#General Improvements
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thanks
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@light girder I was testing if the disabling better monitors does improve performance on my end, but it only takes around 3~ fps so i will probably keep it on.
don't wanna let this beauty go for 3-5 fps
The fps difference mostly happens while the ship is landed, and it gets worse as you put more items on the ship
The Camera.Render() stuff Better Monitors uses causes a lot of Overhead
I have tested it past 4-5 hours and it is usualy 10 fps at max
So the longer you play and just do stuff the fps on the ship gets worse and worse
Also fps loss isn't the main problem
It causes frame time inconsistencies
yeah you might be right
Which are very noticeable
i see
Yeah
GI has quite a few features that need optimizations, DiFFoZ found that out when he profiled it
I currently can't even use GI cus I'm playing on the V55 beta
lol
well it didn't bother me that much but i will probably switch it off if it feel too laggy
hmm im still at v50
Yeah I'm gonna stay on the beta til V55 hits the main branch, it's stable enough that I don't see much point to revert to V50
Same
I built the mod with this branch and re-used the assets from the latest release and from what I've tested so far it works perfectly fine
Yeah that's the fix it needs for V55, Shaoshil just needs to merge and push it to Thunderstore
It's more so does it also work on V50 though?
not sure, I could check again when I get a chance
I'll let you know
oh that's crazy
๐
1st
2nd
3rd
4th
NO
yeah no breaks on v50 now, expected though LOL
@broken crescent could you modify PatchKeyActivate so that it handles me transpiling in another DespawnHoldObject ๐ ๐
I was SLEEP
maybe if u get a neuralink chip implanted into ur brain u could moderate discord in ur sleep
DON'T BAN US!!
yet
is lethal fixes or this mod better or are both compatible with one another
They're both compatible with each other.
they are both compatible with each other, right now general improvements won't load on v55 though because ||weed killer|| added new functionality to SprayPaintItem that breaks most pre-existing spray paint mods
lethalfixes has been updated for v55 (and is also good and you should use it)
i've always seen your pfp as the 2 black guys kissing and i'll never unsee it
it's the wolves meme!
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generalimprovements my beloved fix soon ):
I've got one I can send you in DMs
works great on v55 so far but still might be issues
alr
Fun fact: if this is the meme Iโm thinking of, the two guys actually got married!
Oh SprayPaintItem must be why ShowCapacity is able to show its respective UI bar for the Weed Killer too, took me by surprise when I saw it
yeah, maybe it could be released as a seperate mod, at least for the duration of the v55/56 beta
Or we just be patient and wait, I don't think it'll be in Beta for much longer.
And some seperate mods have released in the meantime to fill in GI's gaps
still, mostly missing better monitors
Better Monitors kills fps anyways and I stopped using that so I can live with OpenMonitors atm
I just miss the OCD fixes the monitors had
and being able to color them
lol
yeah im also using openmonitors, not as many good options though and I kind of miss the extra 5 monitors lol
I couldn't get OpenMonitors to work with generalimprovements
despite turning off better monitors
GeneralImprovements is broken entirely on V55+ atm anyways
So it's likely it was trying to load it's monitors on top of OpenMonitors
But, like on v50
If you're using V50 you don't need OpenMonitors
ah ?
Does changing the monitor texts but not using the bettermonitors still affect performance?
like this
@broken crescent V56 is on the main branch now if you'd like to Merge 1A3's pr
Ah gotcha
Does this mean general improvements is gonna be updated soon?
Prob
Yeah hopefully, I'll be away from home for a few days but I hope to get this updated within a week(ish)
It's a life saver
another thing to note when you update the mod, it seems that the fire-exit fix no longer works on v55 and needs to be updated
good luck dude!
did the terminal shortcuts like arrow left/right for quick monitor switching stop working in v55?
Take care Shaosil may you return home safely!
Something to add to what Lilo said (the fire exit is such a good one you made )
so far for me the "Mechanics" section of this mod no longer seem to apply
also hope the "disable cabinet doors" can be fix, but ill wait till your return :3!
bro is probably away doing security work at some undisclosed research facility
There's seperate mods for this
Interesting the seperate ones do
https://thunderstore.io/c/lethal-company/p/KarmaModding/NoFacingFireExit/ I'm using this one and it works
https://thunderstore.io/c/lethal-company/p/TKronix/DoorlessStorage/ This can replace the disable cabinet doors feature
It's the og mod that did it
and it still works
@dawn rover It's possible in V56 the Teleporter changes cause issues with GI now rather than the Spray Paint ones, I know CollectYourDead no longer works and it did with the V55 beta
I'll install this into our modpack thanks, our doorless storage is working perfectly fine however
interesting, which teleporter changes were done in v56?
didn't know that code was actually touched
Inverse Teleporters got changed to react to Spike Traps
oh neat, I'm gonna test a few things with the build of GI because I'm pretty sure it still works
not sure I'll take a look rq
The collectyourdead-like setting in GI is working in v56
weird
Shh
bro prolly working for the aahw or some shi ๐ญ
Bout to write a GI patch for the government
Hello,
I seem to be encountering an Exception when I load up Lethal Company with General Improvements. Previously I thought it was due to the Better Spray Paint mod, but I removed that and am still getting the same issue:
It's a known issue right now
GI is broken on V56
Ah okay, that makes sense.
What is broken with it? Ive still got it installed for extra monitors and a few other QoL settings and most seem to still work
I know for us the monitors do not work, fire exit flip and so on dont work either.
mod not working anymore
They're aware that the mod needs updating for v56
By not working, do you mean the whole mod or just some parts like the monitors for example?
Because I did notice the monitors not working, but I am unsure if anything else still works
It feels like the whole mod doesn't work, I noticed all of the features I had enabled didn't seem to work
I don't use BetterMonitors at all, but I noticed the extra monitors don't render anything, the terminal history & quick switching didn't work, lightning warning indicator didn't work, etc.
Well that straight up sucks, guess time to wait then
im pretty sure the mod wont load at all rn because of the spray paint crash
if anything is working, probably a bit of a fluke
I merged a couple PRs and resolved the rest of the startup warnings and errors. I have NOT tested the gameplay but it loads the ship without errors. I need to leave soon and be gone for a couple days but I can probably get this deployed real quick first.
Next time I touch it will be to fix other things, especially that lightning error that turns monitors off
And yeah some things might have loaded but as soon as that spray paint had an error it would have prevented anything else from loading
Thank you friend
You are awesome
Ok that should be deploying within a few minutes here, hopefully some of ya'll will ping me if there's more bugs than what we started with ๐
i have an idea
if it hasn't already been done
assimilate this mod into general improvements https://thunderstore.io/c/lethal-company/p/taffyko/BetterSprayPaint/
yeah please
just got home from work ready to get a mod list set to cover all the things covered in this one; HUGE thanks for the update, saved me an afternoon of searching 
how's the new GI update in terms of performance?
