#General Improvements

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subtle mulch
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I really need to figure out how to do that deep profiling

rain geyser
idle valve
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I loved the extra colors on the monitors, they definitely help read them better. I would also like the weather to have its own colors, kind of like the "CorporateRestructureWeather" mod does.
Maybe you could later set colors for all monitors and then give the option to enable extra colors on them or not, that would be great.

rain geyser
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or can you enable and disable them live with LethalConfig?

idle valve
broken crescent
idle valve
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Oh oops, I didn't understand the question well. Sorry ๐Ÿ’€

rain geyser
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there's been reports that this can contribute to the vanilla inventory lock-up bug

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oh wait

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does this allow you to pickup scrap while in orbit?

idle valve
rain geyser
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Also scrolling thru the hotbar faster

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I saw the default for GI is 0.1

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I set mine to 0.3

sacred kelp
upper schooner
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In which way, specific weathers are colored specifically and listed on the top of the main monitor's description?

sacred kelp
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Yeah

outer crystal
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Im at 169 an runs fine for me.

broken crescent
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Anyone else not able to sell anything if you set the limit to 999?

rain geyser
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But itโ€™s probably because my modpack is too hard so we keep dying before we get scrap back to the company, not because itโ€™s set to 999

broken crescent
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Hmm I'll have to debug that, someone opened a github issue about it

subtle mulch
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Testing it rn in one of my test packs

broken crescent
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oh THATS why

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ha

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so get this

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The opcode for the command that checks for 12 items (I overwrite that number with the config option) is an ldc.i4.s... which means it goes from -128 to 127

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So I assume assigning a value higher than that overflows to something negative

subtle mulch
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Yeah I can't place anything on the sell counter ๐Ÿ˜‚

broken crescent
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just keep it <= 127 until I put a fix in ๐Ÿคฃ sorry

rain geyser
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We canโ€™t sell scrap cuz we donโ€™t have scrap to sell funny haha hehe

queen summit
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I wonder... What happens in big lobbies? Will it scroll?

broken crescent
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and shows PAGE N of M

queen summit
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Sounds good :3

broken crescent
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There's a bug with it where it doesn't show the correct player name when someone joins currently

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But next time it updates it fixes itself

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Also the text isn't perfectly aligned because it's not a monospaced font, which is bugging me

queen summit
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It's not monospaced? SCaraara

rain geyser
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my scanner shows TOTAL: 0 any time im not in the ship

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i have everything scanner related in GI completely disabled

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nodes, everything

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im just using GoodItemScan

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do you know the fix for this>

queen summit
rain geyser
queen summit
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While not having any scan nodes on screen?

rain geyser
queen summit
toxic summit
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i just noticed the masked changes, can this mod replace masked enemy overhaul fork? and is it compatible with mods like mirage?

frigid bramble
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i mean if you're using mirage you don't really need MEOF

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but yes they are compatible, as long as you set them the same way

rain geyser
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I added GI and I donโ€™t think mirage was working period

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Iโ€™m honestly burnt out tho, idk if I will bother trying to fix it until v60

hardy fable
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I use BetterItemScan instead

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I like that mod

narrow oriole
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it should be a normal 32-bit integer

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oh never mind, I guess the _s suffix makes the operand size smaller, I didn't think about that

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sorry for the ping

broken crescent
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Lol no worries. And yeah just another random thing to learn about IL ๐Ÿ˜…

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I was kind of surprised it was such a big jump too, from 4 to 1 byte. Typically one step down or "short" would be int16

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Honestly I'm also surprised I haven't run into this before with all the random integer changes I've made to operands that might have been i4.s

narrow oriole
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yeah, I forget if there are any cases where I would expect to see this

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I guess I haven't modified that many constants really

little spire
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Do we have to use better monitors for the new health monitor option?

broken crescent
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No, all monitors except custom ship camera positions work with all config settings

little spire
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Would it break N not show everyone?

broken crescent
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It will show 5 at a time and cycle pages

little spire
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That's cool

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Mmmm

broken crescent
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๐Ÿ˜Ž

little spire
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Would it be possible that if I add more monitors with the health thingy, it would act as different pages?

broken crescent
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I don't have any of the monitors able to communicate with each other at the moment, and I didn't set up any paged monitors to force display a custom page, so that one isn't doable for now sorry

little spire
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It's ok tho, im glad with how this one works

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Thank you for your hard work, Smooooch

broken crescent
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โœŒ๐Ÿผ

low gyro
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yoo they just kissed ๐Ÿ˜ณ

little spire
low gyro
broken crescent
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Ayo

low gyro
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exactly

short frost
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Daym

little spire
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Uuuuh @broken crescent
Monitor 8 = Player exact health

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I don't think that's the player's health

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Normal health seems to work

broken crescent
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Hmm I didn't test it without better monitors, let me check if I made a wrong assignment

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I also forgot to resize the font and stuff on those lol

little spire
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Damn

broken crescent
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I'll try to put a hotfix out today

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There we go. I think in your first screenshot you might have just misspelled it because the PlayerHealthExact monitor seems to load for me. But I have one more bug to fix with this before deploying

broken crescent
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going live soon

little spire
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Gale had the option where I could select it myself

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Well either gale or lethal config

broken crescent
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Yeah thats weird then, I would verify the config file itself has the correct value

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If it still doesn't work after 1.3.6

little spire
thin pecan
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General improve is spamming the console

fast lintel
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yup

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GI also gives error

broken crescent
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Yeah I was disappointed with my mod yesterday, me and my friends played and found bugs with SyncMonitorSettingsFromHost (when OBC is active), the danger level monitor doesn't work at all for clients, the player health monitor doesn't trim enough long names, and the time monitor didn't initialize for one of the clients -_-

thin pecan
upper schooner
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Open Body Cams

broken crescent
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OpenBodyCams was throwing an error when SyncFromHost was on, but it's probably because of something unexpected I'm doing

rain geyser
broken crescent
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Ok that's weird

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It picked up the font change but it's setting the wrong text

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Any error logs?

little spire
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Uh

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Imma try a different monitor N see if it's diff

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Triple uuuuuuuuuuuh

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(uuuuuuh)^3

upper schooner
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Honey, I shrunk the font

little spire
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Well at least the other one works

broken crescent
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I don't see any errors that stand out but I also don't see any monitors updating except for the credits one, that sounds like something else may be preventing something from running

Just a hunch, you could see if disabling PizzaTowerEscapeMusic fixes it? It doesn't look like it's causing issues with my stuff but there are some errors around that time

little spire
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Will say tho, when I use the big monitor with it and better monitor, it works on there

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Small monitor would still be broken tho

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Actually, hold on, Imma test this on its own with my configs

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@broken crescent Uh boss

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It's not a mod incompat

broken crescent
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Ok how about this, I won't be able to check it for a while but if you send me your profile code I'll try to repro it when I'm available

little spire
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For the time being Imma mess with better monitors

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Oh yeah btw, I was gonna ask for a "Players alive count" monitor option

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Like it would say "Alive players:5/6"

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Thought it would look nice on the small monitors and stuff

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I guess it also doesn't work here

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OH, Do i need both player healths for the feature to work??

broken crescent
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You shouldn't, but that could be a case I didn't test

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It's possible I always tested with them both active lol

rain geyser
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My Player Health monitor worked fine ๐Ÿค”

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The rough estimate setting

finite bough
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I might be dumb, but why can I not get the extra monitors up?

