able to find an apparatus quickly enough
failed to load music
OF COURSE
the tutorial was old
i was using the wrong file type
:D
@pliant crane should it be like this in meltdown config ?
which one works better for you
@pliant crane it works
that was a solid 4h of stress
bc of an incorrect file format
thanks mate
thx
it would be nice knowing that sooner
like what is an ogg file
also
why didnt the facility blow up
i forgot if there are voice lines
FacilityMeltdown stable is quite instable rn ๐ท
u are funny
but ye
it just
doesnt explode

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
console keeps spamming this error and yeah
at least the red lights, explosions and enemy spawn are working
seems like i will keep this problem for tomorrows me
Couldn't get anything to work in the current build. Except for cool red lights
fixed
W like always
Bad one bongo
the mood pack โข๏ธ
yees
making a Frankenstein of a mod pack
lethal company when you're happy/sad/angry and etc
woohoo!
Weirdly I've had inconsistency with being host and the ship not leaving
and explosion whereas all clients experience it
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
Likee
The ship flew off with me clearly on it but it just said I died somehow and sent me to the spectator screen
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 ๐
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?
Logs?
Lemme grab em, I didn't see anything that would indicate an error but maybe I'm wrong
Oh Bongo
Why is the portal announcer delayed?
its a little more delayed then before the V55/56 Update
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.
I can guarantee that isn't meltdown
Regardless I'm trying to figure out why the moon doesn't load at all with Meltdown installed
Hey, is there any reason the geiger counter would be entirely bugged as shit?
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
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
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
is there any way to lower the audio of the meltdown?
yes, in me.loaforc.facilitymeltdown.client.cfg, if your using gale there are 2 "FacilityMeltdown" files, just check each one for it
ahh thank you very much
Hey Bongo
so im live streaming lethal company rn
I had facilitymeltdown
And FacilityMeltdown is causing the ship not to leave
when the lever is pulled
Send logs
Yeah there's no facility meltdown in this log
If you wanted you could go to the lethal company files and send the log there
Apologies about that
LC keeps 2 logs as backup
If you go through steam to your bepinex files, somewhere there are two log files, one of em should have it
Its alright
I've had the same bug. Its inconsistent in that it never occurs off of the first apparatus pull and is only for host.
v2.6 Facility Meltdown
Geiger Counter glitches inventory by existing. Is this bug known already?
@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
[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
it might depend on weather registry

yeah i think bongo forgot to check if its enabled before using it
lol
so is weather registry required or nah, bc I don't have it and it doesn't meltdown
I don't have it either, but the mod doesn't work
U need weather registry for now I think
wharg
No idea
ok what the fuck
i never even register the intergration properly
and testing the mod without weather registry works fine
Huh
I am having the same problem
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;
Is mod working for you currently, guys?
nope
I was afraid I've broken my mod pack, lmao-
lol
i dont know somehow, the new facility meltdown mod cause the backroom mod in my modpack broken
Wait, I've just had Facility Meltdown event, but not because of the apparatus, but because of the night coming.
Is it supposed to work this way?
okay it turns out I am slightly stupid
still no idea why this issue doesn't exist for me locally
it'll be a few hours before I can fix it :3
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
logs please :3
Gonna hunt down another one! I'll get back to you in a second
Seems my modman was just realllly slow to update
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
I got it in the vanilla factory on experimental. I am running a few custom moons though
somehow the apparatice is being spawned in before the map has loaded
how in the fuck
or maybe its that function breaking somehow?
which
roundmanager find entrance position
yeah a vanilla one
well thats when i call it
how is that related
okay on LungProp.Start i create an object with MeltdownMoonMapper. that then calls RoundManager.FindEntrancePosition. its where the shockwaves and explosions are spawned from
is this on github
https://github.com/LoafOrc/FacilityMeltdown/blob/74a2b8f0ecd190d1420e40c840c77a124518a3f9/FacilityMeltdown/Patches/ApparaticePatch.cs#L47 spawning it in is here (i dont know why its in the function twice, this mod is so cooked)
just for reference btw
lungprop would start in saved lobbies with the lungprop in the ship
in orbit
if u feel me
@sand oyster any chance that error was in a run where you started from a previous save that had a apparatus in the ship?
