#v2.6 Facility Meltdown

8943 messages Β· Page 9 of 9 (latest)

sacred cloak
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lol why is that a feature

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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.

stark merlin
# sacred cloak What extra addon for PTEM are you using, if any? I just found out the one i men...

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.

sacred cloak
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Is that one even needed anymore?

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LR has their custom meltdown stuff built into it directly last i used it (a week ago)

stark merlin
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the current LR uses soundapi, so I was just messin around to see if I could get PTEM to work

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which I have (sorta? its inconsistent lol) with the slightly older meltdown

sacred cloak
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Well the music one i use PTEM for works on my end just fine on the latest versions

stark merlin
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ye I'm not sure what I'm doing wrong

sacred cloak
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Weird

stark merlin
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But I admit the configuration for it is a bit over my head

sacred cloak
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If its one of the simpler PTEM addons that replaces the Default json it shouldnt be anything beyond loading said addon after PTEM

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if its an addon that has special json configs, you need to put the name(s) of the configs into the PTEM config

sacred cloak
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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

stark merlin
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Ty for the update! For me I'll probably cling to soundtool for now, but as it becomes more stable I'll follow suit.

mossy jay
sacred cloak
sacred cloak
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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).

mossy jay
sacred cloak
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Ahhh damn

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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

worldly quarry
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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

humble cosmos
# worldly quarry would it be possible to add a moon blacklist where the meltdown doesnt trigger? ...

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

mossy jay
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probably not, meltdown won't be recieving updates pretty much until it breaks from a game update

vagrant nimbus
vagrant nimbus
mossy ember
hasty spear
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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.

vagrant nimbus
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Yup

mossy ember
hasty spear
humble cosmos
mossy jay
vagrant nimbus
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gotcha

prisma agate
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@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

vagrant nimbus
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this config is acting a bit weird with my profile

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it works as intended if i (host) pull the lever to leave the ship

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but if client pulls the lever then the explosion doesn't happen

stark merlin
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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.

mossy jay
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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

stark merlin
# mossy jay uhh interior or exterior? interior i use the exact some code as the vanilla appa...

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

mossy jay
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the problem is i have no idea what they are called lol

stark merlin
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Ah ok fair enough lmao

rancid roost
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@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.

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For context: #modding-general message

mossy jay
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I have no idea with pizza tower escape

rancid roost
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I did remove that in addition to LRM, and the music still doesn't want to play. Been trying to figure out why.

mossy jay
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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

rancid roost
# mossy jay well if you are falling back on to the soundapi version you need to make sure me...

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.

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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.

haughty maple
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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

wintry viper
haughty maple
unique helm
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afaik you should enable this in the logs to make sure of the replacer

ruby path
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Is there a way to disable this mod jamming the Ship Door controls when the Apparatus is pulled?

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@mossy jay

vagrant nimbus
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I think

ruby path
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Alright.

high aspen
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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?

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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.

blazing nest
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Heyy

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Is the mod working on v70 ?

humble cosmos
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Worked fine for me on v70, 71 & 72 hotfix updates.

blazing nest
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Good to know

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It used not to work at some point but alright

deep horizon
blazing nest
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Ah okay good to know

digital panther
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The mod sometimes works sometimes not. (my experience)

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The meltdown could also start but never really explode

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Could also be the modded moon however

clever kraken
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Prolly the moon, this has worked every time for me

wintry viper
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Hey

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so

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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

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Wait I might have found it

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LethalAnomolies for some reason replaces the music

vagrant nimbus
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I sent code to the lethalanomalies dev to make that a config option

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Idk if that update got pushed yet

wintry viper
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I disabled it

ebon nimbus
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does this work with the latest version

warped ginkgo
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yes

clever kraken
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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

crude raptor
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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
mossy jay
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this is meaningless, is this a host or client log? I need the full thing

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this looks more like you grabbed an apparatus on a moon that is not a regular moon

crude raptor
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Ok, I will send it

crude raptor
crude raptor
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was a rare case tho, 99.9% of the time it works

humble cosmos
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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.

crude raptor
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something like that happened to me too, i don't remember if there were explosions or shockwaves tho

humble cosmos
crude raptor
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i have two wesley moons

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i think it was aquatis

frank garnet
# crude raptor i think it was aquatis

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

humble cosmos
# frank garnet got the same issue in aquatis, it works fine in other moons but aquatis seems to...