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nevermind i'm dumb lol

frigid bramble
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friends were getting some visual desync on that 2nd row 3rd column monitor (left is theirs, right is mine). it should be time instead of that quota monitor

light girder
frigid bramble
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it's not

light girder
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It is, my group hasn't had any issues

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Could be an older monitor layout you used

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and they never updated

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syncing monitors from the host also isn't really a guaranteed to work setting

frigid bramble
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it's just not though. we synced with a modpack code several times last night. i haven't changed the monitor layout in months. that also wouldn't explain why the second quota monitor on their screens are incorrect either

light girder
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if they were using that

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๐Ÿคทโ€โ™€๏ธ

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It's probably an issue with another mod

sour rain
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quota: $0/$509 is the default monitor text

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so it seems like for some reason or another the monitor's text just isn't getting updated at all

frigid bramble
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wdym by default

sour rain
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before the monitor gets updated to show the actual profit quota that's the text

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so it seems like it's getting cloned to the other monitors and then just not changed at all afterwards

frigid bramble
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huh

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i'll do some lan testing later to see if i can get it to show up there

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apparently at some point throughout the run it fixed itself, but i'm not sure when exactly, or it not updating could've been a fluke from the get-go

tawny gyro
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while reporting an issue from another mod, @short frost noticed an error with the Danger screen

broken crescent
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I need to rework the last couple monitor types I added, they have a ton of bugs currently. Good to know though, I thought I took care of that particular one

tawny gyro
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didnt really affect me (i think), but still, just delivering the message

finite bough
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I have a question, but might not be the right mod. I added open body cams and was wondering how do I get the better quality to the monitors for the cameras?

finite bough
broken crescent
potent hedge
thin pecan
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Setting starting credits doesn't work

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Still have 30

frigid bramble
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any errors in log

thin pecan
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Nope

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I don't believe I have any other credit altering mods either

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019109c5-2de4-3b55-657c-2dc79e09723f

frigid bramble
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probably not much more you can do other than disable chunks of mods until it starts working

tawny sapphire
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I noticed since one of the recent updates the color for some texts on the monitors changed. Like credits and scrap on ship.
I assume this is GI..? Is there a config to turn that off?
I use a custom color for the general text and I think that config is not very useful now because most colors but green and white will look weird next to the new other ones. So being able to turn those off or setting them manually would be great.

frigid bramble
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i noticed that too, and i agree

finite bough
potent hedge
finite bough
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Awesome thank you!

thin pecan
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Removing names doesn't work

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above player heads

frigid bramble
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it works if you're not in the ship

thin pecan
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Oooh, I see

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I was in ship, thanks

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I have some more bug reports though

verbal saddle
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Hi guys! I have a question, will the General Improvement Mod conflict with the Mirage Mod's Mask Entity settings?

fleet thistle
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Nopr

fleet thistle
verbal saddle
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Just tested it, they work perfectly together

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but i notice one things, the minimum credit on first day is not working with advanced company credit setting

finite bough
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So I ended up changing my Bodycams res to 1080 lmfao and it still doesn't give that perfect quality monitor like I see others have in their screen shots.

outer crystal
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Hey I wanted to pop in. Had an idea for a dumb; maybe simple" compatibility option for your GI mod. Have a selector for disabling the More Company logo on main menu. Dumb an pointless. but somethin I thought of. Feel free to use or ignire, lol.

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OH! Another one. Maybe look into a menu option for More company that accesses the cosmetics options while "in game" like how Advanced Company used to do before it shut down.

slow flicker
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I keep getting weird masked behavior and donโ€™t know why lol

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Itโ€™s something that neither of the two should cause, some masks being unable to kill anyone

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Have a clip of a mask standing on top of two players for a solid 10 seconds (they didnโ€™t realize it was one) without killing them and Iโ€™m not sure why

frigid bramble
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leave the ones you aren't using off

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it seems kinda counterintuitive, but if you set one and disable the other, it won't run the masked patches while the other one will, so you end up with only one mod patching the masked animations which is what you want

onyx vine
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Yeah I really hope GI gets a global "masked tweaks" toggle so I can just turn that off and make sure Mirage is working well

frigid bramble
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all you have to do is this if you're using Mirage

light girder
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Should be this

onyx vine
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yeah like, the default state should be GI not touching masks at all

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(I personally don't like the masked stuff being in GI at all, but)

broken crescent
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Like many of my other options, leaving things at their default should ensure no code of that nature is touched

frigid bramble
onyx vine
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don't masks spin in vanilla?

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so that should be on for it to be default

light girder
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As it adds to the gameplay to make them less obvious

umbral ermine
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Thats also a General Improvement ๐Ÿ‘€

light girder
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Mhm

light girder
onyx vine
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but shoasil said that that's not how it should be

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it should be the default settings

proven moth
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^

light girder
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The way it works may have been changed since

proven moth
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It was never changed

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Masked entities reach towards player and Masked entities wear masks in GeneralImprovements being turned to false makes GI remove the zombie arms and the mask

outer crystal
outer crystal
outer crystal
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OOOooo!!! New idea for General Improvements. Not sure how hard this would be. But have sounds at doors! maybe have any sounds played near the interior doors be copied via the mimics copy of audio an played on a slight delay as muffled sounds outside the exterior doors. So we can tell by the sounds if friends or enemies are near the doors.

outer crystal
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Question. I wanted to ask if these following Fix mods were still needed with General Improvements installed...

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I wasnt sure if these had been addressed in the GI build or the v56 update. As I was looking to add them to my modlist if they were still needed to correct problems in game.

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Hope someone can let me know. Thanks ahead of time to whomever spots this an responds.

onyx vine
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yes all of these are needed

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GI doesn't fix any of these

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ButteryFixes has some overlap with GI, but BF handles compatibility for that seamlessly

cloud gate
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if u have GI and BF, turn off fire exit fix on one of them ๐Ÿ˜‚

onyx vine
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oh yeah, you will need to manually do that

outer crystal
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Thank you!

outer crystal
outer crystal
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Question.

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When using General Improvments to give mimics nameplates, removing the arms reaching out, an removign the mask. Should I use Mirage? Or Optimized skinwalkers with GI? Never tried Mirage. So not sure how comaptible it is with GI ... or if its even better than Optimized skinwalkers.

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If anyones used GI an either, or tried both of those. Please share some info on which is recommended for compatibility.... or which is just better in your opinnion.

cloud gate
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im using both without the nameplates,
all masked setting in GI is none and False and nothing breaks somehow

outer crystal
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Both Optimized skinwalkers AND Mirage? doesnt that conflict heavily?

cloud gate
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no i mean mirage and GI

outer crystal
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OH!

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How is the audio mimicing with Mirage? My only experience so far is with Optimized skinwalkers.

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Tryin to find out which is better.

cloud gate
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its good, since default setting is only applied voice to masked

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and people will hear the same voice

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idk if optimized skinwalker fixed the different voiceline or not

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by same i mean 2 or more player will hear the exact clip and not 2 different clip at the same time

outer crystal
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Sadly not have my group online in a month or two to play LC with my modpack with people. So I need to ask some questions when I get the chance to play my modpack with others.

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As I know from experience some bugs an problems will only appear to others in a session, an not to the host. So far, all my current v56 testing is for solo. I need to find some new people to play LC with.

cloud gate
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u can copy your current profile to the lethal.exe directory and play LAN to test i think

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launch the game both from mod manager and the lethal folder

outer crystal
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...ugh.. nm. It does. I missed it as it wasnt labeled as Mirage. Was labeled as Qbarch.Mirage.

tropic saddle
upper schooner
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I just had a dumb but silly thought

So if you have the fire exit flip on for GI AND BF, it flips you twice so you end up looking at the fire exit again. With the standalone fire exit flip mod in the mix, does it flip you a third time so you're facing away from the fire exit?