Actually, yeah! I forgot i had an apparatus on the ship prior to updating. Could that cause it?
so just eat the apparatus and the game will stop complaining?
yeah, or just like enter and leave a planet one time and it'll fix
Okay! Thanks for the help and sorry for the bother
Guys, does the mod work properly for you atm?
i just downgraded to the one before the problems appeared
i love terminalmontage
How, tho?
Drop-down menu on download button.
Also, the music doesn't play for the meltdown sequence
It doesn't even activate the sequence itself.
Yeah, same here. Only when night comes it triggers.
Though, it's not the same thing. Just the music plays (because of PizzaTowerEscapeMusic Mod)
I think they know about the problem.
do you know which version it is
I had to downgrade all the way to 2.6.11
Latest ver works for me if I have that weather registry thing, but I dunno why I should "need" that for meltdown.
@humble cosmos, wdym by weather registry?
I want to fix my corrupted Facility Meltdown mod with it if it's possible :3
ooh okay thanks
For some odd reason, the current ver of meltdown seems to be calling for this: https://thunderstore.io/c/lethal-company/p/mrov/WeatherRegistry/
It was mentioned in here yesterday. #1191847266777042985 message
Hopefully it was just an error and ^this won't be needed on the next ver.
why is geiger counter bugged, cant change items when picked up?
okay its fixed for real this time
but with that i won't be updating for a long time
this code base is so fucked
as for the geiger counter, it worked when i tested it and i won't be looking into it any further
in your defense most old mods are
theres still a patch on the entrance teleport since like jan 1st when the explosion didnt do anything
the prop hunt mod code scares the fuck out of me
this version doesn't have a changelog on thunderstore
fair enough
Thank you! :3
It wasn't broken for me at all when I played the past two weeks or so, was it a mod incompat issue?
Diversity apprently breaks it atm
Cause diversity itself is also very broken atm
I thought the issue was the weather registry reliance mentioned earlier in thread
facility meltdown relies on weather registry??
I got a bit silly on accident :3
classic bongo
So, now the mod works, but PizzaTowerEscape mod related to the main one refuses to work.
That is weird.
Maybe, it's my individual case. I'll check it later.
Just spitballing an idea, but when meltdown updated, did it re-enable its original music in the config? Could be overriding the pizza Tower escape sounds?
No
The music plays when the night arrives
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.
Yeah, PizzaTowerEscape mod doesn't work me. What about you?
@humble cosmos, have you checked your game?
I guess, it's because the mod itself doesn't support custom music, lol.
Haven't noticed that.
Is there a way to change Facility Meltdown's music, tho?
Maybe, via this I can do smth, but I am afraid I can break the game.
Haven't checked yet. Just got home; just updaded & checking now
@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.
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
I was able to change the music through LoaforcsSoundAPI as well, but was unable to get conditional/dynamic volume working in it. I stuck with pizzatower so I could have volume change based on where the player is & if they were crouching or not.
Gotta answer a bit later.
I'm here.
I have Lethal Resonance. I think it messes up the music, so, yeah, gonna try this.
Pizza Tower music worked for me when I played 5 months ago or so.
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.
Alright.