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.

crude raptor
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i am not using pizzaprobability

hasty spear
frank garnet
crude raptor
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nothing that changes meltdown i think

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if you want to go trough the mods

humble cosmos
hot thicket
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Does this mod still work? Last update was 6 months ago

late hound
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yeah prolly still does

hot thicket
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I'll add it back into my pack then

pliant crane
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works just fine

vagrant nimbus
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Someone else reported this issue

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Meltdown overwrites the grabbable var which breaks this feature of the habitat interior

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Normally the apparatus is supposed to be ungrabbable until you open the shroud

vagrant nimbus
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what changed other than dawnlib dependency in 2.7.2?

mossy jay
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idk

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i think i fixed an edge case with maneater like months ago

vagrant nimbus
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Got it

woeful kindle
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If I get the apparatus from the Dam

mossy jay
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oops

sterile mantle
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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```
warped ginkgo
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Facility meltdown uses lethal settings?

sterile mantle
vagrant nimbus
vagrant nimbus
vagrant nimbus
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Ya

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Barch tried to do it with a pr in LS github but willis is MIA so they just patched it in mirage

severe grove
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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

mossy jay
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not in a supported way

deep horizon
severe grove
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thank you

vagrant nimbus
mossy jay
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no stare

frank garnet
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We can dream

vagrant nimbus
sullen kiln
severe grove
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thou there is a bug, all lights becomes red in every floor

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I think somebody would need to make a custom compatibility mod for it to work properly in Zeranos

sullen kiln
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good to know

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theoretically tho what would happen if you pulled two* apparatuses (apparati? idfk)

severe grove
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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.

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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

sullen kiln
severe grove
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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

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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.

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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.

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So both explosions wouldn't be in sync, unless you have the explosions activate when leaving with the ship

woeful kindle
austere crane
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@mossy jay I think it just needs a recompile for v73, with the new netcode patcher

alpine prawn
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is this broken right now or does it have compatibility issues with imperium?

woeful kindle
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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

mossy jay
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yes it uses netcode patcher and will be broken

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I don't have access to my actual computer

alpine prawn
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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...

ruby path
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(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?

mossy jay
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yes

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if you play solo though, you'll only need 1

ruby path
mossy jay
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not by default

humble cosmos
nimble cliff
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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

wintry viper
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Huh, its nice you point that out actually

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you're actually sane

mossy jay
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no idea, my computer that has the source code is currently fucked

alpine prawn
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Take out the drive and use it on another/through USB 😈

mossy jay
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I have my laptop but I am not bothering buying an external enclosure

alpine prawn
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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

mossy jay
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I'm pretty sure the meltdown project was on my hard drive soooo

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I'm also just lazy, there's other computers I could plug it into to get stuff off but bwaaa

alpine prawn
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lol fairr, but yeah wont have enough power to power a hard drive through usb lmaoo

nimble cliff
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Js make it open source or smth and let someone else figure it out

warped ginkgo
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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

serene moth
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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

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i also did not test in multiplayer

frank garnet
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Yippeee!!

woeful kindle
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Unfortunately, it doesn't work with LR. But it's good to have it. Thx

frank garnet
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:0

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Sad

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With which LR?

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LRmeltdown or LR?

woeful kindle
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LR

frank garnet
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Have you tried with meltdown one?

woeful kindle
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nope

humble galleon
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It does not play the facility meltdown lines and music sequence?

frank garnet
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Thats yow base mod works

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We talking about another mod

humble galleon
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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.

frank garnet
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Lethal resonance has compatibility with facility meltdown

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Replaces the song and voice with a more realistic sound

humble galleon
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Ok

dusk axle
wintry viper
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Wait a minute

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Facility Meltdown has a v73 version?