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While yes it should be removed at this point due to redundancy, I just had this thought that since having 2 solutions to the same problem cancels out the solution, if the 3rd will still yield the solution

tropic saddle
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no dont remove it. a lot of people prob only have GI. and the people who have both literally just have to turn it off in the config lol

upper schooner
upper schooner
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Like having 3 solutions to fix the fire exit flip enabled at the same time is sheer overkill when you only need 1 to do it

thin pecan
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What's BF?

upper schooner
tropic saddle
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i have the fixes i mentioned but also a lot of optimization mods

broken crescent
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Sorry folks I have done zero coding for GI lately, got my steering rig set up because the sim racing bug bit me

When I do work on it though I plan to rework the danger level and player health monitors because they are BROKEN at the moment. But I also might look into those dumb weeds (mold). I have a couple ideas for those, because they get so out of control when QuotaRollover is enabled.

I might

  1. Add an option to have them STAY destroyed when you spray them, and not respawn

  2. Allow the iteration growth rate to be adjusted, so you could specify 3 days or whatever instead of 1 (default, results in nearly exponential growth)

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I've been holding off also because I think there's a chance Zeekers may fix some things about the fox and weeds in v60, and I'd hate to do extra work for no reason ๐Ÿ˜›

upper schooner
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Fair and it looks like Zeekers pushed back the release of v60 by another week

broken crescent
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Not to be overly critical but that GenerateMold function is... Special. It's been very difficult for me to read even though it isn't very large. There's several lists and variables that don't have clear meaning, 3 nested loops, unexpected randomization and juggling of which mold spores are created or destroyed.. it's kind of a mess

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Compared to most of his other code

narrow oriole
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I may be wrong, but I think the growth actually isn't exponential

broken crescent
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No, it isn't

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But it feels like it with all the branching and nested loops

narrow oriole
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oh right, yeah

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agreed

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I wrote a python script to plot the distribution of individual plant counts per day if you want to have a look at that

broken crescent
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My friends and I always use QuotaRollover and they get completely out of control by quota 6+

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Oh cool

narrow oriole
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just gotta remember where I stored it

subtle mulch
narrow oriole
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It's got some keybinds:

  • space: toggle between including the initial spawn count randomization
  • left/right: decrement/increment the day
onyx vine
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You should have seen the NoFox saga

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that mod took so many tries to get working

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mold is... very special indeed

thin pecan
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What's mold?

narrow oriole
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the internal name for weeds

tawny gyro
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i feel like Zeekerss rolled his face across his keyboard to code it so that nobody could figure out how it works; not even him

upper schooner
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Sounds like it by the reports of what I hear about the code

rough salmon
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๐Ÿ˜ญ

sour rain
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it will cause desync if any players have mods that modify it

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and they don't all use the same mods and same settings

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i feel like it is out of scope for it to be included in this mod as settings

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with those stipulations

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just imo

frigid bramble
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this mod already has host-only settings doesn't it

sour rain
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yeah but host only settings are one thing

sour rain
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right now the only all clients setting in generalimprovements IIRC is the medkit

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everything else is either client side or host only

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also on a loosely related note

  1. Add an option to have them STAY destroyed when you spray them, and not respawn
    this is already vanilla's behavior (although it might be bugged in some cases)
frigid bramble
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this mod already has config syncing doesnt it? could just do that

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i just sent basically the same message twice in a row without realizing it ๐Ÿ˜ญ

broken crescent
granite patrol
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I made a mod idea for this so glad someone's doing it

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would rather it be a standalone but I'll take what I can get

granite patrol
rough salmon
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๐Ÿ˜” ๐Ÿ˜ญ

finite bough
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[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
GeneralImprovements.Utilities.MonitorsHelper.UpdateDangerLevelMonitors (System.Single totalMaxPower, System.Single totalCurrentPower) (at <2fbcab78f0514923be01e0459a5c3c70>:IL_00A6)
GeneralImprovements.Patches.RoundManagerPatch.RoundLevelPowerChanged (RoundManager __instance) (at <2fbcab78f0514923be01e0459a5c3c70>:IL_001D)
(wrapper dynamic-method) EnemyAI.DMDEnemyAI::SubtractFromPowerLevel(EnemyAI)
EnemyAI.OnDestroy () (at <0b5b829887344817a21214132ea92eef>:IL_0029)

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Got a GI error. Not sure exactly whats going on. Randomly i'll hear the pop from sellbodies confetti addon and this error pops. the confetti pop is suppose to be a signal an enemy died.

broken crescent
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It's related to the new danger level monitors. I plan on giving them a rework soon ๐Ÿ‘๐Ÿผ

finite bough
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ah gotcha thanks.

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If I turn that monitor off will it still drop the error?

broken crescent
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That would hopefully fix it lol. Not 100% sure though

polar frost
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are there mods that arent compatable with this one?

polar frost
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whats obc?

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nvm

sour rain
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@broken crescent the scrap on ship monitor doesnt update when you attach the truck to the ship

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just a new v56 use case to account for

quiet sable
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wait, I havent seen any config option for GI to show a ship total when you scan, am I missing something? I'd love to get rid of another mod

sour rain
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set one of the monitors to display "ScrapOnShip"

quiet sable
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oh a monitor

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hmm

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I wonder if I have room

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Also -

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Wait,a re you the GI dev?

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XD Was about to ask you if you'd consider adding something like you're the one devving GI but I dont actually know if you are or not

sour rain
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no, im not, that would be Shaosil

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the thread's OP

quiet sable
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XD ok. Well, Ill just post it here incase they see,

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I am curious what the likelyhood of GI adding a "moon cost" section to their improvements. I've been struggling to find a moon cost mod that actually works properly, and whenever GI does something they always seem to do it right, XD

broken crescent
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That should already be an option somewhere

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I forget what it's called offhand

quiet sable
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its not, I've scrolled through every config option

broken crescent
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Terminal/ShowMoonPricesInTerminal?

quiet sable
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?

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that just shows the prices

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oh, maybe I didnt explain properly, I meant a config for changing the prices of moon transit

broken crescent
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Ah gotcha, yeah nothing like that currently, no plans to at the moment but we'll see

quiet sable
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Thats fair, I just cannot find a mod that does that and actually works, its so infuriating

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the one im currently usingh doesnt work for the 2 hidden moons

tropic saddle
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you cant get it on thunderstore tho

cloud gate
tropic saddle
cloud gate
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?
dont they just need moon price, whats with the custom scrap

tropic saddle
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yea but i thought configuring anything about a moon in LLL breaks wesleys scrap

cloud gate
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idk last time i changed stuff for custom interior and moonprice in junic their scrap still there

tropic saddle
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maybe i wrong then'

cloud gate
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but that was like before v1.3.0 and above i could be wrong

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i can do a quick test tho

quiet sable
tropic saddle
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in my experience all wesley scrap becomes dice with the name "???"

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after tweaking lll moon config

cloud gate
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oh wow it does break

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for my case theres no scrap at all lol (except keys)

quiet sable
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so using LLL to set moon prices to 0 is a no go

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ughhh

cloud gate
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try uhh #1213985212686532638

quiet sable
cloud gate
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yea most of them are paid moons

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i think its only asteroid that are free

quiet sable
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=T

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i wonder if that mod about "unlocking" moons does the same thing to wesleys' scrap

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can you test that Arterra? do you even know what mod im talking about lol

cloud gate
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does this not work

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oh wait it work

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for wesleys moons at least

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and the scraps didnt broke too

upper schooner
broken crescent
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Good thing I haven't put too much time into this ๐Ÿ˜„ Other than 20-30 minutes looking over the mold spread code

queen summit
short frost
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I liked kidnapper fox too :<

broken crescent
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I would like it too if it wasn't for the fact that:

  1. It grows far too fast once you get past 4-5 quotas

  2. The weeds do not usually stay destroyed once you spray them, making it practically useless the following day

  3. The weeds often grow close to the ship allowing the fox to spawn camp

  4. Even if the weed spray worked correctly, it's per moon, meaning you can spend a bunch of time managing weeds on one moon but when you go to the next, it's overrun