Sounds good. Lmk if it still doesn't work and I can try and help ya out further.
looks like its working again! Go Devs! ๐
these keep spamming slowly when i pull the apparatus ?
that looks like an enemy issue tbh
that 100% is not meltdown lol
yeah im just confused since it happened right after i pull out the apparatus multiple times
lol
well meltdown spawns enemies :3
aight i noticed that
it only happened in artifice ?
and i only have these on
yep not even titan have that error
istg artifice is cursed
yep even without meltdown its freaking out in artifice when u pull the uhh 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
honestly i think this is just a zeekers moment
its always zeekers moment every update 
still wonderin why is it only artifice 
bro got a lil silly
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.
youre the first person to notice it lol
comes from me removing some old code for optimization and so it works just slightly differently
meh I like both honestly
Ah, so it's intentional then and not a bug? I kinda miss the big boom on pull; gave the act a good sense of impact and was peftect for scaring people that didn't know lol. Any chance the old explosion frequency & initial one will return in a future version?
the big boom on pull maybe
but I think the reason it felt so big was how unoptimized initiating the Meltdown was (still not the best but way better(
Any plans on fixing the meltdown soundAPI Compatibility? :,]
busy playing zenless zone zero :3
I also have no clue why it doesn't work properly lol
Anyone else having an issue occasionally where the Apparatus can't be grabbed?
uhh wont be meltdown lol
No
is it possible to disable Geiger Counter?
no, just dont use it :3
I'm not using it, that's why I want to get rid of it from the store page
Hello, do you need someone to translate the game into French?
facility meltdowns working on v61 currently, but just don't use geiger counter?
hi
@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>?
mod in question is ahatintimecompanyescape
2.6.18 
purely just increasing the version number in description and removing lobby compatibility
thanks for replying to my enquiry
ill just go ahead and remove this mod cuz its useless lol
well its not exactly FM's mod devs job to make sure another modmakers sound mod works...
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?
assuming the hat in time mod runs based off pizzatower that is
Smh people don't even know that you can make your own meltdown sounds
I make my own and up the timer to three minutes, check this out
(Yes I know it peaks, nobody is perfect)
thst's sick
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.
Music won't match, thats all I've ever encountered
Solid, thanks for the response.
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 itโs because I need to disable some logging thing or itโs not optimized. I love the mod, but I worry that people with shitty PCs may have trouble running this mod.
there used to more issues because a lot of the mod was hardcoded to use 2 minutes
not really? the only performance issues ive ever really had are when the meltdown starts. but then again i also have a good pc
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
Solid! So at this point, I can safely extend the timer (and audio assets) and it should work as expected?
yeah theoretically
bleh idek whats wrong with soundapi
i think they put the pizza tower version back up so
Is there something related to debugging that I may have accidentally left enabled? Is that possible? Iโm just tryna figure out whether itโs an issue with the mod itself or if itโs a compatibility issue.
like "dinosaurs turned into birds" theoretically or "theory of relativity" theoretically?
(just kidding, thanks for the insight)
lol
no not really? other than having unity installed and attaching the debugger it's also really hard to track down lmao
yeah but like for some reason soundapi just doesn't pick it up anymore
it'll be fixed in a month when i get to completly remaking soundapi
It was on my end. Sorry about that.
no explosion after 2 minutes
well uhh
it was somewhat inconsistent
and I think oftentimes our crew would just decide to take off before those 2 minutes pass anyway
with me not checking the console midgame all that much
yeah i accidently used the wrong variable for smth
so if there was more avaliable vents then possible enemies, there was a small chance for the random number generated to be too big
๐
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?
nah its fixed now so dw
Sorry for the ping, nice sounds. Do you have a mod to use it when apparatus is taken ?
Nope, just make it for some buddies and me to use
What an undertaking
im wondering the same thing
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
ahhh ok
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.
none
Sweet! How does it work with Wesley's Interiors? Or does it not affect his?
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)
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
has any other interior tried to do custom meltdown stuff like mine?
well i suppose so lol. damns that be unfortunate
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
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
ye, i just didn't knew where to post this
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
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
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
wah
considering my code i don't think that was an easy feat
now its just ideas we are talking about, you may just agree with them and let someone else do that addon mod kinda thing
bleh idk
...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
no sorry, it is quite a bit of complexity to do that and most of my recent updates have been removing complexity lol
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
wesley would most likely need to implement the same patches as meltdown chance, if they are using the base lungprop script
is the way SDM does it not simpler ? or is it simpler because those are not actual apparatus ?
they're not actual apparatus so they manually start a meltdown
ah shiet
ig if you pull the apparatus from wesley does it print anything about an external mod starting meltdown?
