#General Improvements
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that would be dope
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.
do you happen to know the monitor numbers of the whole left side?
or can you enable and disable them live with LethalConfig?
GI has the option to enable them with "AddMoreBetterMonitors" and then use the respective numbers of those monitors to place whatever you want on them xd
This may help
Oh oops, I didn't understand the question well. Sorry ๐
there's been reports that this can contribute to the vanilla inventory lock-up bug
oh wait
does this allow you to pickup scrap while in orbit?
I remember GI wouldn't let me grab the masks, but TestAccountFixes does have an option that lets you grab everything anyway.
Yes this is the setting I was thinking of that increases chance for inventory lockup / desync
Also scrolling thru the hotbar faster
I saw the default for GI is 0.1
I set mine to 0.3
I would also like the CorporateRestructureWeather aspect built in to this mod
In which way, specific weathers are colored specifically and listed on the top of the main monitor's description?
Yeah
Im at 169 an runs fine for me.
Anyone else not able to sell anything if you set the limit to 999?
Yes
But itโs probably because my modpack is too hard so we keep dying before we get scrap back to the company, not because itโs set to 999
Hmm I'll have to debug that, someone opened a github issue about it
Testing it rn in one of my test packs
oh THATS why
ha
so get this
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
So I assume assigning a value higher than that overflows to something negative
Yeah I can't place anything on the sell counter ๐
just keep it <= 127 until I put a fix in ๐คฃ sorry
I was making a longwinded joke my bad
We canโt sell scrap cuz we donโt have scrap to sell funny haha hehe
I wonder... What happens in big lobbies? Will it scroll?
I have it displaying 5 at a time, then it cycles through pages like the sales monitor
and shows PAGE N of M
Sounds good :3
There's a bug with it where it doesn't show the correct player name when someone joins currently
But next time it updates it fixes itself
Also the text isn't perfectly aligned because it's not a monospaced font, which is bugging me
It's not monospaced? 
hey dad
my scanner shows TOTAL: 0 any time im not in the ship
i have everything scanner related in GI completely disabled
nodes, everything
im just using GoodItemScan
do you know the fix for this>
Just permanently shows that?
any time im not in the ship ye
While not having any scan nodes on screen?
no it shows the scan nodes of the scrap and proper value but total says 0
Can we switch to #1255870550199242892?
Also, send me your log, please
i just noticed the masked changes, can this mod replace masked enemy overhaul fork? and is it compatible with mods like mirage?
i mean if you're using mirage you don't really need MEOF
but yes they are compatible, as long as you set them the same way
Oh
I added GI and I donโt think mirage was working period
Iโm honestly burnt out tho, idk if I will bother trying to fix it until v60
isn't i4 a 4-byte integer in IL?
it should be a normal 32-bit integer
oh never mind, I guess the _s suffix makes the operand size smaller, I didn't think about that
sorry for the ping
Lol no worries. And yeah just another random thing to learn about IL ๐
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
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
yeah, I forget if there are any cases where I would expect to see this
I guess I haven't modified that many constants really
Do we have to use better monitors for the new health monitor option?
No, all monitors except custom ship camera positions work with all config settings
Yeah but if i had a lobby with 8+ people, right?
Would it break N not show everyone?
It will show 5 at a time and cycle pages
Really??
That's cool
Mmmm
๐
Would it be possible that if I add more monitors with the health thingy, it would act as different pages?
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
Aww
It's ok tho, im glad with how this one works
Thank you for your hard work, Smooooch
โ๐ผ
yoo they just kissed ๐ณ
It's on the cheek
๐
Ayo
exactly
Daym
Uuuuh @broken crescent
Monitor 8 = Player exact health
I don't think that's the player's health
Normal health seems to work
Hmm I didn't test it without better monitors, let me check if I made a wrong assignment
I also forgot to resize the font and stuff on those lol
Damn
I'll try to put a hotfix out today
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
I used gale thooooooooo
going live soon
Gale had the option where I could select it myself
Well either gale or lethal config
Yeah thats weird then, I would verify the config file itself has the correct value
If it still doesn't work after 1.3.6
Okieeeeee
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 -_-

OBC?
Open Body Cams
OpenBodyCams was throwing an error when SyncFromHost was on, but it's probably because of something unexpected I'm doing
Hmmmmmmm
Ok that's weird
It picked up the font change but it's setting the wrong text
Any error logs?