  5. The fox is hard to kill

It has potential but right now is just not fun unless you play for memes alone

queen summit
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I agree with point 2 and 3 ๐Ÿ˜…

broken crescent
#

2 and 3 are my main gripes. If the weeds were manageable I'd accept it. #1 is kinda annoying when you play with quota rollover though since we often reach quota 10+, and by then.. heh

#

weed city

short frost
#

Yeah I feel like if he can fix 2 and 3 itll be really golden

proven moth
#

#1 kind of a user issue tbpf

short frost
#

4 is debatably the next big "gripe", but its only noticeable when really high quota

broken crescent
#

Yeah 1 and 4 only really show up with QuotaRollover enabled

proven moth
#

nah 4 happens in vanilla iirc

broken crescent
#

Sure but it's not a huge problem unless they start to get overgrown, which doesn't really happen until much later quotas

proven moth
#

fair

light girder
#

But the vain shrouds are very broken in how they work right now

narrow oriole
#

for point 1, does it really increase the growth speed based on the quota? I didn't notice that in the code, and if that's the case, my python script is incorrect

light girder
#

Some moons will spawn a ton, others will spawn none

#

Others will spawn a way lower amount

narrow oriole
#

that's separate, the way that works is there's a very low chance of the weeds starting to spawn on each moon every day

#

once it's decided that they will spawn, it places 1-3 days of growth

#

but before that, there will be nothing

broken crescent
upper schooner
#

In the console it actually mentions at the end of the round the mold growth progress per day so you can somewhat monitor what it looks like on other moons

#

When I was trying out that WeedKillerAdjustments(?) mod I was keeping an eye on to see which moons where just bozo'd by bushes

#

In my case it was March & Embrion

narrow oriole
broken crescent
#

Ah no, so there's an "iterations" number that increments by 1 every day. But then the generateMold function has that as a while loop, inside of which is another loop that handles random branches, inside of which is another loop that handles I forget what. So it appears almost exponential after a large number of days, even though it isn't

narrow oriole
#

ah, yeah

#

I guess I just misread your first point then, but I'm not sure how to read it exactly

#

maybe you mean it grows too fast across all moons to be controlled?

#

(which I would definitely agree with lol)

broken crescent
#

Basically yeah, the longer we play a single run, the more weeds pop up to the point where they cover half the map and the fox harasses the heck out of everyone

light girder
#

I would prefer the vain shroud system be removed entirely and the fox work without it

#

The Vain Shrouds cause a ton of performance issues when they spawn in an abundance til you deal with them

#

They suck

narrow oriole
#

I just feel like it needs to have a limit on the number of active weeds

light girder
#

Probably

narrow oriole
#

at least as far as performance and visibility goes

light girder
#

but the places they can spawn also needs reworked

narrow oriole
#

yeah

light girder
#

They spawn in unreachable locations sometimes

narrow oriole
#

spawning them at the same rate across all moons after a certain point is just not playable

#

unless the fox becomes easier to kill

#

I found that using the stun gun on it is pretty effective for killing it but you still have to find it in all the weeds

broken crescent
#

See these are all great points lol. The fox is fine but it needs a big rework

short frost
#

I mean, in terms of performance I don't see the weeds posing a problem, they can easily be low poly and have LOD stuff attached

#

I add 2k+ flowers to the game as hazards on the outside everytime a player lands and cause 0 issues there

narrow oriole
#

2k objects? wow

#

as long as they're instanced, I guess

#

also @broken crescent just so you're aware, patterns like this will cause the runtime to look up the DropAllHeldItems method repeatedly as it linearly scans the instructions

light girder
narrow oriole
#

it would probably be best to cache a field or method you're looking for before scanning for it

light girder
#

We know this

narrow oriole
narrow oriole
#

the interiors themselves perform very well compared to the average modded interior

light girder
#

I just hope V60 is gonna drop before Saturday

narrow oriole
#

CullFactory improves things by like 20% max for vanilla interiors, where for modded ones it can be as much as 100% I think

light girder
#

I would prefer it drop in the next couple of days so mods that need to update can do so

#

lol

narrow oriole
#

wait, why would they not be able to update whenever it comes out?

light girder
#

Oh I'm planning my 400 follower special stream to be on Saturday XD

#

So I would prefer V60 drop before that

narrow oriole
#

ah

short frost
narrow oriole
#

100ms to instantiate them? I was thinking of rendering time

short frost
#

Yeah to instantiate 100ms, in terms of rendering etc I havent seen too many issues but they are insanely low poly (100 tris etc iirc) and have LOD culling

narrow oriole
#

gotcha

#

not sure how instancing interacts with LOD, but if you have it set up to use instancing then rendering probably is pretty negligible

#

unsure if the weeds are using it, I should probably try to check that

short frost
#

Not 100% sure on whay u mean by instancing tbh, I instantiate them and they sound like similar words so I assume that

narrow oriole
#

instancing is where the geometry is uploaded to the GPU as once "instance", and then a batch rendering call provides the information necessary to duplicate the geometry across multiple transforms

#

it's used to reduce draw calls

short frost
#

yeah um considering i have 160 flowers duplicate themselves like 20 to 50 times each moon landing, it sounds like that would be pretty helpful, how exactly would i purposefully do this? lmao

narrow oriole
short frost
#

ah, it literally is just a toggle

narrow oriole
#

Looks like it recommends against using this for instances that have less than 256 vertices, though. You mention you have 160 flowers though, are those in fixed positions in a group? those could be merged into one mesh to allow it to be instanced more efficiently

narrow oriole
#

ah, gotcha

#

then it might be trickier to make use of this

short frost
#

yeah, ill give the vertices another look and see if unity recommends it or not

narrow oriole
short frost
#

seems possible

slow flicker
light girder
#

@broken crescent just a bug I noticed to report

#

The hide chat feature doesn't seem to hide the chat again after entering and closing the terminal

polar frost
#

Why does this mod sometimes just reset all of my settings ๐Ÿ˜ฆ (after crashing the game once or twice)

#

and why does it crash in the 1st place (when starting up the game)

ivory pivot
#

and since this is most likely not an issue with GI #help-and-troubleshooting or #1185732310700654732 is a better place

quiet sable
#

weeds are persistant between days??

ivory pivot
sour rain
#

no, weed growth is independent of player actions

#

it is always happening everywhere

#

landing on certain moons and having certain amounts of money makes them more likely to start growing but once growth starts it is a fixed rate

narrow oriole
#

a fixed rate per day (landing), so in some sense their phrasing is correct

sour rain
#

i suppose so

quiet sable
#

yeah I did all the reserch on weeds and foxes now so I know exactly hoiw the work, its super interesting stuff!

#

for clarification tho, I believe literally only embrion cares about the money you have

sour rain
#

every moon except for titan adjusts its rate based on group credits
rend, dine, and artifice adjust their rates based on group credits + where the ship is orbiting

quiet sable
#

that definitely doesnt reflect what I've seen

sour rain
#

it's what's written into the code of the game

#
if (this.levels[i] == this.currentLevel)
{
    num = 0.1f;
}
else if (terminal.groupCredits < 200 && this.levels[i].levelID == 12)
{
    num = 0.075f;
}
else if ((float)terminal.groupCredits < 500f && (this.levels[i].levelID == 7 || this.levels[i].levelID == 6 || this.levels[i].levelID >= 10) && (this.currentLevel.levelID == 5 || this.currentLevel.levelID == 8 || this.currentLevel.levelID == 4 || this.currentLevel.levelID <= 2))
{
    num = 0.04f;
}
else
{
    num = 0.07f;
}
if (random.Next(0, 100) <= (int)(num * 100f))
{
    this.levels[i].moldSpreadIterations += random.Next(1, 3);
}
#

this chunk here

#

anyways, level 7 is Dine, 6 is Rend, 10 is Artifice, 11 is Liquidation, 5 is Adamance, 8 is Offense, 4 is March, 2 is Vow, 1 is Assurance, and 0 is Experimentation