?
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
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
so im not against having it still, but the 2min meltdown are kinda short
im trying to find a solution to enjoy both danger
btw good job on that, good achievement to have here
Change the config.
Also Grand Armory isn't that hard to get it out of. Honestly it's my favorite Meltdown in my opinion. Just gotta plan your route. While everyone is looting me and a partner would plan our escape route with it and since there is two of us there is a backup in case 1 dies.
I did notice though any time I reloaded the lobby anything tied to Meltdown would despawn. We lost an Apperatice and the shop items.
idk what you think of in the config
also the main thing is that we don't get to see the spikes do much in the 2min of meltdown
There is a config to adjust the Meltdown timer.
Just make the Meltdown take longer.
thing is GA is the only problem here as far as I can tell
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
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
well it is not supported
@late hound @cedar basin at least based on the conversation here, it sounds like the timer compatibility issues should be resolved (if you ignore the obvious mismatch with the music playback duration).
I tested a longer timer (with a rather large modpack) and didn't see any obvious errors... but it was just a quick test.
that's good to know, thank you!
can always try to change the music for a longer one but okay
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
It's worked fine in my experience - as long as everyone has the mod
Yeah
everyone had the mod
then again
this was a while ago
a month ago
Discord: darkfedoraTwitter: https://twitter.com/DarkfedoraP#lethalcompany #lethalcompanymodded #lethalcompanygame #lethalcompanygameplay
Yes, that's exactly what I did...?
Yo what is that interior?!?!
which interior?
yeah which one
I'm pretty sure that's Black Mesa
yeah i found it. and it is so good!!!!
Thank you @wintry viper would not have found it if you didn't post that video
Yippee
I did something useful
You should try the new update! It runs much smoother:)
Whats that Interior at 1:14:46?
looks like black mesa
black mesa
Man look at this free advertisement for Black Mesa happening ๐ tbh I'm glad it's one of my favorites!
does this work in the newest version v64?
considering I haven't got any reports that it is broken it probably will
yah its been consistently working for me and my buds
i think geiger counter is still unstable though(?) just dont use that to be safe
shouldn't be
oh cool
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
no idea, that uses pizza tower escape music which is a completly seperate thing
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
Do you also have LethalResonance? It has custom meltdown sounds that can take priority over custom meltdown music. If so disable the meltdown sounds in LethalResonance.
Fixed, nobody ever said that you have to type a name of the script json file into PizzaTowerEscape's config. I really wonder whytf.
How do you fixed it?
PizzaTowerEscape's config needs to have the name of a json file from the mod you wanna use written in it.
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.
Ah, that was gonna be my next guess. You had to replace "default" with "apparatus" right?
No, with however the json file is named. Unless it is named specifically "apparatus"
I am using the "In The House In A Heartbeat" theme for facility meltdown, and the file name was "inthehouse" when I downloaded a copy of the mod manually and looked in.
Which is how I got the mod to work.
Similar concept though. Since that's how it works if you download the default Pizza Tower escape theme but change the audio files for meltdown yourself.
Welp, that's also a thing.
Was curious about what that uploader did so I grabbed it to take a look. Some people just change one line (the target music file that the json points to), and rename the JSON file. Looks like "In The House In a Heartbeat," did something similar to what I did. They gave it dynamic volume and a stop on death/ship leave script. Nice ๐
yeah I got the same question
your solution doesnt work for me somehow
latest update doesn't have a changelog?
it was a one line change that doesn't affect really anything with meltdown
Ok cool
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
Lemme test if it still works in my modpack
mine works
Works for me
even if meltdown breaks it won't prevent you from picking up the apparatus, the meltdown will just not start
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
having TestAccountFixes.
Pressing comma (",") Fixes the inventory softlock
Oh, thanks, you might have just saved me tons of headaches.
My friends often experience inventory softlocks by picking up utility belts or picking up and throwing "brick" items too much.
