#v2.6 Facility Meltdown
8943 messages Β· Page 9 of 9 (latest)
What extra addon for PTEM are you using, if any?
I just found out the one i mentioned earlier only works if its load order in modman is below PTEM, so maybe check that too.
ty good to know, right now I'm using a modified version of https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/ and I tried putting it to the current FM, but it borked it and it wouldn't work until I re-copied over all the configs.
Is that one even needed anymore?
LR has their custom meltdown stuff built into it directly last i used it (a week ago)
the current LR uses soundapi, so I was just messin around to see if I could get PTEM to work
which I have (sorta? its inconsistent lol) with the slightly older meltdown
Well the music one i use PTEM for works on my end just fine on the latest versions
ye I'm not sure what I'm doing wrong
Weird
But I admit the configuration for it is a bit over my head
If its one of the simpler PTEM addons that replaces the Default json it shouldnt be anything beyond loading said addon after PTEM
if its an addon that has special json configs, you need to put the name(s) of the configs into the PTEM config
Update on this, since theres not been any reply so far - at this point im basically concluding its an issue with LC Sound Tool, and I've started work on migrating my mods that use it & CustomSounds over to Sound API in the hopes of achieving better compatibility and futureproofing. Theres an old github issue that also kind backs this up, apparently setting up compat never got anywhere and it must've started getting worse sometime between last year and now.
Shame about the incompatibility/bugginess though, but ill work around it
Ty for the update! For me I'll probably cling to soundtool for now, but as it becomes more stable I'll follow suit.
ive been pretty busy unfortunately but yeah it's very much so soundtool breaking lol. soundtool was never made to deal with modded sounds, but soundapi (more so with v2) does and so im guessing its confusing/breaking soundtool
No worries, thanks for getting back to us ^^
Already started to migrate all my SoundTool based stuff to your sound API and thats been going well, so all good on that front
Hey @mossy jay (apologies for another ping), got a question for ya
Is it possible to do a custom text replacement for Meltdown's announcement & terminal text? (would like the text to match the actual audio of my replacement)
I saw that you have support for translation using json files, and I was able to manually edit your english json directly to make my changes - but its inconvenient for end users to have to do permanent changes to your translation files manually, and also not something they can easily revert should they decide to want to use the defaults again.
So I'm curious if I missed some way to do this properly with only things on my end (no user changes needed), or if thats something that isnt really supported (yet).
no not unless you make a c# mod to patch meltdown
Ahhh damn
wouldve been cool - i got no idea how to do any form of patching (only have basic C# reverse engineering knowledge), so i guess ill have to live with it
would it be possible to add a moon blacklist where the meltdown doesnt trigger? some wesley's moons progressions are locked behind apparatuses deep into the dungeon making it impossible to ever get out in time for the explosion, and it would be a shame to deactivate such a cool mod just for a few moons
I second this. If not a moon backlist, then maybe a blacklist purely for the three uniquely named apparatus that appear outside the facility (Cosmic, Bloody, Royal). Since you can technically get a normal interior apparatus on top of the special story one if you get a facility interior. This would retain the meltdown on said moons if you pull the normal one, but make exceptions for the unique ones. I asked something similar in Wesley's thread and didn't get an answer #1204432295025578014 message
probably not, meltdown won't be recieving updates pretty much until it breaks from a game update
Use PizzaProbability and set the meltdown chance on those moons to 0
Would it at least be considered to look at LethalSettings breaking when this mod is installed? Or is that on LS to fix
Or a interior black list, cause you get stuck in Rubber Rooms if you need more than 1 person to pick-up the apparatus ^^'
The person that has made meltdown isn't making a blacklist. I've asked a few times before and seen the answer to seem recent questions. The closest thing I think is pizzaprobability. Just use it on moons that has the interior as a high chance.
Yup
Pizza Probability is interesting, does that also support the number of people needed to pickup the apparatus?
No that's a facility metldown feature. You can reduce it to 1 through the config. There isn't a blacklist for that for specific interiors and moons.
Was about to say, but Chill got to it first. Meltdown feature.
yeah it's technically on the both of the mods to fix (all though I don't think the lethal settings maintainer will) because it really shouldn't be dying if a mod registers wrong. I'll look at it eventually I just don't have too much time and I'm working on soundapi with the time I do have
gotcha
@mossy jay any chance the LethalSettings issue could be looked at again anytime soon? it seems to be breaking Mirage's settings for a lot of modpacks still
this config is acting a bit weird with my profile
it works as intended if i (host) pull the lever to leave the ship
but if client pulls the lever then the explosion doesn't happen
0196241e-a751-a194-a9f6-0a5694c24722
Hey loaforc do you know what the object names are for the red lights during the meltdown? Just so they can be blacklisted (and thus continue to flicker) during the sciencebirdtweaks blackout event.
uhh interior or exterior? interior i use the exact some code as the vanilla apparatus when it turns off the lights, exterior i parse the whole scene tree so it'll be different per moon
More so the interior I think, but exterior would be cool too because on some maps there's the same blinking red lights outside too right? Ig what I'm asking is what would one put in this config to preserve those red blinking lights so the red lights work, but all the other lights throughout the map turn off. (during the blackout event caused by grabbing the apparatus from sciencebirdtweaks) Sciencebird was going to look for what the objects were but I figured I could just ask you lol
the problem is i have no idea what they are called lol
Ah ok fair enough lmao
@mossy jay Is the music bugged at the moment? It no longer plays when the app is pulled, but all other sounds remain intact. Configs look fine. I can't find a conflict in my list.
For context: #modding-general message
I have no idea with pizza tower escape
I did remove that in addition to LRM, and the music still doesn't want to play. Been trying to figure out why.
well if you are falling back on to the soundapi version you need to make sure meltdown's volume is at 100% as soundapi replaces the meltdown music whereas pizza tower escape adds music
Tbh I was just wondering if there was a way to have both LR's meltdown sounds and facility's music track playing simultaneously, or if a new config in FM was possible to allow this.
But I'm confused about what does what, and what having the LRM fork in addition to base LR even does anymore. AFAIK those new meltdown sounds were integrated into the base mod, yet the recommendation to combine it with the fork + pizza tower dependency is still a thing.
When I did have all three installed, I also noticed there were two default.json pizza scripts (base pizza & LRM), which, I imagine causes issues unless you rename. Just all around very confusing, at least for me.
Hey Loaforc I have a problem with loaforcsSoundAPI replace sounds landmine explosions but with Facility Meltdown mod Facility Meltdown explosions on the facility after the extraction of the apparatus are played with vanilla sound although in debug they are signed as vanilla path for sound and should be sort of replaced
what specific mod is that explosion sound from?? 
From my mod PowerSounds. It's currently deprecated I fix all the old errors and want fix the old problem with sound of explosions with Facility Meltdown mod
It seems that the explosion sound from the FacilityMeltdown has not the same replacer as the explosion sound of the mines
afaik you should enable this in the logs to make sure of the replacer
Is there a way to disable this mod jamming the Ship Door controls when the Apparatus is pulled?