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since when?

dusk axle
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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

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Since 20 hours ago, v2.6.14 was updated to V73

wintry viper
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20 hours ago-

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Broooooooooooo im way behind bwgjwuiwrjrwhgiurjgrne

dusk axle
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Well Gale now says 21 hours ago but whatever

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lol

wintry viper
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Projects got me behind on my lethaling

dusk axle
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Haha

wintry viper
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this stupid halloween special im making draining my lethal life force

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but we ballin

dusk axle
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I'm thinking of playing The Outlast Trials on Halloween tbh, as much as I love Lethal

wintry viper
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Im making a Garry's Mod Halloween special skit

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Im also trying out "animating" with an addon in this skit

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so this is new for me

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I wish I could do more like stream Lethal with viewers but more halloween like but I gotta work on halloween night

frank garnet
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Seems like newest update broke the sound replacement mods :c

tough wagon
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Guys if i put the timer of the meltdown at 3 minutes , will the game be broken ?

devout herald
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Can cause desync in the worst case I assume. It is recommended to not change the timer

woeful kindle
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and one second?

tough wagon
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Aww what a shame, it cannot be fixed or anything ?

frank garnet
devout herald
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The README too. This feature is not intended to be maintained, using it is strongly recommended against

tough wagon
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Well , thats too bad, welp i guess it will stick with the default then

tribal pier
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Half the time I run the v73 experimental

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The explosion never happens

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When I pick up the apparatus

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Its very inconsistent, been trying to figure out why it breaks

nimble cliff
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Wait so it’s on v73 but js very experimental?

frank garnet
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It happens with a few moons

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Or just randomly

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Is it too consistent for you?

tribal pier
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Experimentation is the only thing I test on solo

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@frank garnet

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Half the time I get an error upon grabbing the Apparatus and the explosion never happens

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But its extremely inconsistent

frank garnet
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Try on other moons

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Sometimes exp gets a lil buggy from my experience

tribal pier
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Hmmh

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Well that is still not good

frank garnet
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Or sometimes the first explosion also bugs itself

frank garnet
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But oh well

tribal pier
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I have a session soon with a lot of people

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Will be rounding up all bugs

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And sending them over lol

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Also I'm quite sure v73 broke the OG yippeebug mod

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And Mirage is still cooked

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Not for this channel tho

frank garnet
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I think im crazy ignore me

frank garnet
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Unless something else came up

crude raptor
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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

nimble cliff
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how to get facity meltdon exppiremantal

woeful kindle
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search for facility meltdown experimental

tough wagon
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Does custom musics works on experimental or i'll have to wait for the main mod to be updated ?

frank garnet
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We gotta wait till bongo fixes it (if its something planned)

warped ginkgo
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bongo doesnt have access to pc rn, so no idea how long that wait will be before you ask

tough wagon
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Oki then

hoary folio
tough wagon
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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)

hoary folio
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lmao for me the music works fine but for some reason it always does not start the meltdown anymore regardless of chance

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im sure if i fiddle around with it more itll work (coping)

hoary folio
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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

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@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

drifting galleon
hoary folio
tough wagon
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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 ?

fierce furnace
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might be different in v73 with meltdown experimental, but so far i still havent had any issues

woeful kindle
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Any ways to make meltdown experimental works with LR?

frank garnet
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I added a mod uhm search for facility meltdown, and there is like a mod that claims to work with experimental

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If you add that one it works!

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At least it worked for me

woeful kindle
frank garnet
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Thats one yes!

woeful kindle
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this mod bug something on my modpack, the cam is a little far away

frank garnet
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Idk what you talking bout

blazing nest
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On my end the mod used to only do the music with the countdown but finally nothing happens

fierce furnace
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@mossy jay Weather Multipliers from WeatherReg dont apply in MeltdownExperimental, see here, it always returns "1f" for the multiplier for some reason #1203871322841808906 message

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Is there any chance you could fix that in the Experimental one?

frank garnet
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Atp i just hope bongo is doing fine

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Havent seen them for a while now

patent seal
halcyon sand
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any idea why explosion doesn't occur on version 73?

patent seal
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use the experimantal version

halcyon sand
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thank you

deep horizon
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official version isnt being fixed until next year

spiral isle
little monolith
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@hoary folioi did what you said but the music only happens to me not my friends

dawn slate
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yo

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idk if feature requests are like plausible