It doesn't address any of the settings that caused performance issues
That's probably what Shaoshil will work on when he fixes the lightning bug and stuff
yeah but maybe some perfomance improvements slipped through in the PRs he merged
Nah I remember checking the github the pr's were just bug fixes
Yeah I am checking them rn
damn I really want to add GI back
I know someone mentioned the fire exit fix in GI is broken in V56
So you need to use an alternate mod
honestly I don't mind that much. it didn't work on some custom interiors previously anyway
and yeah this is just much more convienient than having to manage a ton of other mods that don't work as well together
How much of GI still doesn't work for v56?
You can add it back, just disabled the features that cause performance issues
Just the fire exit fix, but there's 2 mods that can replace it
https://thunderstore.io/c/lethal-company/p/KarmaModding/NoFacingFireExit/ I know this one works
Ah ok so nothing too bad then
do you know any good Scan improving type mods?
as in reliability of scanning and stuff
https://thunderstore.io/c/lethal-company/p/PC/FireExitFlip/ Haven't tested this one, I use the other cus it's open source
TestAccount's mods
I use these
If I can get my 1337 terminal stuff from GI working then I'm a happy camper
I have these so far and sometimes the nodes just don't get scanned (maybe a geometry issue?)
Also Ship and Fire Exit nodes have some weird LoS checks
As in they can be scanned in some places but not others?
I dunno maybe it's a config issue
which features cause performance issues again?
These
Lol
Hide Empty Subtext of Scan nodes is no longer needed though @sour rain implemented that into ButteryFixes if you need it
btw Lunx is it worth using openmonitors if I use the non-Better Monitor displays from GI?
I'd still use GI's monitors
They have more customizability
aighty
More customization and pretty redundant to have both
OpenMonitors is good as a temporary replacement
well, i haven't implemented this actually
Oh it was in the changelog I thought
Hide Empty Subtext of Scan Nodes just won't draw the second line if there's no text there
vanilla draws the "subtext box" always, it's just empty if there's nothing to show
~~honestly the only thing holding me to openmonitors were weather colors and weather registry has that so yeah ~~
I did fix keys showing "Value: $3" though
WeatherRegistry overrides it
lol
also about GoodItemScan
how severe are these issues?
They're really not any worse than Vanilla
Meaning if you're used to Vanilla it's about the same
Is this new scan feature default enabled?
I kinda need to know cuz we might do our squad night soon
what new scan feature
nvm I read
...why lol
Is that mod broken? Its scope is quite a bit larger than most of the changes in GeneralImprovements, and not only that, but it just adds to the number of patches that can cause breakage on game updates (i.e. what just happened)
I won't lie, I'm a bit frustrated that the flashlight fixes were merged into GI, considering that the bugs around the flashlight are some of the most common and frustrating ones, and GI stopped functioning because of a completely unrelated fix that was irrelevant to me
lol, yeah, i was just thinking about that the other day
i think flashlightfix 1.1.2 is identical to what was merged into generalimprovements, so using it is not completely off the table - but i still think emptying out its functionality in v1.2 was a bit overkill, when deprecating it and providing a "use at your own risk" would've been a bit more flexible and user friendly
BetterSprayPaint didn't actually break which is cool
idk, personally I've never had a problem with maintaining multiple mods either
it breaks weed killer
Seems to work fine for me
it doesn't break the game and spray paint still works ok though
sure, it's easier to just build one project rather than jumping between them, but when people come in here talking about how "my mod pack is too big" and asking for something to be assimilated into GI, it rubs me the wrong way on several levels
I find that in these massive packs, the largest cause of long loading times is due to
- Poorly written code
- Huge assets
There is obviously some overhead to having a bunch of fixes in separate mods, but that's a very small contributor compared to the above
have you used weed killer in vanilla vs with betterspraypaint enabled? it changes functionality in some pretty major ways
there are lots of mods that use reflection just out of convenience, and don't seem aware that reflecting over every class and method in your mod is not good practice and is incredibly slow
BetterSprayPaint also needs updated for proper compat with the Weed Killer
it changes the weed killer particle effect to be a straight line and sprays continuously without releasing the button and re-pressing
...and then there are the mods that do it to every class in the entire game, including mod assemblies
I can feel this
Some of GI's features unfortunately due to feature creep are pretty unoptimized, and DiFFoZ found that out when he profiled the mod
not to start a witch hunt (mostly just personal curiosity) but do you have any specific examples of this in mind?
looks like BetterSprayPaint is under the MIT license, so if it's not being updated, someone should fork it
@queen summit Your time has come
Lol don't worry fellas, I'm not going to duplicate the code of other mods that do more than a couple simple things (unless it's a very specific case)
i pinged taffyko about the issues today and they responded pretty much immediately, so it should still be maintained
He said he won't be able to update it for a bit
at the moment, not particularly specific ones, but I have seen some mods that use reflection to avoid binding their config options manually, or there's the classic netcode initialization reflection that a ton of mods use and could instead be achieved by calling a stub method that gets filled by the patcher
But yeah taffyko is pretty chill, at some point he should be made aware of the issue with NiceChat constantly allocating per frame
i c
anyway, sorry for the vent, I just feel like this breakage was completely avoidable 
Yeah I'm pretty lucky I avoided most of those, pretty sure when DiFFoZ profiled my pack I would have had a much larger list of things to remove lol
nono, i share the sentiment
Only thing i'm getting from these 2 things is the spray being a straight line
Which is just visual
that's weird, i was getting both when trying out earlier today. not sure what the deal is then
ah well
I am using Imperium but idk if that'd do it
It might just due to order of loading
lol
yippe update!!!!
in my normal pack it seems fine too so ยฏ_(ใ)_/ยฏ
was the newest update just to fix v56 compat or did it fix the fps issues?
Just V56 compat, also keep note the fire exit flip feature does not work
You will need an alternative mod
ah, well imma wait for an eventual fps patch, luckily most the stuff I use is covered by other mods
just disable the features that cause performance problems
problem is I USE those features
those are the ones that I used other mods to replace
Better Monitors will always be performance heavy
So don't use them
OnlyAllowingOneLight also isn't essential, HotbarPlus has a replacement for Lightning Warnings
TestAccount has mods that can replace the scanning stuff
better moniters as in the ones with text of the extra 5 ?