@mossy jay
This mod doesn't do that
I think
Alright.
Hey @warped ginkgo can u make the tracker item in the store optional in the config? Or could someone make a patch to remove it?
Or maybe upload a version without it. I have the files ready for a version that does not have it. I could send them to u.
Meltdown? Yes
Worked fine for me on v70, 71 & 72 hotfix updates.
LethalLib which is a dependancy of meltdown wasnβt working
Ah okay good to know
The mod sometimes works sometimes not. (my experience)
The meltdown could also start but never really explode
Could also be the modded moon however
Prolly the moon, this has worked every time for me
Hey
so
Im wondering, theres a song that plays when the facility is melting down but its not the song I want when it happens. how do I revert it back to what it originally was
Wait I might have found it
LethalAnomolies for some reason replaces the music

I sent code to the lethalanomalies dev to make that a config option
Idk if that update got pushed yet
does this work with the latest version
yes
I've had an idea, idk if this mod takes feature requests, but basically I've pondered the idea of some kind of fire unleashing in the dungeon interior. Perhaps a chemical fire of some kind, or some other cause. Maybe more appropriate as a separate mod, but seeing as it's a similar(?) concept to facility meltdown, I figured it'd put it out here
i grabbed the apparatus but the sequence didn't start
[15:21:47.6414313] [Debug :GeneralImprovements] Updated time display.
[15:21:49.5152999] [Error :me.loaforc.facilitymeltdown] effectOrigin == Vector3.zero, meltdown will not start.
[15:21:49.5163030] [Info : Unity Log] Lung apparatice was grabbed. Is owner: False
[15:21:49.5178086] [Debug :me.loaforc.facilitymeltdown] finalizer is running..
[15:21:49.5178086] [Info : Unity Log] Picked up scrap Apparatus was not in the normal places; reparenting it now
[15:21:49.5178086] [Info : Unity Log] Picked up scrap Apparatus is not in the elevator; parenting it to spawnedScrapContainer
[15:21:49.5178086] [Info : Unity Log] playerHeldBy on grabbed object: Player (1) (GameNetcodeStuff.PlayerControllerB)
[15:21:49.5209542] [Debug :PizzaTowerEscapeMusic GameEventListener] Apparatus was taken
this is meaningless, is this a host or client log? I need the full thing
this looks more like you grabbed an apparatus on a moon that is not a regular moon
Ok, I will send it
Yeah it was a modded moon
i only have the other player log (client) (the second lethal company instance)
was a rare case tho, 99.9% of the time it works
Something went wrong with meltdown in my latest playtest. I didn't get a chance to grab a log, but will definitely get one next time this happens. The issue itself was wierd though. Pulled the apparatus, meltdown occured as normal, made it to the ship and was waiting to see the explosion. At the end of the 2min timer, the ship leaving message didn't pop up nor did the ship leave on its own and there was no explosion. Screen still shaking on occasion & the white shockwaves still coming from main. Never seen this before so I closed the game and reloaded it. Revisted the same moon, yoinked the apparatus again and everything worked as normal. Wondering if this was just a rare one-off hiccup or if anyone else has experienced this.
If it happens again, I'll definitely be sure to grab the log file and report back.
something like that happened to me too, i don't remember if there were explosions or shockwaves tho
Looking at your logfile, it looks like we both have WesleysMoons. I've only ever seen this happen on Demetrica & Hyx. Was that where you were? Nvm, looking at your LMU table, it doesn't look like you have those moons specifically. Just Atlantica and Gratar
got the same issue in aquatis, it works fine in other moons but aquatis seems to be bugged or idk, i am using pizzaprobability tho so that may have smth to do with it
I too have pizzaprobability but I have it set to always have a 100% meltdown chance. While FacilityMeltdown can override the normal apparatus price up, it inadvertently overrides the unique apparatus items from Wesley's moons down. So I disabled price override in meltdown, grabbed pizzaprobability, set the meltdown to 100% chance and restored the prices of things like the Cosmic, Bloody, and Royal apparatus.
I know mods that mess with the internals of meltdown reduce the likelihood of getting support, but I'm just using it to correct prices; not to mess with the chance.
i am not using pizzaprobability
how do you restore the prices of those unique apparatuses
Mmmm do you only have facility meltdown? Or smth more, i know there is like a meltdownchance mod
nothing that changes meltdown i think
This is the mopdpack i use
https://thunderstore.io/c/lethal-company/p/Bertogim/LosCompasCompany
if you want to go trough the mods
By using PizzaProbability, or are you asking how I configured it to do that? If so, DM me and I'll explain.
Does this mod still work? Last update was 6 months ago
yeah prolly still does
I'll add it back into my pack then
works just fine
Someone else reported this issue
Meltdown overwrites the grabbable var which breaks this feature of the habitat interior
Normally the apparatus is supposed to be ungrabbable until you open the shroud
what changed other than dawnlib dependency in 2.7.2?
Got it
oops
dunno if this means anything to anyone, but here it is cos bepinex told me XD
Mod name: FacilityMeltdown
Id: me.loaforc.facilitymeltdown
Version: 2.7.3```
Facility meltdown uses lethal settings?
pretty sure it does but feck knows hahaha
Yes
I believe mirage has a patch for lethalsettings to stop meltdown from destroying it
it does? o.O
Ya
Barch tried to do it with a pr in LS github but willis is MIA so they just patched it in mirage
Is there any way to disable the mod from happening on specific moons?
Mainly the Zeranos Moon, since it's a moon with multiple floors
not in a supported way
The mod pizzaprobability lets you change the chance per moon
thank you
you should make it supported it would be really coole 
no 
We can dream

ive been curious actually, how does this work on zeranos
does the meltdown stop once u load another interior or do u have to chill in the elevator before beelinining it to the ship
you have to run to the ship, which you likely won't have time depending on how low the elevator is.
So you need to deactivate it completely
thou there is a bug, all lights becomes red in every floor
I think somebody would need to make a custom compatibility mod for it to work properly in Zeranos
good to know
theoretically tho what would happen if you pulled two* apparatuses (apparati? idfk)
You mean in a theorical patch? Or what happens if you pull it with the Meltdown mod without deactivating the chance for Zeranos?
The former, I imagine it would just blow up the current floor, or cause some sort of radiation to starts killing everyone slowly after a while.
And then deactivate when you get to another floor.
I saw a scrap collector game with an elevator mechanic like that, some floors have poison that starts after some time, and players just needs to rush to the elevator in a few seconds.
The later when using without deactivating the chances.
What happens is, the moon is set for an entire explosion, so no matter where you are, even if you proceed to another floor, you'll still die to the meltdown, so pulling the apparatus pretty much kills the entire run on Zeranos
o yea i heard of it too, believe its called kletka
but no, i meant more along the lines of pulling an appy, going to a different floor, and pulling the appy there
would there be two explosions? would the timer reset?
Ah, I see
We didn't get to test that, so I have no idea what would happen, it's indeed a good question.