#

if:

  • the group has less than 500 credits
  • the iterator is currently on Dine, Rend, Artifice, or Liquidation
  • the player's ship is currently orbiting Adamance, Offense, March, Vow, Assurance, or Experimentation
    the chance will be 4%, otherwise it will be 7%
#

i misread this code before and thought it applied to every moon, but it seems instead like the intent here is for the paid moons to be less likely to spawn shrouds as long as you are in the earlygame (few credits and only orbiting free moons)

strange wraith
polar frost
strange wraith
#

so... the next version is gonna be a major one, or...?

polar frost
#

pretty much

frigid bramble
#

v60 is right around the corner

#

like literally within days. potentially today

strange wraith
#

okay, good to know

onyx vine
#

yeah zeekers just skips updates

#

since I started playing we went 45 -> 49 -> 50 -> 56

#

and now -> 60

#

assumedly tomorrow, I doubt he'd release this late

frigid bramble
#

actually โ˜๏ธ ๐Ÿค“
it went 45 > 47 > 48 > 49 > 50 > 55 > 56

#

his scheme is small update > +1, big update > +5 and round to the nearest 5 or 10

rain geyser
light girder
#

@broken crescent whenever you update the mod again, might be worth looking into why the mod is lowering the performance inside the ship. I have BetterMonitors off and everything and there's still a noticeable performance hit with the mod enabled compared to disabled

ivory pivot
broken crescent
#

Hmm ok

frigid bramble
broken crescent
#

Funny enough that's on my todo-eventually list ๐Ÿ˜„

frigid bramble
#

awesome lol, hope to see it soon

quiet sable
#

Save Furniture Places is bugged for me, it doesnt actually save the furniture places, and when a run restarts I cant move any of the furniture that I put in storage the previous run until i go to the terminal and ask it to take the furniture out of the storage, even tho the furniture is very clearly still in the ship

frigid bramble
#

i've experienced this too but not sure if it was this mod

ivory pivot
# light girder Idk

I know you run the furniturelock mod, could be an incompatibility between the two mods? I haven't noticed a lot myself even though I have the same mods and haven't had the furniture lock for long enough, I added it after seeing how nice it was on your stream

light girder
#

Nah

#

Prolly not

hardy fable
tiny sigil
#

under the start up section of configs can we get one to disable the "some of your save files are incompatible with v55 and will be corrupted if you play them" message

#

i get this all the time (possibly due to hte better saves mod) but its just annoying

cloud gate
broken crescent
#

I find that happens to me if I start a new save and don't quit the game properly, which would normally allow the game to save more info. It will still load it, but gives that message. That might be a different scenario though

tiny sigil
#

regardless an option to disable it like the news popups would be nice :3

solemn steppe
#

Been awhile since I played and now Idk what I did wrong since I canโ€™t see the external cam on monitor 13

hardy fable
#

Try a new save and see if it has something to do with that

solemn steppe
tiny sigil
#

i encountered a bug where sometimes the clock monitor will just display "monitor #" for late joiners until the ship lands

solemn steppe
light girder
#

@broken crescent Any chance you could add a config option to disable the patch in GI for collecting dead bodies automatically? As much as I like the feature there's too many times where it just causes the ui to bug out and get stuck doing the audio of trying to collect an item

finite bough
#

Also I'm confused my GI doesn't auto tp corpses???!!! You sure there isn't a config for it?

sour rain
#

in vanilla you have to teleport the body, pick it up, and then drop it again

finite bough
#

Oh! Wait so is that why the bug happens?

#

I thought there was a feature that was auto teleporting corpses back and I missed it.

sour rain
#

i dunno

#

im not sure what issue is being referred to in specific

cloud gate
#

Thats interesting cuz i never encounter the scrap collecting ui/audio bug ๐Ÿค”
The only bug i ever have with teleporting bodies are when they just cant be grabbed for the rest of that day

light girder
#

Lmfao

neat stone
ivory pivot
finite bough
#

Yeah I'm hoping this is the answer finally. Because I've put a ban on teleporting corpses until we figured it out.

short frost
#

anyone know if generalimprovements is okay to have? not caring too much about performance just bugs in general

neat stone
#

It has been good for me. Just havenโ€™t tried v60 yet

onyx vine
#

unsure about v60 yeah

#

on 56 it was fine as long as you didn't mind the performance (mainly in ship)

neat stone
#

The main thing with GI currently, that I have noticed, is slight performance dip inside the ship by the terminals. Not much though

short frost
#

gotcha okie ty

frigid bramble
outer crystal
#

Feature request. Add a button for cosmetics menu in game when on the ship. Annoying always having to exit now that we lost Advance company

ivory pivot
cosmic mirage
#

I'd love to be able to lock doors with keys and still keep them with your function besides using door Malfunctions where the key CAN be eaten/broken by the door!

real steeple
cloud gate
light girder
#

I hope @broken crescent Will add a config option to disable it tbh

neat stone
finite bough
#

Potential Bug. The Save Furniture Option caused a desync while I was testing with someone. The furniture did not save for me on a fresh save, but the person who loaded it saw the furniture where I usually have it placed. After we were soft locked and could not land the ship.

Save Furniture Option = Potentially Broken.

sour rain
#

im pretty sure something about that furniture setting breaks the game even if it's disabled

#

because we get this bug where the inverse teleporter's position desyncs for every player and stops working until the game is reloaded after it's put into storage once

#

and it only occurs when we have generalimprovements enabled

#

we dont use any of the furniture settings

finite bough
#

interesting. so I have to remove GI all together to prevent this bug ๐Ÿ˜ฆ

finite bough
sour rain
#

no, i have not encountered that before

light girder
sour rain
#

you might want to post your log

light girder
#

GI is just very unstable atm

#

๐Ÿ˜ฆ

frigid bramble
#

that sounds like a separate issue

finite bough
#

more likely a conflict with another mod but also GI. I've done lots of testing through my mod pack and can not get anything in the logs either to show whats causing it.

#

Possibly with Late Join cause the player late joined and it desynced

frigid bramble
#

if you're able to repro it with just GI then it should be easy, but otherwise you'll need to do some troubleshooting

finite bough
#

I was trying to recreate it with a different mod, but ended up encountering it by complete chance and accident and after turning off the setting we are no longer experiencing the soft locking.

ivory pivot
#

Yeah I'm about to chuck GI out of the pack and install 5 individual mods, as some of the GI stuff does not seem to work/work correct

neat stone
#

Speaking of should smart item save even be in my modpack any
more?

finite bough
#

I do not have that one. I think it was a Latecompany conflict

kind turret
light girder
ivory pivot
broken crescent
#

Yeah sorry folks I still lurk and read most of the messages, and play LC with my friends here and there but I've been using my free time on other stuff lately. I know performance is always an issue with some people but since I can't see it myself I haven't looked into any type of profiling.

What other major things don't work? I use the furniture save placement constantly and haven't seen an issue there.

I'll try to add a config option for what you guys are talking about above though when I get back to it

light girder
broken crescent
#

I agree but I'm not totally sure what to clean up lol

light girder
frigid bramble
#

@broken crescent just fyi i believe this is now officially patched in v62 so you're probably good to remove it whenever you get back to it

broken crescent
#

I noticed he said something about fixing that in the patch notes, I'll have to check if it's as extensive as mine ๐Ÿ‘๐Ÿผ that would be nice

outer crystal
#

Did v62 break the games doors inside the interiors?