AutoChargeOnOrbit is nice but not essential
Yeah
Better Monitors uses Camera.Render()
So they will always cause overhead
both? well I cant live without that and open moniters is incompat with it
so I just ditched GI
I use the vanilla monitor stuff in GI
It's only BetterMonitors
Yeah I've optimized the monitors about as much as I'm willing to, because I'm stubbornly using camera textures to apply it straight to the monitor meshes. It only renders when absolutely necessary, and I personally max out every monitor and have no issues so it's like.. meh
Tbf the monitors might be the least performance heavy compared to the features that allocate constantly per frame lol
didnt the masked stuff have issues?
Yeah some of them do
Yeah the scanner stuff, also the Health text is very unoptimized as DiFFoZ discovered
Ah ok that's right
I'll try to remember to optimize those next
The cams can still be improved technically, but the amount of changes they need for the amount of performance improvements is probably diminishing returns
Lighting Warnings also allocate constantly apparently
I need to write these down
But they never supported more than the first 4 slots
which ones(ik the scanning)
Mainly the masked showing name plates feature
good I didnt need that
I'm sure @sly jolt could probably give you the list of stuff that needs optimization
lol
Cus he profiled the mod
Ok lol yeah feel free, I haven't been making notes like I usually do the last month or so
I tried to profile at one point and gave up after minimal effort ๐
nice to see it being worked on
๐
if im correct this lets you keep stuff after being fired?
btw does the skip intro still cause issues?
It just saves furniture positions
So the starting stuff like bed, terminal etc
Will stay in the same place you had them
And if you configure it to I guess other stuff will as well once you buy them
@broken crescent not sure if u looked into it but a couple days back bongo pinged about one of your patches that could use a bit more transpiling so i can setup my code in a way that doesn't break the player inventory with the being able to open doors from any slot with a key config
Yeah that setting I know caused issues in the past as well and Shaosil at the time recommended to just not use it, but since he'll be updating the mod soon and fixing the issues DiFFoZ found he may finally fix that too
I imagine he wants to get all of that stuff fixed tbh
Well there's more and I'm interested in hearing his answer lol
Yeah me too ^^ I wanna see what he has to say
๐ Will do some profiling later today
GeneralImprovements.dll!GeneralImprovements.Patches::PlayerControllerBPatch.Update()
DMDASM.87ED318A.Cecil.dll!::DMD<Update>?-580826304._GameNetcodeStuff_PlayerControllerB::Update()
GeneralImprovements.dll!GeneralImprovements.Patches::HUDManagerPatch.UpdateScanNodes()
DMDASM.9877C41F.Cecil.dll!::DMD<UpdateScanNodes>?-580826304._HUDManager::UpdateScanNodes()
DMDASM.FE41516F.Cecil.dll!::DMD<Update>?-580826304._HUDManager::Update()
GeneralImprovements.dll!GeneralImprovements.Patches::HUDManagerPatch.AssignNewNodes()
GeneralImprovements.dll!GeneralImprovements.Patches::HUDManagerPatch.MeetsScanNodeRequirements()
yippie an actual bug report!
If ShipPlaceablesCollide is set to false, trying to put items in the item locker will read the raytraced height of the wall/floor behind the locker. leading to items' height being all over the place.
Bug report:
UseBetterMonitors setting with SyncExtraMonitorsPower setting can get extra monitors stuck in off-state
Steps to reproduce:
enable UseBetterMonitors and SyncExtraMonitorsPower
land on moon with stormy weather condition
use red button to turn off all monitors or have lightning strike the ship to turn off all monitors
have lightning strike the ship while monitors are already off
attempt to turn monitors back on
see only bottom monitors turn back on from now on, with extra monitors stuck in the off-state.
Expected behavior:
All monitors turn back on
Game Version: 55
General Improvements Version: 1.3.0
That is known and has been known
This is nothing new.
it will be probably fixed but development has been on hiatus for some time
I see, thanks. since the last update was very recent I assumed development was still going alright.
have lightning strike the ship while monitors are already off
that has to be the missing piece preventing me from reproducing it!! Thanks, I'll make sure this is fixed in the next update (within a few days I think)
So those are the main problem areas? Nice, I'll keep that in mind when I do some performance tweaks, thanks
๐
Also, I made tutorial on how to enable profiler: https://canary.discord.com/channels/1168655651455639582/1259442214921175082

hey Xu
ello
once im done with my commissions 
๐
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Sorry for off topic but I vouch for hook gun, one of the first mods I added, but had to stop using due to incompability with modded moons and LC api being discontinued :'3
๐ฏ๐ป๐ฎ๐ช๐ด๐
Iโm getting a bug where occasionally we get a masked that doesnโt have a body model, only floating cosmetics. Only two mods we have that mess with masked are Mirage and GI. I left all GI settings for masked at their default values.
Is there a way to completely remove the enemies and extramonitors section?
yeah I'm also getting some really weird masked issues and I think it's GI
all masked settings in GI are disabled
This is a Vanilla bug unfortunately, sometimes masked become invisible
@broken crescent At some point you should really add a config option to disable allowing picking up items before you're normally able to cus unfortunately it sometimes causes desyncs
what are the settings to enable compat with Mirage?
Hey guys Iโve been out of the loop a bit. Whatโs the status with this mod? Have the performance issues been solved? Can it function alongside buttery fixes?
i have both just fine
it only matter when u have hundreds of mods and every single fps gain matter
like rn it "works" if you turn the broken stuff off
hope it gets polished off someday
I'd rather just use alternatives for now
Lethal fixes is a good one
Same with buttery fixes
those dont really cover what I use from GI
I just disable the broken stuff
and use alts for the rest
everyone is always saying this mod is "broken" or "unoptimized" and tbh i dont get it. i dont notice any difference with or without the mod, i have to imagine its just nocebo at that point. its been working perfectly for me with unnoticeable performance difference so idk what to make of that other than just rumors being spread
It is 100% not rumors, how big is your pack for context
96 mods
the problems seem to stack up on bigger packs
improvments of 30+ fps from removing GI
and or disabling laggy features
on a pack of your size it should be all fine tho
I think the personal scanner fixes have the biggest performance impact at the moment, which I hope to solve in the next update
@broken crescent Any chance to work a bit more on the patch that involves the opening door with key randomly in inventory config?
Sure I might need a bit more details on how I should be changing it though
I'll tell you what I'm doing basically and that might help.
In my mod I've made my own interactable object that requires a key that deletes the key from your hand and opens the chest, not using vanilla door cuz that's pretty bloated and annoying.
But yeah with your patch it allows the person to use the key anywhere in the inventory but still deletes the item the player was holding and simultaneously breaks the inventory
I'll see if I can get more details on how it should be changed when bongo wakes up
Hmm ok at first glance that sounds like a simple incompatibility with my UnlockDoorsFromInventory setting - wouldn't disabling that solve it?