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
Use this along Meltdown.
Warning, this mod is not supported by the creator of this mod, so bugs could happen
https://thunderstore.io/c/lethal-company/p/den/Meltdown_Chance/
you just have a chance of getting a much more valuable apparatus for free then
Shrimply make the appy less valuable then
exactly what i was looking for. i'll try it out. thanks
@mossy jay this mod with black mesa is gonna be more tense now
60 seconds ยท Clipped by Plastered Crab ยท Original video "Black Mesa Lethal Company Huge 2.0 update playtest" by Plastered Crab
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
except meltdown takes like... 2 minutes I think?
so the place will blow before you get locked in
Oh I thought it was 4 minutes lmao
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
Oh lmao
any idea why this pop-out get stuck sometimes?
probably a mod incompatibility, never had this happen
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.
you might have a mod that is removing the text saying two people are needed nearby. e.g. this used to happen with old general improvement versions
but yeah the apparatus needs two people to pull nearby to pull it (by default)
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.
nearby but it is a fairly large radius. if you have people nearby and its not working then its not meltdown in that case
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
well yeah the root cause is some mod not showing the correct tooltip lol
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:
nope not meltdown
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
so judging by the error is it an issue with additional networking or ship inventory?
got it, i'll see if disabling that helps at all
disabled additional networking and tested, that must've been it because i can store, retrieve, and grab apparatuses correctly now
it still changed their color from green to blue but that doesn't matter very much to me
also i just noticed what was the csync incident?
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
nah that issue has long been solved lol
Weโve 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
I did yes
It stopped happening once we disabled "AdditionalNetworking", the mod
As suggested by Bongo
hmm, we don't use AdditionalNetworking
Is it the orange-ey apparatus from the Tomb interior by any chance?

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
For me, i havent had the issue once AdditionalNetworking and Tomb interior was disabled

The Tomb interior might be doing something weird with the apparatus, causing other interior apparatus to bug out
oh, I don't use that. The only custom moon we use is Atlas
I see i see
my modlist is here
where are the logs stored btw
I can post the logs from my last playsession
AsyncLoggers changes the filetype for the log but thats where mine is
I am on Gale but its similar for r2
ah it's in hte BepinEx folder. Got it, here's the log
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
there are messages about the poolrooms not loading something although that should be fine. the main problem is that it seems like a mod is making the networking throw a lot of errors and could just be cooking something
hmm, I wonder what it could be
I might just have too many mods to where mod conflicts are starting to become a thing
could it be StaticNetcodeLib? It's a dependency for ReindogAndFriends
that I think is recent
i have that mod and its been fine
ahh actually having a look at this again this is a client log lol. meltdown starting is the host's responsibility so i'll need their log (if they have it still or can reproduce it lol)
Iโll try to get his log
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
Thanks! Weโll nuke it
@past salmon while not an lll issue outright would be nice if it could catch other mods doing these exceptions instead of breaking things ๐
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.
if its other items I barely go near it but most of the meltdown logic happens on the host with clients told to replicate the visual effects
most of the time if meltdown is broken I will need the hosts log because the client one will give me basically nothing
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!
when cherynobl
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
yeah it uses the lethal level loader stuff which i think happens globally on all interiors, liminal pools is just broken atm. once this issue is resolved it'll be fine again
I just wonder why its suddenly broke now when it hasnt been updated
And when i am playing on previous version of lethal still
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 thatโs up in the air
Iโd recommend disabling or removing it from your modlist and regenerating your LLL config til itโs solved if you prefer having the meltdown mod over it
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
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
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?
hello?