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id love for the monster spawn thing to take monsters from the moon's list

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rather than taking them from everywhere and throwing random ones in

wintry viper
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is this mod still happening?

frank garnet
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Use experimental

wintry viper
#

I didn’t know dis

blazing nest
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where's it, I want it too

frank garnet
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hidden deep within the thunder

blazing nest
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Nyoooooo

frank garnet
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bwaaa

frank garnet
warped ginkgo
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oh also the icons unintentional, ill fix that

frank garnet
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wat

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you updated base meltdown??!!?! :oooooooooooooooooooo

warped ginkgo
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yes

frank garnet
vagrant nimbus
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yippee new dependency string

patent seal
# warped ginkgo yes

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

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atm mainly with some interiors it makes them unplayable during a meltdown

warped ginkgo
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if bongo didnt want it

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they didnt want it

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not adding anything bongo didnt wanna add

patent seal
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I didnt know

warped ginkgo
#

yeah they didnt

patent seal
#

huh

#

sad

#

ill prob remain not using it

#

nice for others tho

#

(wish I could code id try making an addon)

frank garnet
#

use pizzaprobability :3

#

doesnt have interior blacklist but does have moon

vagrant nimbus
#

pizza probability will probably have to be retargeted yet again

#

or not idk

#

if the guid is the same maybe not

warped ginkgo
#

guid's teh same

vagrant nimbus
#

was there any other code refactoring or anything

#

(compared to experimental)

warped ginkgo
#

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

frank garnet
#

what changed from experimental btw?

warped ginkgo
#

idk

#

whatever bugs experimental had

frank garnet
fierce furnace
# warped ginkgo whatever bugs experimental had

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

warped ginkgo
#

no im saying it doesnt have teh bugs experimental specifically had

fierce furnace
#

Ah I see

warped ginkgo
#

this is the normal version of facilitly meltdown but fixed for v73

fierce furnace
#

Oh nice nice

fierce furnace
#

Tested and yeah, apparatus value now works again with weather multipliers

dawn jewel
warped ginkgo
#

Idk

#

If it's compatible with normal facility meltdown then I gues

dawn jewel
#

I see
Was wondering if anything was changed for it to be broken

pliant crane
#

i wonder if my music works with it..

dawn jewel
#

I assume if xu only fixed it without changing it, then I sure hope it does

rancid roost
#

@fathom hinge Is Resonance Meltdown going to work with this updated ver now it's had it's dependency switched to experimental?

woeful kindle
#

the main mod

rancid roost
#

Ok cool. Might want to change the dependency back now that this is working properly lol.

fathom hinge
#

Damn you for making me update it in the first place

warped ginkgo
mighty shuttle
#

Rolled out an updated version of PP already

frank garnet
#

Wow

#

Pp

deep horizon
#

Why do we keep making these abbreviations

#

It’s a conscious decision you don’t need to do this

warped ginkgo
unique helm
#

meltdown didn't do boom for me lol

#

I'll send the complete logs in a bit

tribal pier
#

Running:
Lethal Resonance 4.7.8
Lethal Resonance Meltdown 1.1.8
Facility Meltdown 2.8.1

frank garnet
#

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

tribal pier
#

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?

tribal pier
#

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

tribal pier
#

Alrighty

#

It's still cooked.

frank garnet
#

πŸ™

tribal pier
#

Seems to be the same

frank garnet
#

really cool how you send logs and say its cooked

#

but give no explanation to whats cooked

#

xD

tribal pier
#

No explosion happens. Ship does not leave the moon.

#

Audio plays for the 2 minutes

warped ginkgo
#

you probably have an enemy that somehow isn't getting registered by dawnlib

#

from the first error i read

tribal pier
#

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?

warped ginkgo
#

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

tribal pier
#

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.

warped ginkgo
#

greed i can probably test your pack later or smthn

tribal pier
#

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

warped ginkgo
#

interesting

tribal pier
#

Disabling this batch fixes the issues:
Mirage, MirageCore, Concentus, LethalSettings, MaskedInvisFix, MaskFixes, NAudio & OpusDotNet

warped ginkgo
#

im not too sure how that happened lol, is it maybe lethal settings? i know facilitly meltdown had some compat code with it

tribal pier
#

It could be LethalSettings, I usually never keep it enabled and hate that Mirage comes with it

#

Ill pinpoint, gimme another 30mins

vagrant nimbus
#

or at least stop it from breaking itself

tribal pier
#

It's not LethalSettings, trying with just Mirage disabled now.