Yes disabling that config fixes it, but at the same time I'm wondering if there's a way to build compatibility
Gotcha
A lot of people seem to like that config so i don't just wanna keep bricking their inventory if that makes sense lol
Yeah that's fair, I'm happy to take a look
Thanks!
(pending a couple extra details from Bongo lol)
Yea lol
Here's a new one. Any devs know why this would be happening?
I'm updating my HudManager UpdateScanNodes patch to be a transpiler instead of a postfix to help with performance. But simply doing this:
[HarmonyPatch(typeof(HUDManager), "UpdateScanNodes")]
[HarmonyTranspiler]
private static IEnumerable<CodeInstruction> UpdateScanNodesTranspiler(IEnumerable<CodeInstruction> instructions)
{
return instructions;
}
Completely breaks it and no scan elements show up on the HUD at all. Removing the transpiler method fixes it again.
I've had no problems returning instructions or a modified instructions.ToList() in the past with any other transpiled method
known issue, use this mod as a dependency https://thunderstore.io/c/lethal-company/p/DiFFoZ/HarmonyXTranspilerFix/
Thanks, looking into it ๐๐ผ
won't be at computer for a bit so this might be slightly wrong
basically the PatchKeyActivate looks for
ldarg.0
ldfld playerheldby
call despawnheldobject
in theory for compatibility, I could run a Transpiler before yours that places another set of those instructions
you'd have to modify i the patch to look for it multiple times
also any reason for not using codematcher? this would be fairly simple to do with it
Glad to see you working on doing a big performance improvement update, when you update the mod can you also make the feature for picking up items before you're supposed to be able to toggleable? I know it always seems to desync Jetpacks for example
@short frost and @vapid acorn could you remind me of the name of the mod that I need to support? I'm finally getting to the PatchKeyActivate changes after a slog through some technical issues and want to make sure I do it right
This is in locally and will be in the next push
Hopefully I can get something live within the next few days - I might ask ya'll to test it via downloading the release from github since I'm not the best at seeing performance improvements lol
Coderebirth's item crates, they're outside map objects that spawn randomly outside in moons, u can config em high to force spawn but you need to dig em out with a shovel first then use a key
cool thanks
:3 ty
Hm. Your KetItemPatch uses a Postfix, so looking for DespawnHeldObject multiple times in vanilla KeyItem.ItemActivate won't solve anything, since the postfix just calls a separate function if I recall.
I could always transpile your method myself if found?
I'm wanting to replace it with a transpiler
I'm fairly certain that lets you also patch ig
it
Probably, assuming yours ran first (I assume)
HarmonyBefore 
Well for now I'm coding a soft dependency on CodeRebirth and support to transpile your postfix. It will check safely and only do work if needed, but obviously it will cease to work if you change it to a transpiler - if that happens after this coming update, just let me know and I can adjust things
Edit: Seems to be working - will be in the next update I push
Thank you 
Iโve been using Better Spraypaint in v56 and it seems to work more or less fine. I noticed thereโs an animation that broke but itโs infinite and you can still change the size and color
the main issue with BSP is that it also affects weed killer
I personally still use it because... i kinda like that bug
you can set the size, amount of spray paint
and rechargable spray paint mods work on weed killer aswell which is pretty cool
Oh how does it?
Does anyone care if I remove the ScanHeldPlayerItems option? I'm not sure how popular that is.
I'm optimizing some FixPersonalScanner code and a change I made will make it a little more difficult to support that
I can't say I've ever used that one
it takes like 0.2 seconds to figure out what somebody's holding most of the time
Tbh I feel like it was pretty redundant since if you wanted to show off an item to a friend you'd just... drop it most of the time. You can remove it imo
Ok cool
not so useful imo
Same for scanning players imo
this also doesnt respect the scanplayer setting when true anyway
the scanplayer in question
Yeah why not its not really a big thing anyways
i like that option ๐
Haha yeah sorry it went poof
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.3.1
The long awaited scanner performance improvements are here though! At least, in theory. AND THE FRIGGIN LIGHTNING MONITOR OFF BUG
I'm not going to push it to Thunderstore until it's been tested by a few of you guys though
just in case
Also, sorry for the annoying grab icon showing when the player was just out of reach of grabbables.. that's actually from my mod. Fixed in v1.3.1
Does that last point mean that GI does the same thing that HarmonyXTranspilerFix does?
From what I can tell, yes
THANK YOU
i thought i was just losing it
I spent a few hours trying to understand that so I didn't just rip DiFFoZ's code, but in essence he seems to just be removing a couple of if statements from something in HarmonyX via a replacement prefix. I used a transpiler to do basically the same thing
And I really didn't want to add a mod dependency
It was driving me and my friend nuts
Then I disabled GI and I'm like... oh.. it's my fault
I think I would prefer that GI uses HarmonyXTranspilerFix as a dependency rather than GI reimplementing the same thing, or at least have a config for this functionality, because otherwise this means I need to keep in mind that HarmonyXTranspilerFix has a conflict with GI and remember to always keep one or the other disabled
It shouldn't conflict
are you not doing the same thing?
doing the same thing twice sounds like it may have unintended consequences
He's using a prefix, I'm transpiling. If one or the other runs, it should work, or if both run, it should still work in theory. Let me test it real quick though
His is a full replacement, mine is a modification
I see, so his prevents the base method from being called?
Right
okay good to know
Yeah having his patcher loaded at the same time doesn't seem to cause any issues
Guess I could have tested that before releasing it lol
testing is overrated
lol right? That's what production is for
Also I guess I'll tag @short frost and @vapid acorn, v1.3.1 on Github should have fixes for the key bug, feel free to test it if you want. No big deal though I tested one scenario and it seemed to work well enough
Lovely and tyvm
i dont get it
You canโt remove features because no matter if you think nobody wants the feature, thereโs always at least one person that does
Well, canโt remove features without someone being dissatisfied
Itโs ok start with 2 for now
Youโre two thirds of the way there
i mean, i'm not saying you can't remove it
i just like the feature
also its already done lol
Ty you beautiful human being
Yolo, pushing to Thunderstore
Btw glad you fixed the grab prompt issue, that was a weird bug created when masked had nameplates
Idk why
LOL
Most annoying bug from my mod to date IMO xD
I was modifying the ray origin so it didn't intersect with the player but that affected several other raycasts in that function
speaking of performance, do u know if the dissonance log fix mod is needed if your playing solo/playing without mirage?
If you have LethalFixes DissonanceLagFix is pointless
and I would recommend LethalFixes anyways
i thought about getting that mod but im not too worried about most of the bugs it fixes
does skinwalkers fix the dissonance thing? and so this fix does make a difference right?
