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loaforc-FacilityMeltdown-2.1.1 icon

FacilityMeltdown

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

Date uploaded 10 months ago
Version 2.1.1
Download link loaforc-FacilityMeltdown-2.1.1.zip
Downloads 127499
Dependency string loaforc-FacilityMeltdown-2.1.1

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.

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.

Custom Music

FacilityMeltdown itself doesn't support custom music. However, this tutorial made by "platinumbin" on Discord shows you how to use the PizzaTowerEscapeMusic mod to add custom music. Link to tutorial: https://www.youtube.com/watch?v=D5hKkSLlEhk

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

v2.6

  • Entire rewrite of the config system.
  • Meltdown now entirely handles config syncing, CSync is no longer a dependency.

v2.6.1

  • Added more protection if meltdown fails to setup some effects.
  • Fixed meltdown starting twice ig?

v2.6.2

  • Fixed accidently clearing client configs.

v2.6.3

  • Fixed Geiger Counter
  • Fixed ship and map props lights turning red.
  • Changed how the outside lights flash, should no longer be an all consuming void.

v2.6.4

  • Hopefully fixed some windows locales being unable to load meltdown.

v2.6.5

  • Fixed explosion particles being pink.
  • Added a new config option, MinPeopleToPullApparatus. Default is 2. Requires at least this many people. If this number is larger than the amount of people in the lobby then EVERYBODY will need to be nearby.
  • Lobby Compatibility is no longer a "hard" dependency but will remain a dependency on thunderstore. If it is causing issues you can disable it and meltdown will still work.

v2.6.6

  • Fixed MinPeopleToPullAPparatus not taking into account dead people :skull:

v2.6.7

  • Fixed Config not syncing correctly.

v2.6.8

  • Applied Hotfix on GeneralImprovements to unbreak the tooltip when you need more people to pull the apparatus.
  • MinPeopleToPullApparatus now only applies to 9PM. After 9PM anybody can grab the apparatus, regardless of how many people are nearby.

v2.6.9

  • Removed GeneralImprovements hotfix as it was fixed in v1.2.7 :3

v2.6.10

  • Reapplied the hotfix LMAO.

v2.6.11

  • Undid the reapplied hotfix. :skull:

v2.6.12

  • v55 compatibility
  • Minimised stutter when starting the meltdown sequence.

v2.6.13

  • git moment

v2.6.14

  • added intergration with weather registry, toggleable in config
  • fixed geiger counter having no battery

v2.6.15

  • oops

v2.6.19

  • fixed rare bug where spawning enemies could fail.