Would depend on how the mod is coded
if the mod doesn't check if the apparatus was pulled, then it'll trigger the event's code all over again, which supposedly would reset the timer.
As for 2 explosions happening, I don't think there would be a way, unless the mod maker for some reason starts a new process from zero each time the apparatus is pulled. Which wouldn't reset the timer, and would also make a new timer.
So both explosions wouldn't be in sync, unless you have the explosions activate when leaving with the ship
facility meltdown v73 broken the lobby
@mossy jay I think it just needs a recompile for v73, with the new netcode patcher
is this broken right now or does it have compatibility issues with imperium?
Maybe its working now with the new dawnlib update but I didn't test it. When I tested before dawnlib update to v73 this mod only works on singleplayer
yes it uses netcode patcher and will be broken
I don't have access to my actual computer
yea i thought i saw rpc network exception errors but that time i tested it i had time paused by accident so i didnt count it. instead, ship just never takes off and music isnt muted if muted in config. all good, just needed to know it wasnt me...
(v72) Sometimes I get a notification that two people need to be in the apparatus room in order to pull the apparatus. Is this standard for Facility Meltdown?
Does it scale up beyond 2 if there are enough players are in the lobby?
not by default
It's normal.
Adjustable in the config, default is 2 unless you're solo.
Pull restriction while in group goes away at 9PM iirc.
This can be disabled if you like, letting anyone pull it at any time.
What's the ETA for the v73 release?
-# And dont worry usually I can survive the wait but I actually have a good reason to know this other then just wanting it
no idea, my computer that has the source code is currently fucked
Take out the drive and use it on another/through USB π
I have my laptop but I am not bothering buying an external enclosure
If it's a question about the normal price of them, aliexpress has them for less than $5. Except it takes probably over 2 weeks to arrive in my country, and whilst you do get what you pay for (cheap shit), it does save you in a pinch. If it's a question about simply not wanting to or you're using a hard drive rather than an SSD, then yeah not worth bothering. m.2 one would cost a bit more too, and might need to pay attention to whether its NVME or not.
Not meant to pressure and or rush you, by the way. Simply is an alternative that is out there that I also had to deal with doing myself in the past for data recovery when I needed to
I'm pretty sure the meltdown project was on my hard drive soooo
I'm also just lazy, there's other computers I could plug it into to get stuff off but bwaaa
lol fairr, but yeah wont have enough power to power a hard drive through usb lmaoo
Js make it open source or smth and let someone else figure it out
The pc is temporarily out of commission and has uncommitted code, when it gets fixed the mod will be updated and bongo can get back to doing stuff on their pc
The mod isn't abandoned
i updated the "experimental" version of meltdown to be v73. it seems to be pre v2.7? but i really have no idea what version it actually is
i also did not test in multiplayer
Yippeee!!
Unfortunately, it doesn't work with LR. But it's good to have it. Thx
LR
Have you tried with meltdown one?
nope
It does not play the facility meltdown lines and music sequence?
I thought lethal resonance in Facility Meltdown is sourse of that. Lethal resonance always tells me when starting a modpack that some files are played only with the facility meltdown, when its not installed. I figured that would be it. Hm.
Lethal resonance has compatibility with facility meltdown
Replaces the song and voice with a more realistic sound
Ok
Last version of Experimental before your update was v2.6.14, unfortunately the main mod release page no longer has the v2.6 changelogs so uhhh idk what might be missing that came after that version since these were all the main builds released since
I'd ask if you don't have access to the github project to update it but your github project for it was last updated a year ago
Since 20 hours ago, v2.6.14 was updated to V73
Oh shit nice, lets goooo
20 hours ago-
Broooooooooooo im way behind bwgjwuiwrjrwhgiurjgrne
Projects got me behind on my lethaling
Haha
this stupid halloween special im making draining my lethal life force
but we ballin
I'm thinking of playing The Outlast Trials on Halloween tbh, as much as I love Lethal
Im making a Garry's Mod Halloween special skit
Im also trying out "animating" with an addon in this skit
so this is new for me
I wish I could do more like stream Lethal with viewers but more halloween like but I gotta work on halloween night

:0
Seems like newest update broke the sound replacement mods :c
Guys if i put the timer of the meltdown at 3 minutes , will the game be broken ?
Can cause desync in the worst case I assume. It is recommended to not change the timer
and one second?
Aww what a shame, it cannot be fixed or anything ?
Pretty sure the config itself screams that it has an issue and that it wont be fixed
The README too. This feature is not intended to be maintained, using it is strongly recommended against
Well , thats too bad, welp i guess it will stick with the default then
Half the time I run the v73 experimental
The explosion never happens
When I pick up the apparatus
Its very inconsistent, been trying to figure out why it breaks
Wait so itβs on v73 but js very experimental?
Pretty sure that also happened in the other version
It happens with a few moons
Or just randomly
Is it too consistent for you?
Experimentation is the only thing I test on solo
@frank garnet
Half the time I get an error upon grabbing the Apparatus and the explosion never happens
But its extremely inconsistent
Or sometimes the first explosion also bugs itself
I have a session soon with a lot of people
Will be rounding up all bugs
And sending them over lol
Also I'm quite sure v73 broke the OG yippeebug mod
And Mirage is still cooked
Not for this channel tho
Pretty sure it got updated recently, or i might be crazy
I think im crazy ignore me
Its not cooked
Unless something else came up
Mirage and the experimental version of this mod is working for me I played with 6 people the other day with my modpack I don't remember if mirage fake audios worked
how to get facity meltdon exppiremantal
search for facility meltdown experimental
Does custom musics works on experimental or i'll have to wait for the main mod to be updated ?
We gotta wait till bongo fixes it (if its something planned)
bongo doesnt have access to pc rn, so no idea how long that wait will be before you ask
Oki then
it does (kind of) work if you use the unofficial updated pizzaprobabilities and set Default+,Meltdown++ in the pizzzatowerescapemusic scrips config
i say kind of because for some reason after uploading my stuff to thunderstore it 100% of the time averts the meltdown even though its at 100% chance and its driving me nuts rn lmao
yeah, i had the luck for it to work ONCE, but then my custom song stopped working, so yeah i guess its best to wait for the mod to be updatedx)
lmao for me the music works fine but for some reason it always does not start the meltdown anymore regardless of chance
im sure if i fiddle around with it more itll work (coping)
i managed to get it to finally work consistently, i had to combine the code from meltdown++ into default+ (the meltdown++ script kept failing to load) and put the script in the pizzatower music mod and just deleted the probabilities mod entirely
@tough wagon here is the json and the steps to get it working
-install meltdown experimental
-install pizzatower escape music
-put this file into the pizzatower escape music plugin file (i put it in defaultscripts but i dont think it matters)
-put your music into the pizzatower escape music plugin file where all the music is
-edit the config of pizzatowerescapemusic to change the script to "Default+"
-Change all the .ogg files in the script to whatever the name of your music files are
and hopefully it works? idk how to code at all lmao but it works for me now
which meltdown song mod is that? or did you put your own music file in
its my own mod which you can find by searching "meltdown experimental music" in the mod releases channel here, the actual music is this https://youtu.be/pkLqeYBvLG4?si=WG4fVfWC_HunQG7c
Composed By: Kroons
Play the map!: +ssr8b3
Map Creator: ControllerKazz
BACKGROUND VIDEO BY: ControllerKazz
iwas wondering if it says "acceptable value range does it mean i can push it to 200 without problem ? or it will still be problematic ?
wouldn't hurt to try?
i have used a higher time and had no issues
might be different in v73 with meltdown experimental, but so far i still havent had any issues
Any ways to make meltdown experimental works with LR?