Uh
Imma try a different monitor N see if it's diff
Triple uuuuuuuuuuuh
(uuuuuuh)^3
Honey, I shrunk the font
Well at least the other one works
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
Nope
Will say tho, when I use the big monitor with it and better monitor, it works on there
Small monitor would still be broken tho
Actually, hold on, Imma test this on its own with my configs
@broken crescent Uh boss
It's not a mod incompat
Here's my config file
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
0190faf2-9f65-91d8-6031-310274619415
For the time being Imma mess with better monitors
Oh yeah btw, I was gonna ask for a "Players alive count" monitor option
Like it would say "Alive players:5/6"
Thought it would look nice on the small monitors and stuff
Huh
I guess it also doesn't work here
OH, Do i need both player healths for the feature to work??
You shouldn't, but that could be a case I didn't test
It's possible I always tested with them both active lol
I might be dumb, but why can I not get the extra monitors up?
nevermind i'm dumb lol
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
That would mean the config is mismatched
it's not
It is, my group hasn't had any issues
Could be an older monitor layout you used
and they never updated
syncing monitors from the host also isn't really a guaranteed to work setting
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
quota: $0/$509 is the default monitor text
so it seems like for some reason or another the monitor's text just isn't getting updated at all
wdym by default
before the monitor gets updated to show the actual profit quota that's the text
so it seems like it's getting cloned to the other monitors and then just not changed at all afterwards
huh
i'll do some lan testing later to see if i can get it to show up there
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
while reporting an issue from another mod, @short frost noticed an error with the Danger screen
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
didnt really affect me (i think), but still, just delivering the message
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?
Example to my question, that camera there is perfect quality.
There are resolution multiplier settings for the internal and external ship cams under GI's ExtraMonitors config section.
If you are referring to the openbodycams cam you need to change the horizontal resolution in the open body cam config
any errors in log
Nope
I don't believe I have any other credit altering mods either
019109c5-2de4-3b55-657c-2dc79e09723f
probably not much more you can do other than disable chunks of mods until it starts working
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.
i noticed that too, and i agree
What do you recommend I change it too?
umm 320 should be fine
Awesome thank you!
it works if you're not in the ship
Hi guys! I have a question, will the General Improvement Mod conflict with the Mirage Mod's Mask Entity settings?
Nopr
And if it does, you can just disable the settings that affect the masked in the config
Just tested it, they work perfectly together
but i notice one things, the minimum credit on first day is not working with advanced company credit setting
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.
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.
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.
Do you recommend setting them to match mirage, or leaving them at defaults?
I keep getting weird masked behavior and donโt know why lol
Itโs something that neither of the two should cause, some masks being unable to kill anyone
Have a clip of a mask standing on top of two players for a solid 10 seconds (they didnโt realize it was one) without killing them and Iโm not sure why
leave the ones you aren't using off
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
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
all you have to do is this if you're using Mirage
Should be this
yeah like, the default state should be GI not touching masks at all
(I personally don't like the masked stuff being in GI at all, but)
Like many of my other options, leaving things at their default should ensure no code of that nature is touched
so this is correct. besides the spinning thing, which is true by default
It's more fun to have them not spin
As it adds to the gameplay to make them less obvious
Thats also a General Improvement ๐
Mhm
Plus you said you wanted the settings changed for compat with Mirage so I listed how it should be setup for that
^
Yeah but I changed it to be that way ages ago, just to ensure nothing overwrites Mirage's stuff
The way it works may have been changed since
It was never changed
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
Ya set reach to disabled, and wear mask disabled, and enable wear cosmetics and suit, those plus enable show a nameplate.... its pure chaos. I LOVE IT! ๐
then when your friends ask if its you. say ya here lemme walk towards ya..... hehehehe.
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.
Question. I wanted to ask if these following Fix mods were still needed with General Improvements installed...
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.
Hope someone can let me know. Thanks ahead of time to whomever spots this an responds.
yes all of these are needed
GI doesn't fix any of these
ButteryFixes has some overlap with GI, but BF handles compatibility for that seamlessly
if u have GI and BF, turn off fire exit fix on one of them ๐
oh yeah, you will need to manually do that
Thank you!
SO assuming the fire exit flip mod is irrelivant with Buttery fixes installed?
yes
Question.
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.
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.
im using both without the nameplates,
all masked setting in GI is none and False and nothing breaks somehow
Both Optimized skinwalkers AND Mirage? doesnt that conflict heavily?
no i mean mirage and GI
OH!
