| Date uploaded | a month ago |
| Version | 2.0.0 |
| Download link | loaforc-FacilityMeltdown-2.0.0.zip |
| Downloads | 19335 |
| Dependency string | loaforc-FacilityMeltdown-2.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
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.
FacilityMeltdown should also work correctly with most* custom moons and interiors. If you are expereincing an issue one a particluar modded moon - I CAN NOT HELP. This is down to be not being able to fix every moon in my mod, instead those moons need to fix stuff - most likely other mods will be broken by that moon as well.
If you are strugling with playing the mod have a look at the bottom of this readme to find some useful tips and tricks. Or you can modify certain things in the config.
What this mod adds
- A 2 minute meltdown sequence where everything begins to go wrong inside the facility. After the 2 minutes is up the nuclear reactor blows up into a fireball that will engulf you if you aren't fast enough.
- A new piece of Equipment - the Geiger Counter! For just 90 credits you can be surverying the area for radiation in no time! Use it to find the appartus or other places of radioactive significance.
- A new terminal command - "reactor health"! When the facility's reactor is melting down you need information! The reactor health command is here to provide you with vital information on how much time left you have until the facility goes catastrophic. It also includes what the company thinks you should do at this moment.
Config
All game balance options are synced (only the host needs to edit them, but it wont hurt to have everyone using the same config). Visual and Audio settings are independent of what is synced.
OPTIONAL ingame config editors
lethalconfig or lethalsettings will let you edit the settings in-game.
Known Issues
There are currently no known issues. If you find one go to the lethal company modding discord and I can try and take a look.
Credits
Music and voice lines come from portal 2. I love portal 2.
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
Tips and Tricks
- Make sure you plan your route before you take it. It's most likely you have time to double check you know where to go.
- Having someone at the ship and running the "reactor health" command can give vital information on how much time you have left.
- Pay attention to the inside of the facility! As the reactor inside of the facility begins to fail you'll notice more and more explosions happening. You'll also get another radiation warning at exactly halfway.
- Your ship is safe from the explosion! The ship will automatically take off as the explosion occurs. As long as you are inside the ship before it takes off you will be 100% safe.
- Lastly is to stay calm! It can be hard with all the enemies, noises and explosions but panicking is the easiest way to lose focus and forget where to go.
CHANGELOG
v2.4
This release lets you use CSync v2.0.0! Make sure to update both!
- Updated to CSync v2.0.0
- Add Chinese translations (FontPatcher also needed), thanks @rominwolf! (sorry it took so long lol :sob:)
- Added integration with loaforcsSoundAPI (keep in mind this uses an api i havent actually pushed to thunderstore yet so itll throw an error for a bit :3)
- Fixed an issue where using a preloader to disable a soft depenedncy would cause FaciltyMeltdown to fail to load.
v2.4.1
- Fixed an issue where if loaforcsSoundAPI wasn't installed meltdown would fail to load
- This also fixed any warnings/errors that were attributed to "Netcode Patcher" (hopefully).
v2.3
- Add Korean (FontPatcher is needed)
- Meltdown will now "silent fail" where if ANY client fails to start the meltdown then it will not go ahead. This ensures a desync can never happen, instead it will just not start.
- Clarified warning message that appears when you're missing a soft dependency.
v2.2
- Added multi-language support
- Update config syncing to use CSync to be not silly anymore
- Spanish is avaliable as a language, thanks to @moroxide on discord!
- Fixed an issue where meltdown sequence would ignore max count variable. Woops!
v2.2.2
- im going to become the joker
- no i really am
- if lethallib breaks NetworkPrefabs one more time im actually going explode
- anyway:
- Fixed an issue where only the host had the meltdown happen
v2.2.3
- While we try and pinpoint the issue this is a temporary patch to disable config syncing.
v2.2.4
maybe building with the correct branch could actually help
v2.2.5 and v2.2.6
- Re-enabled syncing
- Updated csync version to 1.0.7
- update readme
v2.1
- Changed terminal dialogue again
- Staggered creation of effects to mitigate lagspike on meltdown start
- Hopefully fixed incompatibility with LCSoundTool by changing audio name
- Added link to github
v2.1.1
- Reverted LCSoundTool fix because i dont have the full asset bundle
v2.0
- Added a terminal command, "reactor health". This commands utilises the ship's onboard scanners to survey the reactor and how it's currently going. With that survery that you'll be given information about how long until the ractor goes catastrophic and what the company currently recommends you do. However the ship's onboard scanners need to use so much energy to perform the reactor health check that they need some time to cooldown before you can scan again.
- Made certain effects during the meltdown sequence speed up as it gets towards the reactor's explosion.
- Added a new equipment item, the Geiger Counter! The Geiger Counter points you to certain areas of radioactive actvity (mainly the appartus).
- Added credits for voicelines/music.
- Fixed several spelling mistakes.
- Added config options for the "reactor" command.
- Allowed music and other visual settings to be modified in game with LethalSettings
- Changed game balance options to signal a restart in LethalConfig
- Made the shockwave hide while inside of the facility
- Changed spawning mechanics to now disallow Snare fleas and Hoarding bugs from spawning becuase of the Appartus being pulled. (Changeable in config, this should also support modded enemies)
v2.0.1
- Fix spelling mistakes
- Rewrite some terminal dialogue to better match the theme.
- Added tutorial on how to add custom music.
- Update Dependency versions
v2.0.2
- Slight readme change
v1.2
- Added particle effects to explosion fireball
- Added particle effects to the inside of the facility
- Fixed an issue where leaving before the explosion occured caused shockwaves to not be destroyed.
- Hopefully fixed modded moons not working.
- Mod is also much more resistant to errors occuring
v1.2.1 Hotfix
- Fixed config syncing not working and producing an error longer than a highschool essay
v1.2.2 "Patch" (May as well be a full blown update)
- Fixed explosion fireball particles not rendering correctly
- Did a small, tiny major rewrite of the meltdown handler
- Expose an API so other mods can add their own effects on custom modded moons.
- Change Meltdown Handler into a network object to make sure the meltdown sequence properly starts for all clients
- Fixed NPE when attempting to get effect origin for fireball
- Added LethalLib as a depedency (in this update just for networking, but used for more in later versions)
- Add 2 new settings:
- Client sided:
- Enable Particle Effects (NOTE: This does not disable the particle effects on the fireball. Only the ones inside the facility)
- Host-sided/Synced:
- Emergency Lights: Disabling emergency lights mimics vanilla in that lights will not turn back on for more visibility.
- Improved the intro dialogue to highlight the time remaining.
v1.2.3
- Fixed players not dying when they were inside the facility as it explodes.