Tried yesterday, it worked fine!!!!
I added a mod uhm search for facility meltdown, and there is like a mod that claims to work with experimental
If you add that one it works!
At least it worked for me
https://thunderstore.io/c/lethal-company/p/CreeperPiggy/MeltdownExperimentalMusicFunctional/ this one?
Thats one yes!
this mod bug something on my modpack, the cam is a little far away
Idk what you talking bout
On my end the mod used to only do the music with the countdown but finally nothing happens
@mossy jay Weather Multipliers from WeatherReg dont apply in MeltdownExperimental, see here, it always returns "1f" for the multiplier for some reason #1203871322841808906 message
Is there any chance you could fix that in the Experimental one?

Tbh I fell out of love with the mod given how many modded interiors already do their own app thing
any idea why explosion doesn't occur on version 73?
mod is broken
use the experimantal version
thank you
official version isnt being fixed until next year
but it is next year already π
@hoary folioi did what you said but the music only happens to me not my friends
yo
idk if feature requests are like plausible
id love for the monster spawn thing to take monsters from the moon's list
rather than taking them from everywhere and throwing random ones in
is this mod still happening?
Use experimental
where's it, I want it too
hidden deep within the thunder
Nyoooooo
bwaaa
I've been working on this for a little bit while bongo's gone, enjoy:
https://thunderstore.io/c/lethal-company/p/TeamXiaolan/FacilityMeltdown/
oh also the icons unintentional, ill fix that
yes
yippee new dependency string
I wonder if you could add one config, if its not in this one(didnt seem to be), a way to blacklist it depending on moon or interior
atm mainly with some interiors it makes them unplayable during a meltdown
if bongo didnt want it
they didnt want it
not adding anything bongo didnt wanna add
yeah they didnt
huh
sad
ill prob remain not using it
nice for others tho
(wish I could code id try making an addon)
broski
use pizzaprobability :3
doesnt have interior blacklist but does have moon
pizza probability will probably have to be retargeted yet again
or not idk
if the guid is the same maybe not
guid's teh same
not really
this is just the mod netcode patched for latest version
i dont even have the source code, i decompiled it
remade it every piece of code
what changed from experimental btw?

So it still has the Apparatus value bug with WeatherReg (until the new version of WeatherReg fixes it)?
If it's the same as experimental, and you don't intend to add features, what's the benefit of switching?
Not trying to be rude, just curious on what it's for
no im saying it doesnt have teh bugs experimental specifically had
Ah I see
this is the normal version of facilitly meltdown but fixed for v73
Oh nice nice
Tested and yeah, apparatus value now works again with weather multipliers
XU XIAOLAN COOKS AGAIN!!!!!
Hey that reminds me
Wait
actually nevermind
Is it compatible with PizzaProbability fork? 
I see
Was wondering if anything was changed for it to be broken
i wonder if my music works with it..
I assume if xu only fixed it without changing it, then I sure hope it does
@fathom hinge Is Resonance Meltdown going to work with this updated ver now it's had it's dependency switched to experimental?
lethalresonance is working now
the main mod
Ok cool. Might want to change the dependency back now that this is working properly lol.
Awesome! Would it be compatible with my music mod?
Idk, if it was compatible with main facility meltdown it'll be compatible with this one
do you like it?
Rolled out an updated version of PP already
Why do we keep making these abbreviations
Itβs a conscious decision you donβt need to do this
its alright
Running:
Lethal Resonance 4.7.8
Lethal Resonance Meltdown 1.1.8
Facility Meltdown 2.8.1
You are running both lethal resonance AND lethal resonance meltdown? This is not necessary since lethal resonance already has meltdown integrated
Also which facility meltdown are you using
Old one, experimental, or new one
Wait, that's news to me. It's integrated now? Damn.
Let me re-check
I am running the FacilityMeltdown that was updated 2 days ago. @frank garnet
So you're saying I should be running ONLY the Lethal Resonance base / core that was updated 11 months ago and uninstall the LethalResonance Meltdown that was updated a week ago?
yes
Could definitely be causing the issue. Time to dive back and find another apparatus
Thanks for the info.
Lets me get rid of PizzaTower as well
π
really cool how you send logs and say its cooked
but give no explanation to whats cooked
xD
you probably have an enemy that somehow isn't getting registered by dawnlib
from the first error i read
Possible? Could be something from Diversity as it's known to be a little.. iffy
Time for a 3rd apparatus, running without Diversity it is then?
probably, it's something in the enemies list yet somehow without an info, not too sure how that could happen either tbh
you could also check the debug log registries to see if diversity enemies got registered
I'm losing my mind with this lmao
So far have tested Diversity, Code Rebirth, LethalThings, HuntDown, BCMER, Football, Immortal Snail, Locker, Scopophobia, LostEnemyFix, YippeeTwo, StarlancerAIFix & Poltergeist but none of them seem to be the issue.
i can probably test your pack later or smthn
I'm already going through every single mod one at a time pretty much
haha
Current list:
Tested with nothing but LethalResonance & FacilityMeltdown - Works.
Tested without Diversity - Broken.
Tested without CodeRebirth - Broken.
Tested without LethalThings - Broken.
Tested without HuntDown - Broken.
Tested without BrutalCompanyMinusExtraReborn - Broken.
Tested without Football, Immortal Snail, Locker & Scopophobia - Broken.
Tested without LostEnemyFix, YippeeTwo, StarlancerAIFix & Poltergeist - Broken.
Tested Without Mirage, MirageCore, Concentus, LethalSettings, MaskedInvisFix, MaskFixes, NAudio & OpusDotNet -
Its fucking Mirage
@warped ginkgo Or one of its deps
interesting
Disabling this batch fixes the issues:
Mirage, MirageCore, Concentus, LethalSettings, MaskedInvisFix, MaskFixes, NAudio & OpusDotNet
im not too sure how that happened lol, is it maybe lethal settings? i know facilitly meltdown had some compat code with it
It could be LethalSettings, I usually never keep it enabled and hate that Mirage comes with it
Ill pinpoint, gimme another 30mins
potentially though barch built in a patch to fix it in mirage at some point
or at least stop it from breaking itself
It's not LethalSettings, trying with just Mirage disabled now.
Yup, it's Mirage
Cant run Mirage with FacilityMeltdown, oof

Gonna do just one more test making 100% sure its Mirage alone, gonna run meltdown, mirage and resonance, just the three in a new profile
Confirmed Mirage 100%
rip
interesting
So this one should work right ? It wouldn't just play the "woohoo apparatus out" audio for over and over ?