#

no doors will open for me now after the v62 update

ivory pivot
outer crystal
#

๐Ÿ˜ฆ

ivory pivot
# outer crystal ๐Ÿ˜ฆ

Also should keep stuff like this to #help-and-troubleshooting or #1185732310700654732 and not the GI thread

outer crystal
#

Appologies... bad part is, I thought I was in that tab. didnt click mouse hard enough AND didnt look, lol. Again, my bad.

light girder
#

@ivory pivot Turns out it was LethalElements breaking teleporters btw coiled

cloud gate
#

so its not GI all along ?

#

๐Ÿค”

light girder
#

It might still break Inverse Teleporters though, idk

finite bough
light girder
finite bough
#

After turning off that setting for furniture GI has been giving no issues. Turns out that 1 setting and Late company both were causing my soft locks.

finite bough
neat stone
light girder
ivory pivot
neat stone
#

Damn. I can not for the life of me figure out what is causing that

upper schooner
#

One of the LethalElements weather conditions does mess with teleporters so...
Wasn't surprised it might've caused a problem when it did at that time

#

Not sure if you can turn off that aspect of the weather

rain marsh
#

I've read the comments above and can't figure out whether GI is actually unstable or just likely to create conflicts with other mods.

light girder
broken crescent
light girder
light girder
# broken crescent

You plan to address it when you return though so it's all good ๐Ÿ˜„

rain marsh
#

I appreciate the responses lmao. I only really need a couple of the features, so I'll try to find smaller replacement mods.

tropic saddle
frail rapids
#

I have almost everything on and no issues coming from GI lol

rain marsh
#

Really appreciate everyone coming out of the woodwork to provide input. I've added GI back to my list and I'm carefully testing it, but so far everything is smooth. I'm just shy of 200 in my modpack and have managed to keep it predictable and stable, save for some minor input and UI conflicts. So much time spent testing...

broken crescent
#

Good to hear. I know performance is a huge deal for some people but I always slack on looking into that. And I know some of my monitor options are bugged which I do want to fix in the next update. Especially player health and danger level

rain marsh
#

I don't personally mind minor perf issues, but we've had lobby desync issues from other mods derail otherwise stellar nights, so that's what I'm trying hard to avoid... things like irregular player selection in the monitor and terminal, teleporter inconsistencies with AI mods, stuff like that.

light girder
#

It's due to the 2 mods patching BeamUpPlayer for some reason

limber depot
#

And I never had this issue when playin with +5 people

limber depot
#

a lot

light girder
#

ButteryFixes does it in a safe way

#

Yeah then in your case GI handles it

limber depot
light girder
#

But a lot of it's features are disabled

rain marsh
#

So that can happen with only GI installed, or it requires a second mod with conflicting patch? I do have ButteryFixes in my list.

light girder
#

I prefer to let other mods handle things if they handle the same things GI does

rain marsh
light girder
#

Cus they do it in more optimized ways, even Shaosil said if other mods handle the same features he recommends disabling GI's counterparts

limber depot
#

Of course it depends on each person's taste and experience.

light girder
light girder
#

So say darmuh's mod can handle almost all the terminal features now

proven moth
#

don't really need to experience anything to learn that a lot of stuff in GI is done in kind of a sloppy way lol

light girder
#

ButteryFixes handles fire exit fixes

limber depot
#

If I see something breaking I'll disable it and use it's counterparts

#

thx

light girder
proven moth
#

I still use it

#

but I don't play all too often

light girder
#

I keep it mostly for the monitor stuff

proven moth
#

Yeah

#

I also use the money per player thing

ivory pivot
#

Lun you readded it?

light girder
ivory pivot
#

I have not had that happen yet

light girder
#

But also ran into issues today with the main Solar Flare screen breaking

#

So may have to remove it again idk

ivory pivot
#

what planet where you on when it happened? if you can recall?

light girder
#

it happened everytime we had it

#

not a specific planet

ivory pivot
#

from the start, or did it suddenly happen and stayed like that?

hardy fable
light girder
#

LethalElements and GI just seem to commonly not get along

ivory pivot
rain marsh
rain marsh
ivory pivot
rain marsh
#

Ah I totally skipped over that

#

I see, so that's an issue with Bio + OM, not GI

light girder
#

Gonna see if I fixed it, BioD had a lot of bugs and issues with OgoPogo

#

If not I have a workaround for it, since GI and LethalElements don't get along well

slow flicker
light girder
#

GI feels like a funny trade off atm, it fixes some bugs but causes other bugs and compat issues at the same time

slow flicker
#

There no setting in GI to disable this fix

rain marsh
light girder
#

ButteryFixes won't cause it

slow flicker
#

Thanks

light girder
#

It's a bug that happens generally anytime a mod patches BeamUpPlayer

#

@ivory pivot workaround applied, no monitor duplication

rain marsh
light girder
#

That are good but also cause issues

#

and you can't disable them

ivory pivot
light girder
#

Don't ask me why

#

That workaround I realized sucks though I felt some fps loss

#

lol

#

I'll just stick to keeping GI for the non-buggy features it contains, I'm still waiting on Voxx to tell me if one of the 2 settings I listed might be why LethalElements breaks with it

real steeple
#

i just need those

light girder
#

Issue resolved

#

if you use GI and LethalElements keep this option set to false

tawny gyro
#

so... keep the post processing enabled(?)

light girder
real steeple
light girder
#

Good news it wasn't an issue with GI it was just rng yoiled

ivory pivot
light girder
ivory pivot
light girder
ivory pivot
light girder
#

Why?

#

Update your Gale

ivory pivot
#

I'll just steal yours and do small changes, a bunch of people where reporting issues post 0.7.5

light girder
#

0.7.6 has been fine for us

#

So was 0.7.5

#

I diagnose them with skill issue

#

c;

ivory pivot
#

I saw a bunch of config issues being posted so I though I 'd wait

#

but fine, but if something break I'll blame you yoiled

#

not a good start for 0.7.6

light girder
#

๐Ÿค”

ivory pivot
granite jacinth
# light girder

where that location? on GI.cfg or LE.cfg? because i dont found in my text editor

#

nvm found it

outer crystal
#

Feature REquest. PLEASE! [begs] An option to remove that "pixilated crunchy filter" on tv videos. Drives me spare.

#

lol

prisma lintel
#

Feature Request: Toggle the music on the disco ball to allow for its light, but prevent it from making noise and attracting dogs.

finite bough
#

@light girder have you found a way to prevent the teleport corpse bug from happening with GI since it can't be disabled?

#

I literally forbid my players from teleporting corpses.

rain marsh
#

How I wish I could just disable the telporter patch entirely...

broken crescent
#

Soon, soon. I could have sworn someone said it was LethalElements causing that but I could be wrong

#

Soonโ„ข

light girder
#

It caused the issue where Teleporters broke entirely

#

lol

#

But yeah adding an option to not patch BeamUpPlayer will be great

#

๐Ÿ˜„

broken crescent
#

Ah ok

light girder
#

Idk why it causes that issue tbh, maybe @sour rain would know more as to why that being patched by GI or CollectYourDead causes the bug sometimes that causes the ui to bug out since they implemented a safer way to auto collect dead bodies into their mod

finite bough
light girder
#

So it's unrelated

finite bough
#

Maybe not. I noticed it is buggy. I recommend not using it with normal teleporter. Some items that can be in the shop and spawn as scrap bug out if you set it to tools and not scrap.

#

An example the shopping cart mod. A player holding the shopping cart got teleported back and completely broke.

cloud pilot
#

is this compatible with v62?

slow flicker
cloud pilot
#

thanks

slow flicker
# cloud pilot thanks

Np. Suggested to go thru the config and disable any features you donโ€™t actively want. Also thereโ€™s an uncommon bug with teleporting bodies where it spams the item collected noise.

cloud pilot
#

okay, thank you

celest oriole
#

Just disable all mods and reactivate one by one until you find the culprit

idle valve
#

Yeah disable those 200+ mods one by one

#

Should be easy

kind turret
#

literally is, lad. You think we play the game? Hell no, we're all troubleshooters here.

