

v2.2 adds support for custom language. Currently has English and Spanish but if you want to come by the thread on discord I can help you out getting your translation into the mod!
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.
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
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.
While an underlying issue with CSync and FacilityMeltdown's implementation of it is being worked out syncing has been temporarily disabled. Make sure everybody has the exact same config.
lethalconfig or lethalsettings will let you edit the settings in-game.
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.
Music and voice lines come from portal 2. I love portal 2.
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().