I hope it does lol. I didn't test frames or anything but I made a bunch of changes related to FixPersonalScanner that should hopefully optimize it. I also tried to optimize PlayerControllerB.Update with the health display but I couldn't find an obvious problem area with that by sight alone so we'll see

Will a config option ever be added to disable moving the clipboard to the wall?
is fix fire exit still broken? ๐
Probably in the next update
It should be fixed in v1.3.1? I was playing last night and it seemed fine
Yeah it was a mod conflict
ah cool

Hey I saw this mod has been updated, does that mean the performance issues with the better monitors are fixed?
Most of the performance fixes were related to FixPersonalScanner since that was a big one
Tbh I don't know how much more time I'm going to invest in optimizing BetterMonitors, I feel like it's diminishing returns at this point. It's already pretty good all things considered - despite it using a custom Render() call, it only does so when there is a change, and only when you're in the ship. There's other things I could do to get it performing even better, but again it might be a lot of effort for minimal improvements.
Also I (and some others) barely notice an FPS hit when all 14 BetterMonitors are active - I was getting 130-140 FPS in orbit yesterday with all monitors going strong.
My (controversial) opinion at this point is you're probably better off just setting UseBetterMonitors=false if you're trying for the most optimized scenario
Thanks a lot!
this will be the update of all times
Just use Mirage
skinwalkers stink doodoo
OpenMonitors has a cool feature where you can see the health status of all the crewmates, could be a cool addition to GeneralImprovements
Does other people get performance issues after installing this mod ?
not really
lux was the one who had pointed out a lot of the things that caused lag
Oh hell yeah
Is this toggleable or tied to another feature thatโs toggleable?
Any and every QoL, performance or bugfix feature really should be toggleable either individually or as a grouped feature as long as we know what all the grouped feature does
Because there is so much overlap with other mods
Dunno still waiting for @sly jolt to test the scan fix in GI
Does your scanner stop working correctly when this shows up
Cus I think I got this too
No idea what it does, it did work but I have a mod by TestAccount666 that changes the scanner
So that may be an incompatibility?
Looking at my code I know why this is happening but not why it's happening lol. In other words I'll fix it in the next patch
but it works normally
I think it may be finding some things that my code expects to contain scan properties but don't
I don't think I had any other scanner mods, but that error only showed up when I went inside a modded interior, and wouldn't show any scan nodes even when I was staring at an object. It fixed itself when I went outside
If it'd consistently reproducible could I have the profile code to verify it in testing?
That wasn't on modded interior
are you back to using GI?
Yea but I guess it's not a consistent issue
probably. I had this error spammed to my console when I had too much overlap between BetterItemScans and GeneralImprovements
i fixed it by turning off some stuff in GI
It hasn't repeated yet, but here's the profile code
0190dc85-d833-1c74-b6d0-b6104ff30ae1
Hello. I wanted to ask Shaosil if I could request a compatibility option for this older mod.
My group plays with the HD visual mods an that camera mod is flawless. Sadly tho it wont work when used with his general improvements mod. So I wanted to see if it was possible to get a compatibility option or have that mods cameras added in as an alt option for HD visual users.
I will drop this as a message as well in case he doesnt read the full chat log. Hope you can accomidate us HD visual mod users as so far we love the other features! Please keep up the great work
Tag to get info to mod maker author. thanks again
try tweaking these settings in the config
yea you can just change the resolution with GI
the size multiplier
AH!!! thank you!!
OOOOoooooooooooo... glorious HD ship cameras. Daddy missed you. Now I can watch em get stuckoutside an get killed by monsters due to comedic timing in HD again. ๐
I retract my request. ๐
can confirm this is happening to me too, occurred after the last update to generalimprovements, same console spam as subject1v3's screencap, it seems to be triggered by something in-game somehow. Landing in a moon doesn't have it break immediately, but after being inside for long enough or with enough people going in and out or something-or-other, it breaks in this way.
do u think you could add hiding the chat as a feature?
itd be nice to not have to add another mod (HideChat) to my pack in order to have that feature
whats wrong with one more mod
its annoying for me, and my friends who contantly gotta import code to update the modpack
wouldnt this take like 8 seconds
hidechat is a 7kb mod
if it takes that long to import then it sounds like your friends have some other issues
they would still need to update the modpack to sync config changes to avoid quirks
(also, r2modman and gale cache mods so that they dont have to be redownloaded every time you import the same code)
i just think itd be convienent
i can see how it fits in this mod
i mostly was poking the bear because it seems to be a misconception that less mods = faster modpack
10 mods that do the same thing with the same amount of code = same performance as 1 mod that does the same 10 things
i just personally dont like having a super high count modpack
even if it doesnt negatively affect performance
I do have this on my backlog, now getting to it is another story lol
is that you in your pfp?
:LUL: dang, doxxed
oops, used to my own discord
close enough
It's technically an alpha model of the guard from HL1
And for more boring details, I thought it looked funny and ended up using it in my last dev project (currently mostly abandoned) as a temporary placeholder for a guard
you have experience using HL1 models in Unity?
Actually I found it on Sketchfab and I was using it when learning Unreal 5
ohhhh okay i see
@tropic saddle actually I finally peeked at HideChat code - I'm not going to copy it since that's not my style, but I do see that it's super easy to change (thanks to Zeekers for having flexible methods)
So yeah, that will be in the next update
are there any bug fix or performance improvement aspects of this mod that aren't found in modular alternatives?
@all
would appreciate an option to fade out the chat when it isnt being used
rather than just hiding it
That's the goal
General UwUments
you get it
notices improvement OwO what's dis?
Next update will have:
-
Configurable toggle for changing the ship clipboard starting position
-
Configurable chat fade duration
-
Configurable chat fade opacity
-
Fixing error spam with FixPersonalScanner in some cases
Was there anything else important that I'm forgetting?
unsure if its a mod thing but i think the hide player names setting might be broken?
Oh? I think it was working for me last night but I can try to confirm. Keep in mind it doesn't hide player names in orbit
that's probably it then, thats the only time i remember seeing it
Cool I'll double check just in case ๐๐ผ
The dropship changes seem to have a compat issue with some mods that touch the dropship like @queen summit's FastDropship mod
ShowDropshipOnScanner?
I mean this would make sense to me
Nvm im dumb
No where the item dropship lands faster
Do I do that?
The only thing I can think of in my mod that might affect anything is how I allow more than 12 (or whatever) items to be purchased at a time
Do you use LGU?
It's the feature he has where if you add more items to the dropship it should delay it landing
For some reason your dropship changes prevent that
He said it was a compat issue with GI but he doesn't know why
lol
Do you want the delay in fear that it will fly away before you get your stuff?