Wait this is fire
Hi veld x3
Yeah 
Hi
Facility Meltdown might be one of my favorite LC mod existing yet
I'm very hyped by a fix for it
its working just don't play with mirage
might be
if thats the case, LethalSettings is only a soft dep for Mirage, meaning you can safely disable that instead of Mirage as a whole
It wasnt that
Or use experimental hehe
the only bug i noticed with experimental is that Emergency lights don't work with modded interiors
Pain
Then with Experimental you get the Apparatus value not applying properly with weather multipliers
It will always be the default value
Well well well 
thats with Xu's meltdown + Mirage Enabled
But LethalSettings off
So it IS that, unless they have a profile-specific mod incompat going on
That's weird
No idea
Try it with LethalSettings off if you havent already
They tried with a profile with only mirage
And meltdown
Without lethalsettings
(I think?)
?
Well yeah, magic delete button go brr
yet its a soft dependancy, meaning it can be disabled without breaking the mod
My default has LethalSettings disabled, but it's not "just" LethalSettings as if I disable Mirage and enable LethalSettings, it works.
Then its an incompat with more mods
Fun
Oh well yeah thats i think a well known issue
Mirage lethal settings and meltdown dont get along
Did you try without lethalsettings?
All 3 have worked prior for me
Never heard of that issue before
Running Mirage with LethalSettings disabled still breaks
They just said they did it with LethalSettings off
Just gotta search in this thread, its full of people talkingbout that hehe
In a fresh profile right?
I tried with the pack and with a fresh profile
Its just 1 post by Moroxide prior 
Doesnt make lot of sense that it doesnt work for you but it does for zeta
I think its in mirage thread my bad
Alternativelty the issue could be more complex
Like i might have a specific configuration that makes it not break
Or perhaps its only on modded moons etc.
I have an idea, its a long shot. Give me a bit
Good luck !
New Profile, Mirage, LethalResonance, FacilityMeltdown with LethalSettings Enabled - Broken.
New Profile, Mirage, LethalResonance, FacilityMeltdown with LethalSettings Disabled - Broken.
Without updating the modlist above: (Bepi 5.4.2100 vs. 5.4.2304 & DawnLib 0.7.4 vs. 0.7.7)
New Profile, Mirage, LethalResonance, FacilityMeltdown with LethalSettings Enabled - Broken.
New Profile, Mirage, LethalResonance, FacilityMeltdown with LethalSettings Disabled - Broken.
Blegh accidentally posted in DawnLib thread lol
If you are using mirage just play with experimental version while it isn't fixed.
I was under the impression that the experimental version is older and thus "deprecated"?
Looking at the changelogs for both of the Mirages it seems the experimental has faulty networking
Downgraded Mirage to 1.28.0 - Broken
Downgraded Mirage to 1.27.0 (Same as Experimental) - Broken
Yeah tbh no fucking clue lmao
do you by some chance have mirage masked spawns set to 0 in mirages config
then no you dont, dw
If Zeta got it to work the only thing I can think that could be different is that maybe Zeta is using R2Modman and I'm using Gale(?)
i'm on Gale
unsure if this is what you mean, but i have this off so that other config mods like Lunar can handle the spawns
Well, then I have no clue.
and the default for this is true btw
there was something i set to 0 a few versions ago and the entire mod would just brick, keyword a few versions ago
Its probably just an incompatibility between each other.
meltdown doesnt happen
just tested myself and yes, its not working
019c0613-8220-af63-9976-eda25c1e7266
there is only 1 error it seems
just when you grab the appy
yeah its fine in experimental
Guess im not moving yet
ye same
Testament to how good a mod Mirage is, not a single person even considered for a second removing it π
skinwalkers is the most popular mod in the game, just behind morecompany and bepinex
and mirage is a better version of it
makes sense xD
but facilitymeltdown is also extremely peak
so we all choosing the best outcome hehe
I never liked Skinwalkers, but I don't believe I was playing until after Mirage released, tbf. Latter was very clearly superior.
i mean skinwalker is the exact same thing
just a worse version because it doesnt sync with all players
cool thing about mirage is that it also has the maskedoverhaul features
so its an all in one mod
Did Skinwalkers have configs to restrict mimicking to the masked?
That's a pretty big difference if not. Seemed like a meme mod to me, whereas Mirage actually makes a degree of sense by default.
Most of times i play without mirage I prefer the random suits from mask fixes and take off mask from SBT
Can't relate, there is no "without Mirage" 
Mirage + LIE = 
lie?

Likely LethalIntelligenceExperimental
Tbh running FacilityMeltdownExperimental seems to work, but that's with LethalLib instead of DawnLib, so there is some discrepancy there. It has to be a trio issue between DawnLib, Mirage and FacilityMeltdown?
FacilityMeltdownExperimental works fine with Mirage, but the new FacilityMeltdown from @warped ginkgo that uses DawnLib breaks every time. Even if downgraded to the same version number as the experimental (which can't be the same as different libs)
yeah if you downgrade it it wont work anyway lol
ill fix it later, i know you sent a log, ill take a look at it when i can
not sure why mirage is being weird with the masked enemy but ill investigate
If you need any additional testing let me know
It fixes itself when using my pizzaprobfix mod
New update fixed mirage incompatibility?
I fixed the error I saw from your logs, not sure if it was the only one but it sort of makes sense for a mod like mirage
I shall test
@warped ginkgo It's perfect now. Woweh. Thank you very much.
<3
No more experimental shenanigans
nice
Are there plans to be able to config the meltdown by interior?
Xu already said nope :c
drat
and be able to randomize apparatus value?
i guess only pizza probability can do that
Nope!!!
Fake lies pants fire
Any chance u will add a config option to remove the geiger counter from the shop
nope, if its not intended to have a config option by bongo then im not making one
Dammit
There js no way to remove it from the shop though
The shop config mods dont work for it
:shrug
im not changing the vision of the mod, bongo was very clear about people asking about this in the past
you can probably hide it with lunarconfig if you really want to
Ill check again, but i highly doubt it. But thx
Will you consider adding a config to disable the facility having a meltdown
It really stresses me out and I donβt like it
Man stfu.
U know i ask stupid questions like that all the time
But in all seriousness i just feel like havjng a way to track down the appy is a little too easy
Your question was valid since itβs a side part of the mod I just like being an annoying bitch about things
Not a direct target to you 
Nah u good, i fugured as much lol
Wait, ive seen the name toasty in mods before
Which ones you?
Toast
Me too fedora.... me too....
Fraud yesterday
Seems like a decent update
[Info :me.loaforc.facilitymeltdown] Beginning Meltdown Sequence! I'd run if I were you!