#

Yup, it's Mirage

#

Cant run Mirage with FacilityMeltdown, oof

frank garnet
tribal pier
#

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

warped ginkgo
#

interesting

blazing nest
frank garnet
#

Hi veld x3

blazing nest
#

Yeah boiled

#

Hi

#

Facility Meltdown might be one of my favorite LC mod existing yet

#

I'm very hyped by a fix for it

woeful kindle
#

its working just don't play with mirage

fierce furnace
frank garnet
woeful kindle
#

the only bug i noticed with experimental is that Emergency lights don't work with modded interiors

fierce furnace
#

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 KaguyaStare

#

thats with Xu's meltdown + Mirage Enabled
But LethalSettings off

fierce furnace
tribal pier
#

That's weird

frank garnet
#

No idea

fierce furnace
#

Try it with LethalSettings off if you havent already

frank garnet
#

They tried with a profile with only mirage

#

And meltdown

#

Without lethalsettings

#

(I think?)

fierce furnace
#

bruh
its a dependancy FOR mirage

#

so by default it would be there 😭

frank garnet
#

?

frank garnet
fierce furnace
#

yet its a soft dependancy, meaning it can be disabled without breaking the mod

tribal pier
#

My default has LethalSettings disabled, but it's not "just" LethalSettings as if I disable Mirage and enable LethalSettings, it works.

fierce furnace
frank garnet
#

Mirage lethal settings and meltdown dont get along

#

Did you try without lethalsettings?

fierce furnace
tribal pier
#

Running Mirage with LethalSettings disabled still breaks

fierce furnace
frank garnet
frank garnet
tribal pier
#

I tried with the pack and with a fresh profile

fierce furnace
frank garnet
#

Doesnt make lot of sense that it doesnt work for you but it does for zeta

frank garnet
fierce furnace
tribal pier
#

I have an idea, its a long shot. Give me a bit

frank garnet
#

Good luck !

tribal pier
#

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

woeful kindle
#

If you are using mirage just play with experimental version while it isn't fixed.

tribal pier
#

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

alpine prawn
tribal pier
#

I mean is it set to that by default?

#

All the tests use default configs

alpine prawn
#

then no you dont, dw

tribal pier
#

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(?)

fierce furnace
tribal pier
#

Well, then I have no clue.

fierce furnace
alpine prawn
fierce furnace
woeful kindle
#

Its probably just an incompatibility between each other.

vagrant nimbus
#

What is the issue between this and mirage

#

Just so I catch up

frank garnet
#

just tested myself and yes, its not working

#

there is only 1 error it seems

#

just when you grab the appy

vagrant nimbus
#

Thats weird

#

Is this with experimental or the new package

frank garnet
#

new one

#

teamxixoxan

vagrant nimbus
#

Oh

#

It works for me with the experimental one

frank garnet
#

yeah its fine in experimental

vagrant nimbus
#

Guess im not moving yet

frank garnet
#

ye same

rancid roost
#

Testament to how good a mod Mirage is, not a single person even considered for a second removing it πŸ˜‚

frank garnet
#

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

rancid roost
#

I never liked Skinwalkers, but I don't believe I was playing until after Mirage released, tbf. Latter was very clearly superior.

frank garnet
#

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

rancid roost
#

Did Skinwalkers have configs to restrict mimicking to the masked?

frank garnet
#

i think? idk

#

skinwalker might have dropped before masked where even a thing

rancid roost
#

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.

woeful kindle
frank garnet
#

ok

rancid roost
#

Mirage + LIE = chefskiss

frank garnet
#

lie?

rancid roost
fierce furnace
#

Likely LethalIntelligenceExperimental

tribal pier
#

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)

warped ginkgo
#

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

tribal pier
#

If you need any additional testing let me know

mighty shuttle
woeful kindle
#

New update fixed mirage incompatibility?

warped ginkgo
#

I believe so

#

Someone needs to try it though

tribal pier
#

Fucks sake I’m not at home

#

Someone check pls

#

If its fixed me love u big time

warped ginkgo
#

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

tribal pier
#

I shall test

#

@warped ginkgo It's perfect now. Woweh. Thank you very much.