they're sleepin
ehh could be possible but meltdown probably won't recieve updates until it breaks from a game version (or i suddenly get a lot more time to myself lol)
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)
Do you know of a workaround through a mod that could possibly help? The cosmic apparatus is worth 800 and the toxic apparatus is 280. They both are placed at 240 with meltdown. If you could help, it would be very appreciated, I've tried workaround after workaround all day
disable the scrap changing in meltdown then lol, and see if another mod lets you change the 'lungprop' (vanilla apparatus) scrap value back to 240
sorry but wdym "then lol, and see" Do you mean set it from 240 to 80? That would still mess with the other modded apparatuses though
Sorry I'm not understanding clearly, I'm so tired
theres another config option called like "change apparatus value" where disabling that makes meltdown not touch the scrap value at all
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
lethal quantities maybe? i dont really tweak much with the game though
I'll try it. LQ has this thing where if you change anything globally. Instead of adding to each moon, it entirely replaces it. So if I add an enemy to global, only that enemy will spawn. I feel like that kinda defeats the purpose of global. I'll see if it'll work
I think that just might have worked. I'm hoping it did. Just got to get lucky. Loading it up rn
I'm not too sure but I think lethal meltdown deletes any item your holding if the explosion happens.
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
Whenever this mod is updated in the future, can a blacklist be implemented?
for what? apparatus items?
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
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
@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
If that changes i will let you know
then I guess the error from additional networking was just a symptom from liminal pools
Does this work fine with interiors that use custom apparatuses? (Like black mesa)
Or would I have to add the name in somewhere
It works with Black Mesa yeah
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
It should be extra interesting with Black Mesa next update too >:)
Should I have additionalnetworking in my modpack? I was recommended it but not 100% on what it does
Generally it prevents some desyncs and other things
Also fixes some issues like apparatus value not showing etc. iirc
I recommend it, but I would just check out the modpage for it or ask Matty if you're unsure
is it possible to config the app thing? It's fine if not
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?
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
Lethal Resonance meltdown works fine as an example.
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
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?
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
I mean I just followed your advice and it's still as quiet as ever.
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
So meltdown is working fine it sounds like but the replacement mods just aren't
Yes, that's what I've been saying
Always fun when code doesn't work lol
just really, really badly because I suck at explaining lmao
Mb I was trying to understand
nah it's on me
Its cool
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?
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
The pizza tower method?
Isn't that what most custom sound mods for facility meltdown do tho lmao
by relying on pizzatowerescapemusic
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
Yeah no it just doesn't work
At all
Plays default portal 2 music during meltdown
The music ain't musicing
๐
Huh
I would try in a fresh save
It's set to default script right?
Or not fresh save, fresh profile
Yeah, pizzatowerescapemusic's config has the value set to default
Hmm alr
Yeah if it doesn't work on a fresh tiny profile then you may be dealing with an scp or something
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
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
idea, meltdown making maneaters cry?
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 ๐
uhh probably
i did a small little update for one year of meltdown, wanted to do more but oh well
maybe french dub :O ???
not necessary but if you ever feel like doing it, could we have an interior blacklist?
i think you can do that with PizzaProbability, unless that's for moons not interiors
I started playing portal 2 recently (Iโm about halfway through but itโs actually peak) and realised the sounds in it are the same as facility meltdown
Probably couldโve seen that in the mod page though
Only moons sadly ๐ญ
lets go chat
Hey, old comment, but you have to change the pizza tower escape config for it to play when you remove the apparatus
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
Yeah gotta turn volume all the way down in meltdown config, or to 1 if you wanna keep the random voicelines
oo
can't wait to check it out heheh
congrats on 1 year!
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.
use https://thunderstore.io/c/lethal-company/p/loaforc/loaforcsSoundAPI_Beta/ and see if it still crashes. it's almost certainly soundapi v1 crashing (it's not meltdown)
01945452-77b3-d1d9-aa77-c5f8934bec34
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
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
Well I still use it
And with such mods - which calculate the probability of shutdown - there can always be problems
uhh yeah maybe try without it
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
I don't want it to always be unsafe to pull out the reactor :ั
or actually disabling the config to make maneaters cry will fix it
I remember this topic, you raised it then, that you didnโt want to make such a mod
By the way yes
ManEater appeared
Where is this configuration?