[Debug :me.loaforc.facilitymeltdown] Ensuring data objects exist: 0ms
[Debug :me.loaforc.facilitymeltdown] Creating audio: 0ms
[Debug :me.loaforc.facilitymeltdown] Starting effects: 2ms
[Error :me.loaforc.facilitymeltdown] Failed to get dawn info for MaskedPlayerEnemy(Clone) (EnemyType)
[Debug :me.loaforc.facilitymeltdown] Filtering enemies: 0ms
[Debug :me.loaforc.facilitymeltdown] Filtering vents: 0ms
[Info :me.loaforc.facilitymeltdown] Spawning a Walker during the meltdown sequence
[Info :me.loaforc.facilitymeltdown] Spawning a Puffer during the meltdown sequence
[Debug :me.loaforc.facilitymeltdown] Spawning enemies: 5ms
[Debug :me.loaforc.facilitymeltdown] Getting effect origin: 0ms
[Debug :me.loaforc.facilitymeltdown] MeltdownAPI.OnMeltdownStart(): 0ms
[Info : Unity Log] Lung apparatice was grabbed. Is owner: True
[Debug :me.loaforc.facilitymeltdown] finalizer is running..
[Info : Unity Log] Picked up scrap Apparatus was not in the normal places; reparenting it now
[Info : Unity Log] Picked up scrap Apparatus is not in the elevator; parenting it to spawnedScrapContainer
[Debug :Diversity Remastered] LOOKING FOR PLAYER!!!
[Debug :Diversity Remastered] PLAYER FOUND!!!
[Debug :Diversity Remastered] Walker: Haunting player with playerClientId: 0; actualClientId: 0 with name: GlaciusVerglas
[Debug :Diversity Remastered] Walker stopped GlaciusVerglas with state 1
[Debug :Diversity Remastered] Hiding mesh!
"[Error :me.loaforc.facilitymeltdown] Failed to get dawn info for MaskedPlayerEnemy(Clone) (EnemyType)"
This is new tho, albeit it didnt really break anything as far as I can tell.
Diversity is like super broken
I wouldnβt be surprised if it was breaking facility meltdown but I donβt know enough about it to say :p
just to reiterate
its not a recent update causing this, its the one with compat to mirage
;)
Aquatis + Facility Meltdown + Pathfindinglagfix(?) = Meltdown doesnt occur
this also seems to happen on a few other moons but not completely sure
alright, time to look at that log
is the main entrance on aquatis broken?
:o why?
TEAMXIAOLAN DROP
im guessign this updte is for v81 but not the aquatis fix
or is it???????????????''''
i tried to do something for aquatis fix, but like, it might not look right
something is wrong with that moon's main entrance setup
xD okioki
Hey @warped ginkgo FacilityMeltdown is bugged in my Ultra Modded Modpack. It plays the music as intended sorta. It plays the music, but doesnβt do any meltdown stuff like explosions, voicelines & the ending explosion and landing on another moon plays the music again
i need logs
gotcha
lemme leave the game rq
Wait did it not post full logs or am I dumb
Im probs dumb
holy shit
youβre actually like
cheese

WAT
Like
Errors right?
Holy fuck
Oh for fuck sake
I thought Lunar was updated?????
it is
also wait a fuckin minute LethalModDataLib??
Whyyyyyyyyyyyyyyyyyyyyyyy
Im gonna just
send it to Pawsy
thats not broken
its prob
some mod
causing a
chain reaction
i also get error with this on v81
if im to guess its some mod breaking causing a chain reaction of other mods breaking
probably
wonderful :)
Alright
I decided to go into my testing pack
to avoid the other errors
I will be sending the logs along with videos of whats going on
I ain't gonna ping ya either cuz I already did once for this qfopijewuihwgrw
I am
gonna go into a rage
why tf did the audio not work
I MUTED THE WRONG THING
FUCK THIS OBS UPDATE
Well the most you needed was logs so
meltdown mapper seems to not be spawning for the both of you, dunno why though
if you two figure it out lemme know
Hello, I have the same error, whether I play with only this mod (and its dependencies) or with other mods :
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
FacilityMeltdown.MeltdownSequence.Behaviours.MeltdownHandler.OnNetworkSpawn () (at ./src/MeltdownSequence/Behaviours/MeltdownHandler.cs:200)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <97ae41d8913f4f12b6133336c5f4f494>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkObject:SpawnInternal(Boolean, UInt64, Boolean)
FacilityMeltdown.Patches.ApparaticePatch:BeginMeltdownSequence(LungProp, Boolean&) (at ./src/Patches/ApparaticePatch.cs:36)
LungProp:DMD<LungProp::EquipItem>(LungProp)
GameNetcodeStuff.PlayerControllerB:SwitchToItemSlot(Int32, GrabbableObject)
GameNetcodeStuff.PlayerControllerB:GrabObjectClientRpc(Boolean, NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB:__rpc_handler_2552479808(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
GameNetcodeStuff.PlayerControllerB:GrabObjectClientRpc(Boolean, NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB:GrabObjectServerRpc(NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB:__rpc_handler_1554282707(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
GameNetcodeStuff.PlayerControllerB:GrabObjectServerRpc(NetworkObjectReference)
GameNetcodeStuff.PlayerControllerB:BeginGrabObject()
GameNetcodeStuff.PlayerControllerB:Interact_performed(CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
line 1346 in the log file :
Moreover, the github link on the mod page is not the actuel repository, is it ? It seems like the previous version, before TeamXiaolan takes its support.
Yeah the current GitHub is not public since it's decompiled and only on maintenance mode but I'll try to figure this out
yeah, i ran into the same error after doing some testing for my sound mod
gonna test again with some mods disabled
This mod does not work π₯ where is the explosion? π
Said the user, desperately for an answer.
They were so desperate that they forgot to give any context, they just needed their favorite mod back.
They waited and waited, minutes passed, slowly turning into hours....
It felt barren, devoid of any interaction, as if darknes would have consumed the place.
They kept waiting but...
Still no answer.
The darkness was getting stronger, will they ever get an answer? Will their desperation finally subside? Is anything ever going to happen?
Thoughts filled their mind, only making the darkness stronger.
Nothing happened.
Is that a light in the distance?
They kept waiting.
Patiently.
WHAT DID I JUST
π
what the fu-
Hello guys, i have a problem with this mod
That is, the mod supposedly launches the meltdown mode, but only music plays and the reactor's price increases, but there are no effects of the complex's destruction (explosions, sirens, spawning mobs, and a timer until the complex is destroyed, etc.)
Can you tell me what this might be related to?
Version game is 81v
Profile code: 019d73ca-7a70-a0be-b2ef-df385cb380fc
Video:
yeah it doesnβt work atm
These issues have already been seen
and sent here
infact this is pretty much exactly what I had sent previously 
Oh, i see
After the mod gets fixed, is it possible to make it have a chance to trigger? I normally would use the mod meltdown chance but from what I remember it would still play music and I do not think every single escape music mod would adjust for that
Loaforc has made it clear in the past that it won't be chance based. There are other mods that do this to the meltdown mod, but loaforc will offer little to no support if you break something by adding stuff like that into the mix.
pizzaprobability
^Thats one of them lol
that's THE one you should use
but i dont think its working on v80
neither is meltdown tho from what it seems lol
I will check it out
Yea Facility Meltdown in general is just broken on v81 rn
ye :c
is this mod working at all for anyone?
xD
I'll try to fix it soon sorry for the delay
work work work!!! >:3
:(
you hate me :(
Oh wait you can do that?
im gonna kill the person typing this message that im typing rn instead!!
jk jk...! π₯Ί
pls hurry king π
This mod works on v80?