#

<3

#

No more experimental shenanigans

warped ginkgo
#

nice

tribal pier
#

Good work

#

Thanks again, this makes my life so much easier

hearty ruin
#

Are there plans to be able to config the meltdown by interior?

frank garnet
#

Xu already said nope :c

hearty ruin
#

drat

woeful kindle
#

and be able to randomize apparatus value?

pliant crane
#

i guess only pizza probability can do that

frank garnet
#

Fake lies pants fire

high aspen
#

Any chance u will add a config option to remove the geiger counter from the shop

warped ginkgo
#

nope, if its not intended to have a config option by bongo then im not making one

high aspen
#

Dammit

#

There js no way to remove it from the shop though

#

The shop config mods dont work for it

warped ginkgo
#

: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

high aspen
#

Ill check again, but i highly doubt it. But thx

deep horizon
#

Will you consider adding a config to disable the facility having a meltdown

#

It really stresses me out and I don’t like it

high aspen
#

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

deep horizon
# high aspen Man stfu.

Your question was valid since it’s a side part of the mod I just like being an annoying bitch about things

#

Not a direct target to you yoiled

high aspen
#

Nah u good, i fugured as much lol

#

Wait, ive seen the name toasty in mods before

#

Which ones you?

frank garnet
#

Toast

wintry viper
#

GUYS

#

THIS FACILITY

#

ITS HAVING A MELTDOWN-

frank garnet
#

Me too fedora.... me too....

wintry viper
#

Fraud yesterday

tribal pier
#

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.

deep horizon
#

I wouldn’t be surprised if it was breaking facility meltdown but I don’t know enough about it to say :p

warped ginkgo
#

just to reiterate

#

its not a recent update causing this, its the one with compat to mirage

tribal pier
#

SeemsGood

#

Diversity is working surprisingly well given all its faults tho :P

frank garnet
tribal pier
#

;)

frank garnet
#

Aquatis + Facility Meltdown + Pathfindinglagfix(?) = Meltdown doesnt occur
this also seems to happen on a few other moons but not completely sure

warped ginkgo
#

alright, time to look at that log

frank garnet
#

lol

#

goodluck!!!!

warped ginkgo
#

is the main entrance on aquatis broken?

frank garnet
#

:o why?

frank garnet
#

TEAMXIAOLAN DROP

#

im guessign this updte is for v81 but not the aquatis fix

#

or is it???????????????''''

warped ginkgo
#

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

frank garnet
#

xD okioki

wintry viper
#

Hey @warped ginkgo FacilityMeltdown is bugged in my Ultra Modded Modpack. It plays the music as intended sorta. It plays the music, but doesn’t do any meltdown stuff like explosions, voicelines & the ending explosion and landing on another moon plays the music again

warped ginkgo
#

i need logs

wintry viper
#

gotcha

#

lemme leave the game rq

#

Wait did it not post full logs or am I dumb

#

Im probs dumb

warped ginkgo
#

your log has too many issues for me to diagnose

#

@frank garnet wow fancy

frank garnet
#

haiiiiiiiiiiii

#

im so happyyyyyyy

wintry viper
#

you’re actually like

#

cheese

wintry viper
#

WAT

#

Like

#

Errors right?

warped ginkgo
#

yeah

#

stuff like lethalmoddatalib, LunarConfig

wintry viper
#

Holy fuck

wintry viper
#

I thought Lunar was updated?????

patent seal
wintry viper
#

also wait a fuckin minute LethalModDataLib??