#

100s of hours in LC on steam and its from just turning the game on and off again to make sure nothings broken

cloud pilot
#

its a pain but thats how it is unfortunately

#

to speed up the process I recommend disabling them in packages, e.g. disable like 5 mods at once and see if that fixes it. if not, disable 5 others as well, and repeat. if the error is fixed, out of those 5 disabled mods, reactivate them one by one and check which one causes errors.

#

thats how I did it with broken minecraft modpacks

ivory pivot
cloud pilot
#

yeah that works as well

#

still a pain but yeah

tropic saddle
#

i have a simple solution

#

dont play with 200+ mods lel

celest oriole
#

And if few touch the teleporter mechanics, you probably only have a few to test. Apparently you only need to test GI anyway

limber depot
rough salmon
#

i used to have a 400 modpack...

tropic saddle
#

bro playing this game with even over 100 mods seems to me like you just dont really like the base game lol

light girder
#

My pack has a little over 200

tropic saddle
light girder
#

It's more so you need to steer clear of outdated mods that were designed for older versions of the game

#

Yeah my pack is mostly qol mods, bug fixes, and dependencies

tropic saddle
#

but when its content mods, 100+ pack, thats what it seems like

light girder
#

Well yeah if you're using a ton of moon and interior mods your game is gonna run like shit

tropic saddle
#

its no longer lethal lol

upper schooner
#

When my pack hovers around the 70 count for mods lmao

slow flicker
slow flicker
# short frost Depends on your ram I think

Yeah thatโ€™s what I figured. Iโ€™ve got 16GB and itโ€™s getting maxed out which is I believe why Iโ€™m dropping frames. I need to try deleting some poster mods first to see if that helps since I have a feeling itโ€™s loading those all into ram lol

#

Appreciate it

short frost
#

Anything big in file size like moons and interiors cause the most damage since they're always loaded yeah

slow flicker
#

Yeah gonna play around with it and see if I can knock the ram usage down

#

Thanks a bunch!

celest oriole
#

I have qol, content, moons, 3 interiors and i don't even reach 100 mods

slow flicker
#

Yeah Iโ€™m fine with startup times but getting frame drops down to like 20fps is not ideal

tropic saddle
light girder
#

@broken crescent masked having nameplates still causes a bug where they have a scan node

crystal quartz
#

is it possible to edit the text scaling or content at all?

cant read player health unless i jump up and kiss the monitor

ebon nest
#

I think the player health one was mostly intended to be put on one of the two bigger ones

finite bough
#

Player health really doesn't work. Also there's a remove filter mod (can't remember the name) it's makes things look a lot better. Also makes body cam way better too.

#

@crystal quartz

winged shadow
#

anyone have a cool ship monitor loadout that I could copy?

broken crescent
#

Well how about that. I finally got around to hooking it up to a profiler, so this could be great for me finally getting around to solving any (obvious) performance problems eventually

#

Although I might be doing something wrong... I don't see any mod scripts in the call stack

narrow oriole
#

did you enable deep profiling? you may not necessarily want to, but you're probably only gonna see your mod's component event handlers in there without it

#

deep profiling is probably a decent way to get a good overview of where to look, but you may want to get some better measurements using manual profiler markers after: #1211989201793449994 message

#

the reason being that the engine runs incredibly slow with deep profiling enabled

outer basin
#

Flips the rotation of fire entrances 180 degrees so you are facing inside the facility when entering.
Does this have an option to be disabled? I'm fairly certain this isn't a bug and shouldn't be considered a bugfix.

kind turret
#

Iโ€™m pretty sure that its a toggle in the config

outer basin
#

Excellent teef

broken crescent
#

I may just be attaching it incorrectly or something

narrow oriole
#

and you were using the command line flag to enable deep profiling?

broken crescent
#

Yeah -deepprofiling or whatever

narrow oriole
#

not sure if there's somewhere that might reference a different method but that's what I did

#

odd

broken crescent
#

I'll try it again to be sure

narrow oriole
#

if it's launched with that option and able to attach, it definitely should be using it

broken crescent
#

So my step is

  1. Have the correct Unity editor version open (loaded an outdated LC rip but that's irrelevant I assume)

  2. Open the standalone profiler from the editor

  3. Select the correct target

I do get console logs and I'm able to profile it, but so far the call stack looks very "pure Unity"

narrow oriole
#

the "deep profiling" button should also appear different, although it's still disabled so it's hard to tell the difference to your screenshot above without comparing

broken crescent
#

I see, ok I'll poke at it a bit more

narrow oriole
#

yep that all sounds right

#

the target being a copy of the game with debug executables

broken crescent
#

Right, the DLL is replaced and other one is added

#

Oh wait, I found a PlayerControllerBPatch.Update, but it's just the class/method name. I was searching for GeneralImprovements in the hierarchy and it doesn't appear to show namespaces anywhere

cloud gate
outer basin
#

lol

#

Yeah I've got ButteryFixes, they've got a config for it as well

narrow oriole
#

not absolutely sure though

short frost
#

I always wondered why those fire exit mods didn't make a raycast to check which direction things should be facing lol

cosmic mirage
broken crescent
#

Did some work on GI today, got 4-5 small fixes coded based on the most recent feedback from what I remember.

There's two main things left before I release anything, which are 1) fix the danger level monitor since it's super broken, and 2) see if I notice anything weird about performance near the ship now that I can profile things

light girder
broken crescent
#

Bruh I'm looking forward to it too, I still haven't seen it myself so this should be interesting lol

I guess I'll record it while I walk around the ship then analyze any sus frames to see what stands out

#

No promises if I don't see anything but if I do, I'll fix it

light girder
broken crescent
#

That reminds me I'll have to check if that flashlight fix is still needed

light girder
#

Yeah, along with some of the other fixes. Like I'm unsure if Spraypaint still desyncs for example

broken crescent
#

I'll check ๐Ÿ‘๐Ÿผ

light girder
#

Ye cus less things being patched that don't need to be is always good yoiled

dawn saffron
#

does anyone know how to get this mod not to mess up the moons catalogue? I want to have the look of it from Lethal Moon Unlocks, but this mod always ends up setting it to default

frigid bramble
#

there are some terminal settings you need to turn off

dawn saffron
#

which ones?

broken crescent
#

ShowHiddenMoonsInCatalog and ShowMoonPricesInTerminal should do it

#

I didn't think I modify the moons page if those are off

dawn saffron
#

ok, I had prices off, but I assumed hidden moons wouldn't mess with anything. I'll check it

#

yeah that did it

broken crescent
# light girder Looking forward to what you find while profiling the mod, cus I notice GI is one...

I spent a few minutes deep profiling with GI enabled, in orbit, and while landed (inside and outside of the ship).

While performance does decrease when in/near the ship, it looks to be HDRenderPipeline related and not necessarily due to GI. The biggest performance hit I could find with GI running was a hovertip which was only costing about 0.04 ms. In fact, when I disabled GI and landed on the same planet, I had worse performance in vanilla lol.

Tested using better monitors and fix personal scanner both on.

I do plan on testing more in case I missed something, but so far I'm really not seeing GI as being at fault

light girder
broken crescent
#

If someone who is experiencing consistent poor performance sends me their code I can always deep profile that instead

light girder
broken crescent
#

Ok cool I'll check yours out when I can ๐Ÿ‘๐Ÿผ

#

Ugh launching it with r2modman doesn't let me use deep profiling, I'll have to copy your mods over and launch it through Steam I think

light girder
#

Also Scopophobia so you don't get a million shy guys

broken crescent
#

I was very confused for a second because I thought you meant...