Well my code doesn't touch anything delay related. It could very well be an incompatibility because of the amount of items, but it's hard to say who needs to fix it without more info
Cuz IME if I order stuff after the dropship already arrived it still has my stuff I ordered when I open it up
How many hrs have u played since adding GI back?
I know we use a lot of the same popular mods
I am contemplating adding it back since the latest update
Yeah until TestAccount replies to you idk
Alright v1.3.2 going live shortly
do u know if mods that remove the helmet visor from the screen improve performance?
I doubt it
i thought bflap was incompatible with loadstone
iirc the visor uses some pretty heavy effects for not much visual gain, so it could be worth looking into
and the readme of loadstone says it can cause issues, right?
I donโt think so
I use both
Hmm okay okay
btw dont no console spam and logneuter do the same thing?
Nah logneuter completely disables certain console / log writes
No console spam adds a cooldown if it tries to update every frame
LogNeuter is set up very minimally in that modpack just using a few things @dense quartz listed
Tulip snake console junk etc
i don't really think no console spam is necessary if you're already using asyncloggers
I donโt think itโs entirely redundant like for the error spam that sometimes happens from the rolling giant for example
โtarget player switchโ blah blah blah every millisecond if it bugs out
what about logneuter is it necessary
No mods are necessary unless theyโre a dependency for another mod
not really, but it does make it easier to read logs for errors if you set it up to remove all the garbage
i mean necessary for better performance
Thereโs also a playerrpc error that was spamming my console occasionally til I added logneuter
It can help if only minimally outside of niche situations
Is there any harm or possibility of incompatibility as far as I know? No
1A3 is one of the more knowledgeable coders Iโve seen around here and he uses it so I thought it a good idea to adopt it
Uh oh
Quick someone get a shovel
NO...
hoo hoo hoorah
@broken crescent glad to see the option for hiding the chat window integrated, HideChat is rather outdated and that's one less mod from my pack
To be fair that patch is like one line of code that is handled rather elegantly and it works really well. It calls a fade function via a postfix to 3 methods, which overwrites previous calls to the same function.
I went with the transpile method so I could modify some IL parameters, meaning HideChat will still overwrite mine if it exists
But yeah for simple things like that, I don't mind absorbing them
Yeah
Btw have you considered looking into not using Reflection for the ScannerFix, cus that would improve performance with it even more
Dunno if @sly jolt might have some alternate suggestions
I'm pretty sure I'm not using reflection for that, at least not after the first MethodInfo find
Ahhh okay ^^ I remember TestAccount mentioned it used to rely on reflection pretty heavily
But maybe you changed that when optimizing it
Well it still uses a MethodInfo every time, but that's a lazy loaded, one time find. After that it's stored in memory and .Invoke() is called on it each time AssignNewNodes is called (about once a second). As far as I know, it's not the invoke that has high overhead, but the actual lookup of the method which should only be happening once
Nice ^^
Well also that being said I'm not an expert on under the hood performance, so if Invoke() DOES have a lot of overhead, I can find a better way of doing it that avoids reflection altogether
Yeah @queen summit Might be able to provide suggestions if it does, if he's down to let you look at the code for his GoodItemScan mod or just give tips lol
Idk if it does or not personally
You should just remove reflection in player loop frame at all
To be honest the FixPersonalScanner was just my small take on how I think the scanner should behave, actually I wouldn't consider it a performance boost or anything. On the contrary I'd say it's slightly less efficient than vanilla, but gives more consistent results by sorting things by distance to player, etc
You mean in PlayerControllerB.Update? I don't think I'm using any reflection there. I usually try to avoid reflection whenever possible, especially in the game loops.
still don't use any reflection
More mods are using publicizer to open every methods and fields to remove usage of reflection
in general avoiding invoke() as much as possible is best practice yeah
Even the invoke is very performance heavy.
So, hop on the hype train and use publicizer instead ;3
When rapidly buying items and the total is more than 12, the dropship likes to land 2 times instead of just 1 time to deliver all items...
This doesn't seem to happen with other mods that increase the limit.
I haven't looked at your code yet though
Hmm I'll do some testing. I wonder if that broke after v55
Seems to work for me, I bought 24 items and they were all delivered at the same time
https://thunderstore.io/c/lethal-company/p/FlipMods/FasterItemDropship
Is this the mod that has the issue with > 12 items?
No
Yes
I'll download that and test it alongside GI
I wouldโve judged you for that Sonic icon
I'm using AI generated icons for a reason...
Me drawing something = World War weapon
Oh god
lol same
๐คซ๐คซ๐คซ๐คซ
Also using both mods together still has no issues - I ordered 24 items, landed on Experimentation, and your fast ship arrived with all of them
Shoulda seen the all out debate that unleashed when DiffoZ mentioned using an AI generated icon
AI haters gonna hate
Did you try multiple individual items or did you use something like "pro 24"?
Ugh... It's just an icon I use instead of using the "Insert icon here" text as the icon....
I am apparently an avid supporter of global warming for AI generating images a couple times a year
I run my own image models and LLMS so I guess my PC is literally hitler ๐คฃ
Ooof ๐
Because AI generating images is the problem 
in this economy? how dare you ๐
๐ ๐
@queen summit yeah even ordering 4 different types of items and maxing it out to 24, it still dropped everything in one go
Hmmm weird ๐ค
Is it possible people are ordering it after landing and just type too slow?
@light girder, if that could be the case, it would be an easy config fix
It was definitely not landing yet when I tested it.
Does the ship count as landed before the countdown is fully done?
I assume items are locked in as soon as it spawns in the sky
But I could be wrong
I've heard people say they order stuff when it's landed and it's there when they open the doors also
so /shrug
Yeah classic case of "works on my machine" lol
Ew
Iโve also always had it work, even if I order something after it already lands and starts playing the music, it still drops the items upon opening
But I use the faster dropship feature from LGU not the TestAccount mod
in vanilla this is correct
New monitor type coming soonโข
the moment the ship starts the landing animation ordered items are added to its inventory
if you order stuff mid landing animation it comes on the next ship
Probably a feature of LGU so the faster drops hit isnโt as inconvenient
Has anyone had issues with the fire exit fix working
It might not work on modded moons if the devs coded them correctly in the first place lol, but that was always an issue
Someday I may look into positional rotation instead of just flipping them, if possible
I figured it out, had buttery fixes and yours enabled in config so I think they did it twice and ended with it being inverted again lol
๐ fair
yeah you should use or the other
i just add 180 to the rotation and i assume GI does the same
so they would both spin it 360
Wee
Oh now I see. That was happening to me too lmao.