#

Whyyyyyyyyyyyyyyyyyyyyyyy

#

Im gonna just

#

send it to Pawsy

patent seal
#

its prob

#

some mod

#

causing a

#

chain reaction

wary kayak
patent seal
#

if im to guess its some mod breaking causing a chain reaction of other mods breaking

wary kayak
#

probably

wintry viper
#

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

wintry viper
#

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

unkempt moon
#

no idea what the conflict can be

warped ginkgo
#

meltdown mapper seems to not be spawning for the both of you, dunno why though

#

if you two figure it out lemme know

shadow parcel
#

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.

warped ginkgo
#

Yeah the current GitHub is not public since it's decompiled and only on maintenance mode but I'll try to figure this out

fading glade
#

gonna test again with some mods disabled

upbeat ridge
#

This mod does not work πŸ₯€ where is the explosion? 😭

frank garnet
#

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

#

😭

wintry viper
#

what the fu-

thorn plank
#

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

wintry viper
#

These issues have already been seen

#

and sent here

wintry viper
# wintry viper

infact this is pretty much exactly what I had sent previously DarkFedoraThis

thorn plank
#

Oh, i see

twin thistle
#

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

humble cosmos
frank garnet
#

pizzaprobability

humble cosmos
#

^Thats one of them lol

frank garnet
#

that's THE one you should use

#

but i dont think its working on v80

#

neither is meltdown tho from what it seems lol

twin thistle
forest ermine
frank garnet
#

ye :c

compact ocean
#

is this mod working at all for anyone?

frank garnet
#

xD

warped ginkgo
#

I'll try to fix it soon sorry for the delay

frank garnet
warped ginkgo
frank garnet
#

nooo im jokingg

#

:c

#

take your time!!

#

patience is key

warped ginkgo
fathom lake
#

Oh wait you can do that?

frank garnet
#

She's gonna kill you

#

Run

warped ginkgo
frank garnet
#

Nah you wont

compact ocean
#

pls hurry king πŸ™

thorn plank
#

This mod works on v80?

warped ginkgo
#

Not entirely, but soon

deep horizon
#

This mod works on v85?

woeful kindle
#

This mod isn't necessary anymore in the new v85 bc it was implemented in vanilla.

static plover
#

This mod works on v80?

vagrant nimbus
#

nope

somber oracle
#

This mod works on V102?

fathom lake
#

ΒΏThis works mods on v86

nimble cliff
#

This mod works on v0?

dawn jewel
#

This mod works on v67?

deep horizon
twin thistle
#

This mod works on VX?

onyx carbon
mossy jay
#

hell o i uploaded 2.7.4 meltdown i tested it and everything seemed to work

frank garnet
#

lets goooo

humble cosmos
#

"updated to v80, v73 isn't real"
Does this mean that 2.7.4 is v80+ only?

mossy jay
#

yes

vagrant nimbus
#

Well

#

Time to change dep string

#

Again

frank garnet
#

lol

tribal pier
#

So wait we have a 2.8.4 which is broken and a 2.7.4 for v80+ now?

frank garnet
#

gotta go back to og meltdown now

tribal pier
#

Im testing RN

#

Seems to be working perfectly fine

#

Yippee

#

only error is the volumetric fog thing but thats kind of irrelevant

tawny kite
#

so it got un-deprecated or smth ?

mossy jay
#

yeah

unique helm
#

:,]
Tested it on my modpack

onyx carbon
unique helm
tribal pier
#

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?

thorn plank
#

How can I change the music when I escape from the complex to the music from the pizza tower?

tawny kite
#

Tested and it works

#

I though it wasn't working cuz I forgot I had MeltdownChance

austere crane
onyx carbon
#

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...

onyx carbon
# wintry viper 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?

onyx carbon
#

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.

mossy jay
humble cosmos
#

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?

warped ginkgo
#

My fork won't work for v73 unless it's written in the changelog

humble cosmos
warped ginkgo
#

Then feel free to use it for v73, there's no intentions to have more support for older versions though

humble cosmos
warped ginkgo
#

Yeah that's fair enough

mental scaffold
# unique helm :,] Tested it on my modpack

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.

fathom lake
mental scaffold
#

I'm using it with Mirage, just with that option turned off in Mirage's settings

fathom lake
hollow halo
#

is there a v81 fork for this?