#

haha... maybe I'll get the debug version instead so I don't have to disable all of these

#

oh wait I don't think that would fix the dependencies of the original... eh I'll just disable them all then I guess

light girder
#

some mods just may or may not work

#

Also debug version should work I imagine

#

they'll just complain about disabled dependency

limber depot
light girder
#

@sly jolt Would your fork work in general? Cus if so I might just add it to my pack and disable the original

sly jolt
#

my fork only works in dev builds

#

on release it will crash

light girder
#

Got it

slow flicker
#

Thanks for working on profiling and performance. I know itโ€™s much less fun than doing actual feature stuff but itโ€™s much appreciated!

prime glade
#

just got a hang on psychsanctum after taking off right when the game was meant to autosave, had this in the logs

#

these 2 were the only other errors way above it, and seem unlikely to be the culprits as they are just complaining about things related to how the moon was set up I'm pretty sure

broken crescent
#

@light girder and @limber depot and whoever else is experiencing performance with GI. I put some time into deep profiling the game with and without my mod enabled.

I tested this in vanilla, my own profile, and both of your profiles that you linked above, with and without GI enabled. Tested in orbit, landed, inside, outside, around the ship, etc, each time profiling for the duration and then scrubbing through the frames and looking at every GeneralImprovements call in the hierarchy window.

Unfortunately (fortunately?) there wasn't a single frame that I could find where any of GI's functions took more than 0.04 ms to process anything, including the personal scanner fix and better monitors. To be fair, the monitors performance differences could have been happening on the render thread, but I was getting the same FPS with or without GI and better monitors enabled either way.

I spent about an hour which isn't much, but I really couldn't find anything significant one way or the other. At this point, I'm going to have to say "works on my machine" and I'll have to have someone else show a profiler screenshot of the culprit with my mod, if any.

ivory pivot
light girder
#

Multiplayer is where I mostly always felt a difference lol

ivory pivot
broken crescent
toxic summit
light girder
#

But dunno why

toxic summit
#

couldn't hurt to do a 2 player test on wifi in a private lobby but if that doesn't show any differences i'll chalk it up to a conflict

short frost
#

Lol

toxic summit
#

LLL causes performance hits on the ship?

short frost
#

Near the ship there's wind triggers and with LLL massive frame drops were happening

#

I'll find the relevant link hold on

toxic summit
#

i'm assuming the wind triggers are part of the ship object, can they be disabled or will that mess up stuff like the wind sound on takeoff

short frost
#

They're part of moons

toxic summit
#

ohhhhh

#

doesn't vanillamoonslagfix address this on the vanilla moons

short frost
#

Uhhh not sure, never heard of that mod lol

#

Oh wait I think I know that mod

#

Kind of? It doesn't fix the issue LLL causes

toxic summit
#

yeah but it removes specific audioreverbtriggers and windtriggers that cause lagspikes in basegame

short frost
#

Ye but the report goes through things vanilla and with LLL

#

It's a pretty detailed report

toxic summit
#

i'm just wondering if removing problematic windtriggers on modded moons would address this issue

sly jolt
#

Lethal Performance is also doing optimization of AudioReverbTrigger

toxic summit
#

thanks

#

i'll test my modpack without this and then with it, to see if there's an improvement

light girder
light girder
opal mica
#

Hey, any plan on doing aimated weather screen for the custom weather out there ? just asking

broken crescent
#

I've spent some more time profiling today, and might have found a huge vanilla performance hit related to audio reverb triggers. I'm going to do some research to see if I can fix it, it would result in huge FPS gains in certain cases

opal mica
frigid bramble
subtle mulch
frigid bramble
#

i think it should be on the mod author to do that, but idk if it's possible currently. i think there should be a fallback to the regular weather monitor if the associated modded weather doesn't have any animation

broken crescent
frigid bramble
#

it doesnt remove triggers but just changes them to exclude a bunch of layers

#

and i think it has an experimental option that does exactly what you described

broken crescent
#

Ah I see, then yeah maybe I shouldn't bother

frigid bramble
#

yeah sounds like you were both on the same track

broken crescent
#

Sort of. I wasn't looking to change the functionality, but rather just cache the gameobject lookup. According to the profile stack traces, the main performance hit is because every frame, every reverb trigger is doing a FindObjectOfType call for a single object that never changes per level

#

I might do it anyway actually

frigid bramble
#

oh i see. that could be worth doing still

broken crescent
#

Just tested, even with ReverbTriggerFix I'm seeing huge lag spikes. I'll see if I can fix that

narrow oriole
#

talking about the AudioReverbPresets I assume?

broken crescent
#

Exactly. That FindObjectOfType is a booger

#

called multiple times a frame by each instance

narrow oriole
#

yeah it does seem a little sus

broken crescent
#

I think I can cache it each time a level loads and call it a day with a quick transpiler

narrow oriole
#

I assume it's only when you're on the edge of the ship?

broken crescent
#

It's in an OnTriggerStay function per reverb instance

#

I'm not sure why the edge of the ship hits harder

narrow oriole
#

right

#

I don't think there's a lot of reverb triggers way from the ship

broken crescent
#

Ah so it's the player that might be inside of multiple triggers causing that?

narrow oriole
#

if it's causing serious lag, I think that's probably the case

#

at the corner of the ship it probably intersects at least two

broken crescent
#

I mean look at this nonsense

#

All those orange bars

narrow oriole
#

oh

#

wow

broken crescent
#

Yeah it's not pretty

narrow oriole
#

that's a few more than I was expecting

broken crescent
#

I may be overly optimistic but I think fixing this may fix a TON of performance issues people are having

narrow oriole
#

I feel like it would be nice if these didn't have to run all this code every frame

#

it does seem a bit overly optimistic though, I would imagine this doesn't hit during normal gameplay

#

where were you at that point in the profile?

broken crescent
#

Outside the ship, standing still

#

Yeah it might hit ship players harder

narrow oriole
#

I assume fairly close to it?

broken crescent
#

Pretty close yeah

narrow oriole
#

I think it shouldn't happen if you're inside the ship, might be worth checking that

broken crescent
#

You might be right, it seems to be worst around the perimeter

narrow oriole
#

the quickest fix is to switch it to FindAnyObjectOfType

#

it definitely should not be calling FindObjectOfType there, but I don't think zeekers is very conscious of the difference

#

I often see the latter in LC

broken crescent
#

Oh I'm not too aware of the difference either

#

Does it just stop sooner when searching?

narrow oriole
#

FindObjectOfType is ordered

broken crescent
#

Oh

#

Well that seems inefficient

narrow oriole
#

I'm not sure what the order is but it has a defined output whereas Any doesn't

broken crescent
#

fair enough

narrow oriole
#

I guess it would just be the first one that was spawned

short frost
#

Is this about triggers that surround the ship?

narrow oriole
#

so if it doesn't have a cache for those on the runtime side, it would have to iterate every instance to check if it's an earlier instantiation

narrow oriole
short frost
#

Someone did a lot of tests with that and was pointing it all to LLL but was kinda ignored, u think it.might be related?

#

I can link the issue

narrow oriole
#

I saw that one, the framerate hit was insane

#

looked like it dropped to 5fps

short frost
#

Yeah and I was shocked

narrow oriole
#

I'm assuming that's not what Shaosil is seeing rn

short frost
#

And it was just ignored lol

#

Probably not

narrow oriole
#

if Shaosil was benchmarking with LLL it's possible it's related though

#

if so, I would kinda expect to see a bunch of those audio reverb presets in UnityExplorer search

broken crescent
#

That is active in the modpack I'm profiling

narrow oriole
#

so might be worth looking a tthat

short frost
#

What moon were u testing

broken crescent
#

March

short frost
#

Yep

broken crescent
#

While flooded

short frost
#

It's that

#

It's apparently a big LLL problem on march

broken crescent
#

wait lol

#

That issue

#

same guy

short frost
#

Lmao

broken crescent
#

Except he's blaming GI