How can crying even break anything? xd
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
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
That's why she appeared because of whom
oh yeah i forgot it does that lmao, it is curious that it only started breaking after updating
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 :
what interior are you using (there are errors throwing that literally should not be possible)?
I was using the Tomb interior from Tolian
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)
Yeah this is the first time weโve encountered this issue. It works fine with other modded interiors.
it's also probable that another mod threw an exception earlier and that borked other things
Probably... We'll try to reproduce it tomorrow
Should I report this to Tolian's thread ?
probably not until you can reproduce with a log
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
@mossy jay Iโm 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.
host logs or it didn't happen
So should I report it to Tolian ?
yeah probably
also that failed to get fog message is meaningless #1280288943857733632 message
what interior was this on?
storehouse
generics interior
can you try without pizza proabibility
ok
The only error i got was [Error :me.loaforc.facilitymeltdown] Failed to get volumetric fog! but nothing happened after that
Failed to get volumetric fog is meaningless
but it doesn't crash for me
Well, I think Xiaolan is right another mod is probably messing everything up
Yeah so the problem is coming from my modpack, tysm Tolian for trying to help me
hi everyone, will we able one day to add custom musics to facilitymeltdown, without the need of PTEM ?
you can use loaforc's sound api for it
but its more complex
it doesnt seems that complex
ill just need to create another mod for that
i hope one day FM will support custom musics natively
There isnt really a need to when PTEM exists and loaforcsSoundAPI is literally made by the same person as facility meltdown
ok so i followed the tutorial but the sound is not replaced 
i must have forgotten something
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
weather registry's fault
yo whats up
I'm having an issue where I can barely hear the music mods I add for fm
with sound api or pizza tower escape music?
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 
lethal settings was used so the config of those settings was saved per user, and not copied accross from client to client using profile code.
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.
ahh ok now i rmember
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.
i guess just wait for lethal resonance to fully use soundapi v2?
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)
it can transition but it isn't like a fade in/out sort of thing
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
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.
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
The condition for the player location is now LethalCompany:player:location, and needs the Sound API Lethal Company bindings
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.
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
but LethalCompany:player:location was the condition set.
Just as a sanity check, you do have the bindings mod also installed right? Should be SoundAPI 2.0.4 and SoundAPI_LethalCompany 1.0.2
Oh, no, sorry I've failed the sanity check. mb I thought bindings meant like, keybindings
why is that a separate mod lmao
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
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,"
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.
Oh I just noticed in the bepinex log it said something like "setting ambience track" or something right as the music restarted
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
Same here as im using my debug pack to also test my sound mods
I was gonna use sound tool's trace to show when/what sounds play
gonna start it up in a min here see if I can get you the exact thing it says....
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
worth a shot, I don't have PTEM rn tho just fyi
good to know
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.
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
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
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
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
Well well well
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
Ye that makes sense. Just wondering if there's a way to mitigate it easily if that's the case
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
I guess the only real way to confirm this though would be to run an older version of meltdown with sound api v1, and see if it still happens there.
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)
I kinda need to use sound API because i have two distinctly different soundscapes for inside/outside
That's sorta the main thing I'm trying to do too lol
I only use PTEM for the actual music part since its a drop-in
I thought ptem could do inside/outside as well?
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
[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.
So yeah this def. feels like LC Sound Tool is having an issue with Sound API, or vice versa.
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
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
Only issue for what I'm doing is
- idk what fixes the latest FM version has I'd be missing out on
- the second time I run the moon the default music plays, butthat might just be imperium bugging it out
and im pretty sure that was on the latest version of FM
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
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
it is related, its the exact same issue
Yeah we realized that now
narrowed it down to a likely conflict with LC Sound Tool, since its apparently fine without it
crap i use that
I realize i never actually pinged loaforc for it, which would probably help...
As much as i dont like pinging people when they are asleep - @mossy jay it would be awesome if you could look into that issue (see replied post and/or scroll up).
Me and Geist can provide additional logs if needed, but it seems fairly clear from the testing we've done.

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