woeful kindle
#

the original is working

hollow halo
woeful kindle
#

nope

woeful kindle
#

3 days ago '-'

hollow halo
#

hold on whats up with my versions

woeful kindle
#

This was update by xiaolan while bongo couldn't update

muted solar
#

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

tribal pier
#

@muted solar profile code?

muted solar
#

019db771-5e87-da29-68db-a14e29605931

tribal pier
#

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

muted solar
#

thank you

muted solar
#

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

fathom lake
#

It kills people who are leaving cause in reality there's no escape

slender rapids
#

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

fathom lake
#

everyone knows facility meltdown has priority

woeful kindle
#

Masked laughing or crying>>>>

hollow halo
#

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?

frank garnet
frank garnet
unique helm
hollow halo
#

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)

mental scaffold
tribal pier
#

Since its trying to spawn a masked and fails?

sleek dome
#

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.

slender rapids
sleek dome
#

Never mind. it was this mod that was breaking my music.

#

Im pretty sure.

#

Gotta check if that was it.

sleek dome
#

it was a combination of the lead me out, Mirage, and SCP682. Disabled all of those and my custom music is back.

slender rapids
#

Yes, scp682 breaks facility meltdown for me too

#

Mirage v81 works, toggle off Enable spawn control (masked enemies)

chilly merlin
wintry viper
#

Are Cadaver Blooms on the blacklist to spawn monsters by default in the configs when pulling the apparatus?

wintry viper
#

how the shit does SCP682 break an entire Meltdown mod

slender rapids
grizzled canyon
#

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

grizzled canyon
#

interestingly,

  • facility meltdown does things as a prefix on LungProp.EquipItem
  • EquipItem calls disconnectAnimation = StartCoroutine(DisconnectFromMachinery());
  • DisconnectFromMachinery enumerator's MoveNext method 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
grizzled canyon
#

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 😭

grizzled canyon
#

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

grizzled canyon
#

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

copper creek
#

idk if this is a bug but geiger doesn't use the utility slot (nvm)

swift sparrow
#

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"

frank garnet
#

only thing is that this rule only applies till 9 pm

#

so after 9 pm they would be unsoftlocked

swift sparrow
frank garnet
#

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

swift sparrow
#

that's sad

mossy jay
#

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)

frank garnet
#

what about compat fixes?

copper creek
#

if that's your issue making other mods that work to tweak it should be fine no?

tawny kite
copper creek
#

"guys I don't wanna update the mod" random people: "I have suggestions"

swift sparrow
spiral isle
#

one option is open-sourcing for us to keep working on it

humble cosmos
#

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.

mossy jay
mossy jay
mossy jay
mossy jay
# spiral isle one option is open-sourcing for us to keep working on it

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

swift sparrow
mossy jay
#

xu already knows about it

mossy jay
#

hello i uploaded 2.7.5 which hopefully didnt break anything

#

it has a patch fix for the handle enemies error

deep carbon
#

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.

viscid steppe
#

Wait did this update fix/attempt to fix the mirage bug thingy? Or am I reading it wrong?

wintry viper
#

more importantly did it fix that supposed bug with 682 people have been talking about?

humble cosmos
deep carbon
humble cosmos
#

But the modified base values in PizzaProb are intact on reload. I personally used it to restore Wesley's unique apparatus values.

deep carbon
#

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 πŸ‘

mossy jay
nova tartan
#

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

frank garnet
#

you need something like pizzaprobability

#

but only works for moons

#

no interiors

nova tartan
#

that works for me. all of the interiors i wanted to disable are for one moon each in my pack. thanks

swift sparrow
#

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.

rancid roost
#

Is this actually working for anyone, because it isn't for me. Definitely used to.

copper creek
#

it says in the config use at your own risk

rancid roost
#

think you're conflating two entirely different settings

copper creek
#

yup

mossy jay
swift sparrow
# mossy jay this doesn't look like meltdowns fault? you might be having a different mod do s...

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.

meager carbon
# mossy jay yes

if i dont change mirage's spawn control settings the music for meltdown always plays regardless of settings

ruby path
#

Was Facility Meltdown ever updated for v73?

warped ginkgo
#

there was a restored mod for v73, but the official mod no

vocal panther
#

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.

meager carbon