New update woo
Let's gooooo
r2modman doesn't detected it. ๐ญ
Give it a few minutes lol I always announce it right when I deploy
Check again in 10-15
this is the case in both orbit and on moon
Hmm did it work on 1.3.2?
Yo I did not realize you could change the settings in game thatโs sick
Shoutout to LethalConfig mod
I think im gonna be a good boy and add GI back to the back
Most still require a restart though
The other monitor mods fall short
worked in 132, yea
Ok I might have broke something when I was doing monitor code cleanup. I'll fix it when I can
i appreciate it ^^
Uh probably lol but I haven't kept track of other people's fixes
hmmk
My readme covers most of the features and fixes
Yea I will just be careful when setting up the config
I remember it took some work before with the masked and scanner / item grab stuff
Good luck ๐ค๐ผ
I think most of the settings won't change much if you leave them at default
I just had to backdown t ov1.3.2 as v.1.3.3 shows an error for me when installed. If you have the Exterior monitor set to the 14th camera/bottom right large monitor. It changes the video camera feed to just saying Camera/Monitor 14
Sounds like the same error as BBA
Big booty Australians
that's me
so we the sexy ones... erm I mean lucky ones to get a new bug. ๐
Thatโs what I always say
Yeah I pushed this one out a bit quick
No error log I guess?
sec I can get one. I am about to reupdate to v133 for pic. I can snatch image of errors that show too for ay
mine
Wondering if this is a side effect cus you're working on a new monitor
lol
I think it's a side effect of some code cleanup but I'll try to verify
Thanks, quick glance doesn't show an error when it goes to create the external monitor so it's probably something simple. Putting kiddos to bed then I'll investigate
tyt
also had a single line of red error text from GI as well.
But I think that may be a conflict of some kind
Looks like Mattys fixes probably caused that one by transpiling first
but wanted to share. just in case
Yeah thanks
Yeah Matty has a compat option for that
Do you use ButteryFixes, LethalFixes, Matty_Fixes, AND GeneralImprovements?
Yep
And testaccountfixes
Yes.
Do you use any of the โfixโ parts of GI in lieu of the same fixes from those mods?
Not really
If another mod covers something GI does I disable the feature in GI
Thatโs what I was wondering, sometimes I wonder who coded something better tho
Shaosil has kids which means heโs Unc which means he is wise
Found it. I reordered some enum declarations alphabetically and missed a spot where I did a "<" when comparing one. One sec lemme get this deployed
tyt. thanks for your efforts, my dude
โ๏ธ
Btw nice job, the Scanner Fix seems to be super optimized now that you got rid of reflection
Was it not also optimized in 1.3.2? I'm a bit surprised. But good to know
I never got around to trying it in that build, was waiting for you to remove reflection haha
Ye ^^ I'm curious to see what @sly jolt will find when he gets around to profiling it, cus it seems to feel smoother than @queen summit's GoodItemScan mod now
Ooh, you should do the employee health report from OpenMonitors
Yeah that's kind of on my todo list I've been lazy about that one since I will need to mess with font size and stuff
๐
This mod works 100% in v56 now?
Will it still work nicely with buttery fixes and lethal fixes?
Yur just turn off overlapping features
Wrong link
Donโt forget TestAccountFixes
https://thunderstore.io/c/lethal-company/p/woodroach/BugfixBundle/
probably best to just disable everything under the Fix section of the config unless you wanna cross-reference the configs of the other bugfix mods
I'll have to do a deep dive then
I've been trying to get him to profile my mod, but he seems to ignore me 
Woah, just checked how the new scanner code looks like and it's Transpiler madness O_O
Haha yeah once I got comfortable with how they worked, and created some useful helper functions, I try to use them anytime I think it would be more efficient.
I still don't love the idea because transpilers are more prone to breaking when things update, and they aren't as simple as a "Run before or after" function. But I do have safety checks in each transpiler to only do the work if it's possible, and log a clean error otherwise
For those of you that want a monitor that shows the health status of players:
-
Should it reveal when a player is dead, or just report their health as being low to avoid "spoilers?"
-
How should it handle > 4 players? Perhaps cycling through like the sales monitor?
Low to avoid spoilers
And 2) sounds good
Ok so maybe like a red/yellow/green heart icon or something per player instead of an exact health value
Yeah I personally donโt use the alive/dead stuff it kills the suspense
also youโll never accidentally tp a Masked onto the ship ๐คฃ
๐ true
Yoooo thatโs actually the main thing I missed from this mod was making it so the Masked donโt spin on radar
Yeah that's just a hardcoded animation on the radar icon attached to the masked entity. It was easy enough to disable
@pliant lintel for your aforementioned curiosity
i wonder if it's possible to make masked actually spin, so they actually do the radar movement
What is the point of that ๐
realism? idk ๐คท
Haha I guess if someone wants to keep the spins in there they'll just leave that option off. Unless they just want an easier detection method for visibility, but that's what the masks are for lol
make a masked heart beat reversed but its almost unnoticeable (:
is GI worth again? didn't see if DiFFoZ profiled again and found no gc.alloc
I'm kinda confused why people are coming back to the mod after I optimized FixPersonalScanner. Why not just leave that option off if it affected performance previously?
I don't mind if people don't use it or don't like it or whatever of course, I'm just confused because it's not like I overhauled the entire codebase ๐
well i think part of it is that it broke when v56 dropped. otherwise, idk
That could be
Iโve had weird cross compatibility stuff with scanner mods every update
TestAccount666 scanner is hardly much more reliable than vanilla tho in my opinion I will probably try GI
Yeah my general recommendation for that is always to disable mine if you're using others
BetterItemScan always worked good but I think itโs dead now
He's trying
https://thunderstore.io/c/lethal-company/p/TestAccount666/ScanShipEverywhere/ I recommend keeping this though if you use it
GI doesn't include this
Well yeah, n I appreciate it. His other scan mods like the one you just posted are the best option of any alternative imo
Scan fire exit etc
Further scan for main
Btw @broken crescent dunno if @queen summit would be interested but I think he was wanting you to add a Blacklist for the ScannableTools feature
So that way some modded tools can be excluded if they count as tools when not meant to be
Oh I can't remember my implementation, I thought I had comma separated tool class names for defining which ones were scannable but I forget if it's that or just a toggle
Does that even support modded tools?
Most features i liked/used was using reflection and was allocating per frame from what i remember, i have a weak pc so i'm always on search of performance, then i got some alternatives and disabled this mod, but now that you're active again i'm just curious
Come to think of it I seem to recall that being a suggestion in my issues
https://github.com/Test-Account666/LethalCompany-ScannableTools you can probably look at his code and fork it if you want, he's got it setup with a MIT License
Oh I might have misunderstood, you mean he wants me to help code a blacklist in his own mod?