Not entirely, but soon
This mod works on v85?
This mod isn't necessary anymore in the new v85 bc it was implemented in vanilla.
This mod works on v80?
nope
This mod works on V102?
ΒΏThis works mods on v86
This mod works on v0?
This mod works on v67?
yep
This mod works on VX?
hell o i uploaded 2.7.4 meltdown i tested it and everything seemed to work
"updated to v80, v73 isn't real"
Does this mean that 2.7.4 is v80+ only?
yes
lol
gotta go back to og meltdown now
Im testing RN
Seems to be working perfectly fine
Yippee
only error is the volumetric fog thing but thats kind of irrelevant
Wait so that means the original one that got deprecated works ?
so it got un-deprecated or smth ?
yeah
:,]
Tested it on my modpack
Has anyone else got it working...?
maybe on a new profile.
It's possible it's a compat issue with another mod that I could have
I tested the loaforc Meltdown earlier and it worked fine
Looks like its trying to spawn enemies when you pull the apparatus and explodes into confetti?
How can I change the music when I escape from the complex to the music from the pizza tower?
There's other mods for it
It had broken multiplayer for me
Will there ever be a config to disable the portal 2 voice lines? I enjoy the meltdown but the voices are kinda weird for lethal company...

DISABLE THEM???
Why I never
Because my friend group likes to use the mod not just for the default moons but we have the SCP moon + interior, and I made a custom music script that changes the "music" to the alpha warhead from SL
Just one problem, the portal voices still play, no matter what.
they're completely unable to be disabled by the player, which is odd, why can't the player choose to disable them, what's wrong with that?
actually i just realized that i can set the volume control to 0 so nvm
that technically accomplishes what I want and I can add back in the default music for all the non-scp moons.
this implies an enemy is setup wrong somehow
Just following up on question from yesterday; I wanna make sure I understand this correctly.
Meltdown v2.7.4 confirmed for v80+ only (not compatible with v72/v73)
Meltdown v2.7.3 is for v72 or v73?
If v2.7.3 isn't compatible with v73, that means the Xu fork is the way to go for v73 then?
My fork won't work for v73 unless it's written in the changelog
It is, and was notated for v2.8.1 in the changelog and 2.8.3 still works just fine on v73. Even though loaforc updated meldown for v80, it looks like your fork is the only way (aside from experimental) to have meltdown work on v73.
Then feel free to use it for v73, there's no intentions to have more support for older versions though
π Will do. I'm kinda stuck on v73 since enough of my pack's core mods aren't v80 compatible yet.
Yeah that's fair enough
If anyone else runs into this, the issue (for me at least) was Mirage v81 (v1.29.1) which also made the end of day explosion not happen. Disabling the Enable spawn control (masked enemies) option made things work again.
So facility meltdown works in latest version but without mirage?
I'm using it with Mirage, just with that option turned off in Mirage's settings
Bro sounded like stocking
So it works on v81?
is there a v81 fork for this?
the original is working
it says deprecated tho
huh thats odd
3 days ago '-'
This was update by xiaolan while bongo couldn't update
does anyone know why the facility meltdown mod is buggy rn? My friend cant see the apparatus when i pull it and sometimes the facility explodes for me and not for the other players in my lobby
@muted solar profile code?
019db771-5e87-da29-68db-a14e29605931
You have a crapton of stuff that just doesnt work (Basically any enemy not updated in the past 3 weeks)
All of these were throwing errors.
@muted solar
On another note, Lethal Resonance Meltdown does not work, and ConfigurableCompany is on your list for no reason. SeriousSoundOverhaul "Might" work, not 100% sure. (<- Edit, it does work, just throws errors on launch.)
Anyway; Fixed it for ya: 019db78a-a310-28cf-7211-33f82a7cfd7f
thank you
anyone know why everyone in the ship dies after the facility explodes, even though it is leaving? I remember it didn't used to do that
also sometimes my friend cant drop the apparatus or open doors or pick anything up when he pulls it
Its set to be more realistic now
It kills people who are leaving cause in reality there's no escape
Hey everyone! I want to save everyone's time and say that 1)scp682 and 2)Miragev81 are incompatible with newest version of FacilityMeltdown by Loaforc
Tested now several times and these two create an error which results in having no explosion and ship leaving after 2 minutes
everyone knows facility meltdown has priority
Masked laughing or crying>>>>
Will this be fixed to make it compatible with mirage?
i dont really want to pick one over the other
just tried it and it seems like both mirage and meltdown work fine?
Bro is alone on this one
Did the explosion go off??
iirc Mirage works, but you have to disable something in the config
I died but I did see a sphere expanding as the ship left (was probably the beginning of the explosion)
Also no errors
Only thing I have disabled in mirage is the mask visibility (made it so the mask would not appear on the face of the masked)
Mirage works fine if you toggle off Enable spawn control (masked enemies)
Anyone else's custom music not working for meltdown? It was just working the other day and it completely stopped working when I checked today.
Working fine. Any errors in the logs?
Never mind. it was this mod that was breaking my music.
Im pretty sure.
Gotta check if that was it.
it was a combination of the lead me out, Mirage, and SCP682. Disabled all of those and my custom music is back.
Yes, scp682 breaks facility meltdown for me too
Mirage v81 works, toggle off Enable spawn control (masked enemies)
Where can I do this? Config editor?
Are Cadaver Blooms on the blacklist to spawn monsters by default in the configs when pulling the apparatus?
this⦠confuses me
how the shit does SCP682 break an entire Meltdown mod
Scp682 does something to vanila meltdown mechanic. Like either guaranteed spawn or rage mode or something.
I remember that in the description in the mod page
682 hooks the LungProp.DisconnectFromMachinery enumerator with a MonoDetour postfix on its MoveNext method https://github.com/Hamunii/LC-SCP-682-Enemy/blob/dev/Plugin/src/SCP682/Hooks/ApparatusTakenHook.cs
and it will spawn 682 either outside or inside the facility once the enumerator completes (if 682 is not spawned already).
