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loaforc-FacilityMeltdown-1.2.3 icon

FacilityMeltdown

Maybe taking the apparatus out isn't such a great idea...

By loaforc
Date uploaded a year ago
Version 1.2.3
Download link loaforc-FacilityMeltdown-1.2.3.zip
Downloads 48845
Dependency string loaforc-FacilityMeltdown-1.2.3

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Evaisa-LethalLib-0.16.0 icon
Evaisa-LethalLib

Personal modding tools for Lethal Company

Preferred version: 0.16.0

README

Facility Meltdown

The apparatus was a vital part of the upkeep of the facility's nuclear reactor - and you just took it out.

With the facility meltdown mod the appartus has a lot more risk (and reward) attached to it. When you take it out the entire facility spirals into a self destruction sequence! You'll have 2 minutes to escape and take off before you get vaporized.

Take a look at the known isuses if you have a problem, otherwise join the lethal company modding discord and find the FacilityMeltdown thread and report it there!

Config

Only the host needs to change their config as it is synced.

OPTIONAL ingame config editors

lethalconfig or lethalsettings will let you edit the settings in-game.

Known Issues

There has been previous reports of modded moons not playing well with this mod! As always go over to the lethal company modding discord and I can try and take a look. There seems to be no problem with Lethal Level Loader or LECore so it could be map dependent. In which case I wil NOT be fixing it. I can not fix every modded moon in this mod otherwise I would get nothing done.

For Modders

If you are a modder and you want to add custom effects in general or for your specific moon you can add a refernce to the dll and extend the MeltdownSequenceEffect class. Example:

internal class EmergencyLightsEffect : MeltdownSequenceEffect {
    public EmergencyLightsEffect() : base(MeltdownPlugin.modGUID, "EmergencyLights") {}

    public override IEnumerator Play(float timeLeftUntilMeltdown) {
        for (int i = 0; i < RoundManager.Instance.allPoweredLightsAnimators.Count; i++) {
            RoundManager.Instance.allPoweredLightsAnimators[i].SetBool("on", true);
        }

        yield return new WaitForSeconds(2f);

        for (int i = 0; i < RoundManager.Instance.allPoweredLightsAnimators.Count; i++) {
            RoundManager.Instance.allPoweredLightsAnimators[i].SetBool("on", false);
        }

        yield return new WaitForSeconds(5f);
        yield break;
    }
}

Then register it by creating an instance in your plugins Awake new EmergencyLightsEffect().

Available methods to override

void Start -> Called the moment the appartice is taken out IEnumerator Play -> Called either once (if .IsOneShot is true) or repeatedly until the exposion happens, or the ship leaves IEnumerator Stop -> Called when the explosion happens or .Playing is set to False in .Play void Cleanup -> Called when the ship leaves bool IsEnabledOnThisMoon -> return true if this effect should play on this moon

CHANGELOG

v2.7

1 year of meltdown :skull:

  • fixed soft dependency stuff (bepinex's fault)
  • added config to make maneaters cry
  • added config to make explosion happen when ship leaves
  • hopefully fixed any issues that happen from another mod breaking things

v2.7.1

  • i forgor the changelog