No no
It's GI's implementation that needs the improvements, I was saying I hope he might be interested in helping you with it XD
ah lol
https://www.youtube.com/watch?v=w2FizSk7yXE
Throwback Thursday, pre-GI when me and my friends encountered a coilhead before we were used to it
We're pros, we can handle a measley coilhead right? Well, maybe.
There was a time I uploaded like every day lol (I have a slightly abandoned YT channel) but then stopped when it was getting repetitive
Btw @broken crescent a minor issue but I noticed the background color is applying to the displays without Better Monitors after the latest update, I have the Show blue monitor background setting turned off lol
Hm that's odd, the monitor background stuff is the main thing I cleaned up in v1.3.3, but the logic looks ok for not showing it everywhere. I'll investigate
Ah, found it - I was blending logic with ShowBackgroundOnAllScreens. Fixed in next update
The hell did I miss between 1.2.9 and 1.3.4 ๐
Welcome to the alphabetical organization restructure ๐
๐ข
Well I'm done with it- but now I wonder how this interacts with NiceChat ., .
I'mma just assume these two will work hand in hand -w -
Both pics you showed aren't of any actual changes, I just moved things around in the file
oh no no - there are values I have to take from old to new
oh f... i don't recall moving hex colors..
bbbut i like my usebetter monitor option right beside addmorebettermonitor 
I did think of that, some of the options made sense to be next to each other. But with all these config options it was looking pretty messy so I opted for the alphabetical order instead =/
does FixInternalFireExits doesn't work anymore?
I think itโs part of LLL now
Question mark
I fixed that a few versions ago, but if you use ButteryStancakes mod we both do the same thing and it flips you twice
yes i cant auto-disable the fire exits without reading GI's config and that is sort of a hassle
so it doesnt have auto compat like any of my other changes
mine fixed internal and external fire exit rotation (external only works for vanilla moons), GI's is internal only
ngl the fact that having the fire exit thing with ButteryFixes & GI both on makes you flip back to face the door just sounds really funny
if you use modded moons it is up to the creator to rotate their external exits, or you can just use GI's config for consistency
up to your preference really
one little request if i may so submit. increase the sell window limit max to like 9999 or something? then i can get rid of that unlimited sell mod ๐
(if it aint problematic to do so, of course)
is it not already increased?
it goes up to 100 now, unless what you're asking for is more than that
with my solo pack, you have 0 clue how much scrap i can amass
tho the MoreItems mod only goes up to 999, so i guess having the sell max go to that would be fine ๐
LobbyControl completely removes item limit
dont need that if im in a solo pack
i mean, it won't cause any issues to play with it solo, and it does remove the limit
Done
๐
beyond based
well it would be replacing MoreItems, you can remove the sell limit mod after that's in GI
For player health monitors, I wanted to use "<3" for a heart and just color it greed-red but it looks a little silly on the screen. I don't really want to use more than 2-3 chars because player names could be long (I truncate them but still). Anyone have any suggestions, or should I just keep the "<3"?
I would use the ๐๐โค๏ธ emojis but the vanilla font atlas doesn't have support for that and I don't really want to mess with font assets
You know, I had that exact idea too ๐ค๐ผ ๐ค๐ผ
I'll see how it looks
That or thereโs fontpatcher
hmm this isn't too bad
I have no mod dependencies currently and I'd hate to introduce one just for that
True
should probably be left aligned
Yeah it's still WIP
otherwise yeah i like that
Yeah I'd also say could do a | notch, have the player left aligned and the HP right aligned
You could prob do anywhere between 5 - 10 notches, 5 for 20 hp a notch, 10 for 10 hp a notch
like
|||
||
|
I like the colors to indicate the status too
= could be good but if you're concerned about space that's probably gonna take up significantly more
I think I do like that a little better. Working on alignment
-โโ ?
Iโm not sure how limited the character atlas is
Well considering it doesn't even have dollar signs $ lol
Since credit symbols are just squares (in code they are $)
Interesting
oh, if you do have a square symbol i was gonna suggest that as well
but what about player with a long name
I'm truncating them
Itโs supposed to be vague
Oh
๐ ohhh
So IHaveAReallyLongName would become something like IHaveAReallyL
Ohhhh ok ok ok
I think I'm happy with this. I'm going to push the signs a bit more to the right then deploy it and expect everything to break ๐
Lmao I've seen cases where they just get cut off
Got an idea for a mod option!!!
I have a friend with a long name, and when viewing them on the Terminal their name just doesn't load
lol
Make it so we can rotate items "placement spots" like in the cabinent. So we cna display our gear an fav scrap how we want..
would love that function ingame.
so in a mod maker didnt add in so that items rotate toward up like vanilla scrap does, then we can rotate them by holding a key or somethin once placed somewhere
if, pardon
ugh my computer is going to explode with this many instances
Not a bad idea but it sounds a bit time consuming to implement tbh ๐
New update on the way bois
It was kind of hasty so feel free to report any new breakages
Do you know anything the conflicts with AutoSelectLaunchMode? I thought it was fine because it selected an option rather than just skipping the screen entirely
Looks great, I've been hoping for an addition like this
It would be cool if it was a purchasable upgrade, like OpenBodyCams
fix dropped items not colliding with shiplaceables
Lets go
no worries. figured I would mention it.
It's crazy how many downloads this thing has. I originally made it for me and my friends just so our inventory would populate left - right as we pick things up lol
And seeing people recommend it on reddit when QoL mod threads pop up ๐
if useful why not download and cut number of mods (since my friends keep screaming at me saying they dont wanna play with that many) lol
That's fair. I have 30 mods, like 5 of which are dependencies from other mods I wish I could ditch but really like
One day I plan on doing quick hotbar switch code
i have noticed that my mods don't actually finish initializing for like 15 seconds after it shows the selection screen for Online or LAN
only on my laptop though. My desktop has more RAM and a better cpu and it finishes before showing the selections
I think its a system constraint issue where it might not finish some of the initialization before GI selects online which initiates a whole other step of the mods launching
Hmm that makes me wonder if I should turn that option off then for users with lower amounts of ram
@broken crescent Could a buffer be added for when you are on the screen so everything loads? I just hate when the game finishes loading and I don't notice (my pack is almost 200 mods so it takes awhile) the menu music tends to be my que that its loaded
the <3 is funny but i think it portrays poorly
looks like "less than 3" more than a vital sign
Message could not be loaded
200 mods? Are you getting a good amount of fps? With 150 mods on my game it can barely maintain 50-60 fps, sometimes going straight to 30fps or less.
Most of the time I get around 60, sometimes it dips into the 40s but overall it's pretty good
My group hasn't complained much about performance, barring something going wrong XD