As for why it breaks facility meltdown, I'm planning to look into it in an hour or two. In an earlier version, 682 did a MonoMod wrapper hook on the LungProp.DisconnectFromMachinery enumerator, so how it worked changed in the last update to 682
interestingly,
- facility meltdown does things as a prefix on
LungProp.EquipItem EquipItemcallsdisconnectAnimation = StartCoroutine(DisconnectFromMachinery());DisconnectFromMachineryenumerator'sMoveNextmethod is hooked by 682 with a postfix, for the end of the enumeration
So 682 should be too late to affect facility meltdown at least based on this info, which is likely missing something important
hmm, I tested it and 682 did not break facility meltdown
though, 682 was one of the enemies it decided to spawn, so the end result was two 682s
yeah idk facility meltdown and 682 just work together for me
perhaps the existence of certain mods makes it work
so I'll disable all debug mods I have enabled
ugh maybe I'll have to disable imperium too π
it works even without imperium
could it actually be that it works fine during first meltdown?
nah, it simply just works
up to date source code is also not on github for facility meltdown which makes debugging for me harder, though it's already hard because I can't replicate the issue in the first place
The issue though is likely inside this lambda for Where which gets ToListed
private void HandleEnemies()
{
Stopwatch stopwatch = Stopwatch.StartNew();
List<string> disallowed = MeltdownPlugin.config.GetDisallowedEnemies();
List<SpawnableEnemyWithRarity> list = RoundManager.Instance.currentLevel.Enemies.Where(delegate(SpawnableEnemyWithRarity enemy)
{
DawnEnemyInfo dawnInfo = EnemyTypeExtensions.GetDawnInfo(enemy.enemyType);
return !EnemyCannotBeSpawned(enemy.enemyType) && !disallowed.Contains(enemy.enemyType.enemyName) && enemy.rarity > 0 && !((DawnBaseInfo<DawnEnemyInfo>)(object)dawnInfo).HasTag(MeltdownTags.NotSpawnable) && !((DawnBaseInfo<DawnEnemyInfo>)(object)dawnInfo).HasTag(Tags.Unimplemented);
}).ToList();
// ...
maybe the enemyType would for some reason be null sometimes, I don't know
that's my best guess though
also though, how would I mark 682 as not spawnable by facility meltdown?
maybe it'd also be possible that the dawnInfo is null for some reason
if anyone can replicate the issue, I'd love to have full logs (even if nothing appears useful)
and perhaps the mod profile code too
idk if this is a bug but geiger doesn't use the utility slot (nvm)
What could be causing this?
it's happening from time to time, idk why.
Tried disabling all the mods and this still happened in few runs for me.
Maybe, because of Imperium (idk?), but it bugged without it too.
Also, is there a way to change min people to pull apparatus to 1 only for RubberRooms (Wesley's Interiors) ?
Because if it set to 2+ and there's only 1 people in apparatus room he would be softlocked there.
And I still wanna have 2+ min. people for other interiors without such "challenge room"
nope
only thing is that this rule only applies till 9 pm
so after 9 pm they would be unsoftlocked
I meant, could someone implement it, please? π
nope :c
they have said multiple times they dont plan on adding any stuff to the mod
right now is only keeping it alive for the updates
that's sad
meltdown is an archaic mod that is 2.5 years old, it's a miracle it still works more than not. i consider it complete in that i don't want to add any new features or config options (especially because that would affect the stability)
what about compat fixes?
if that's your issue making other mods that work to tweak it should be fine no?
what about separating the music soundtrack and the random Portal announcements ?
"guys I don't wanna update the mod" random people: "I have suggestions"
because mod is cool, wcyd :d
one option is open-sourcing for us to keep working on it
That can be done with PTEM already.
You can get different audio tracks for the music, the alarm, and the voice lines. And have them all play on top of each other, or isolate them.
I have mine set up where it's Moon specific. Some moons are purely instrumental, some have the voice lines, and some isolate the tracks based on whether you're inside or outside. One of them plays the voice & music inside, but fades the music out while outside but keeps the love voice effects audible.
if it's just my fault compatibility is broken I will fix it. The current issue with the handle enemies error seems to be more a dawn lib problem
yeah I'm fine with the existence of meltdown chance, pizza probability etc
they internally already are, you could use sound API to mute them
unlike sound API, dawn lib, etc meltdown is a mod I wanted to make for myself and friends. it's why I added the option restricting it to two people by default even though most people find it weird. also the GitHub is so irreparably fucked, rider has no clue what branch I'm on when I'm in the project. also also I don't think bloating the mod with a million configs is good
so, should I sent that log (which I sent a day ago) to Dawn Lib "forum" ?
Or what's about it?
xu already knows about it
hello i uploaded 2.7.5 which hopefully didnt break anything
it has a patch fix for the handle enemies error
Is there a way to fix appartus value being overriden upon reloading or loading a save?
I guess it wouldn't be an issue perse, but an issue regarding other mods increasing the value and then on reloading the save the values get reset.
For example, LGU with Midas Touch Upgrade increasing values of items by a percentage. And Cursed Scrap multiplying the scrap value after cursing the player.
Currently I don't use any other mod to change values of appartus as far as i am aware, just that value gets reset to the value I have specified in the mod config upon reloading.
Wait did this update fix/attempt to fix the mirage bug thingy? Or am I reading it wrong?
more importantly did it fix that supposed bug with 682 people have been talking about?
The only way I've been able to make my desired apparatus values persist on reload is to disable the value override in meltdown and all other mods, and use pizzaprobability to control apparatus values.
So I didn't download it, but assumed PizzaProbability uses the same method as FacilityMeltdown to changing item values, good to know π
I should also mention that I do have weather multiplers for the apparatus disabled. So whether or not those are preserved on reload is unknown to me.
But the modified base values in PizzaProb are intact on reload. I personally used it to restore Wesley's unique apparatus values.
It should only affect the spawning value, if they work as a mutliplier not a replacement of the value, should be fine. However, if the value isn't updating after a reload it should still only be editing on generation not loading π
yes
i think hamunii fixed it on their side
Is there a way to set only speciffic moons and/or interiors to meltdown? I have a modpack with a lot of interiors and meltdown makes a lot less sense for some than others
that works for me. all of the interiors i wanted to disable are for one moon each in my pack. thanks
Endless loading occurs after the timeout (120s meltdown) on ship start.
The issue resolves once all alive players leave the lobby.
Not really sure if this is caused by your mod, but it did not occur before the last meltdown update.
Is this actually working for anyone, because it isn't for me. Definitely used to.
it says in the config use at your own risk
think you're conflating two entirely different settings
yup
this doesn't look like meltdowns fault? you might be having a different mod do some weird stuff with vents/enemy spawn weights. but i can't tell anyway because this is a client log
Couldn't reproduce that one, but I got this instead.
LivingTraps are causing a stack trace. I tried adding them to the disallowed enemies list (LivingTrap/LivingTrapInside), but it didn't help - the only thing that worked was disabling the mod.
I'm not sure if this can be fixed on your side, but since it looks like it's trying to skip this enemy and ends up stacking instead, maybe there's something you can do about it.
Anyway, I'll also let bcs4313 (mod dev) know.
if i dont change mirage's spawn control settings the music for meltdown always plays regardless of settings
Was Facility Meltdown ever updated for v73?
there was a restored mod for v73, but the official mod no
Incase anyone else is having this issue with Facility Meltdown not exploding after the 2 mins. I blacklisted the Masked enemy in the config file from spawning when the pulling the apparatus. Since then I have gotten it to work.
if you have mirage i think it may be due to the spawn settings that has. I would check to see if its enabled