How is the audio mimicing with Mirage? My only experience so far is with Optimized skinwalkers.
Tryin to find out which is better.
its good, since default setting is only applied voice to masked
and people will hear the same voice
idk if optimized skinwalker fixed the different voiceline or not
by same i mean 2 or more player will hear the exact clip and not 2 different clip at the same time
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.
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.
u can copy your current profile to the lethal.exe directory and play LAN to test i think
launch the game both from mod manager and the lethal folder
Hmm, no lethal config compatibility for Mirage?
...ugh.. nm. It does. I missed it as it wasnt labeled as Mirage. Was labeled as Qbarch.Mirage.
imo (maybe its just cuz i dont like getting tons of mods) most of the fixes in those mods are very insignificant, and solve issues that only rarely happen. the only fix mods i use are GI, JumpDelayPatch, and lcmaxsoundsfix. and actually i didnt even get GI for the fixes initially, i just wanted to be able to display the time on a monitor.
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?
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
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
I'm referring to the standalone fire exit flip mod being removed due to redundancy since GI and BF both do it already. I just had one of those moments of thinking of what would happen of a scenario of something that shouldn't be done
oh i see
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
What's BF?
ButteryFixes, ie this:
https://thunderstore.io/c/lethal-company/p/ButteryStancakes/ButteryFixes/
if anybody cares heres the modpack i use in vanilla lobbies: 0191148e-cc73-37c8-544c-541d15ac33f9
i have the fixes i mentioned but also a lot of optimization mods
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
-
Add an option to have them STAY destroyed when you spray them, and not respawn
-
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)
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 ๐
Fair and it looks like Zeekers pushed back the release of v60 by another week
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
Compared to most of his other code
I may be wrong, but I think the growth actually isn't exponential
oh right, yeah
agreed
I wrote a python script to plot the distribution of individual plant counts per day if you want to have a look at that
My friends and I always use QuotaRollover and they get completely out of control by quota 6+
Oh cool
just gotta remember where I stored it
That's a big part of why I haven't fixed mold spawning in walls and stuff with NestFix๐ Hoping Zeekers improves it
It's got some keybinds:
- space: toggle between including the initial spawn count randomization
- left/right: decrement/increment the day
You should have seen the NoFox saga
that mod took so many tries to get working
mold is... very special indeed
What's mold?
the internal name for weeds
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
Sounds like it by the reports of what I hear about the code
generatemold runs clientside
๐ญ
it will cause desync if any players have mods that modify it
and they don't all use the same mods and same settings
i feel like it is out of scope for it to be included in this mod as settings
with those stipulations
just imo
this mod already has host-only settings doesn't it
yeah but host only settings are one thing
weeds will desync unless this is the case
right now the only all clients setting in generalimprovements IIRC is the medkit
everything else is either client side or host only
also on a loosely related note
- 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)
this mod already has config syncing doesnt it? could just do that
i just sent basically the same message twice in a row without realizing it ๐ญ
In my experience, every time we spend half a day destroying every possible weed we have time for (sometimes 20+), every one of them comes back the next day
yeah
I made a mod idea for this so glad someone's doing it
would rather it be a standalone but I'll take what I can get
if it's an intended vanilla behavior it is 100% bugged cuz even if I kill ALL shrouds they all just come back :(
๐ ๐ญ
[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)
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.
It's related to the new danger level monitors. I plan on giving them a rework soon ๐๐ผ
That would hopefully fix it lol. Not 100% sure though
are there mods that arent compatable with this one?
@broken crescent the scrap on ship monitor doesnt update when you attach the truck to the ship
just a new v56 use case to account for
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
set one of the monitors to display "ScrapOnShip"
oh a monitor
hmm
I wonder if I have room
Also -
Wait,a re you the GI dev?
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
XD ok. Well, Ill just post it here incase they see,
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
its not, I've scrolled through every config option
Terminal/ShowMoonPricesInTerminal?
?
that just shows the prices
oh, maybe I didnt explain properly, I meant a config for changing the prices of moon transit
Ah gotcha, yeah nothing like that currently, no plans to at the moment but we'll see
Thats fair, I just cannot find a mod that does that and actually works, its so infuriating
the one im currently usingh doesnt work for the 2 hidden moons
advanced comp has that
you cant get it on thunderstore tho
LLL can do that no, changing prices of routing
that doesnt mess with custom scrap like wesleys tho? i thought it did
?
dont they just need moon price, whats with the custom scrap
yea but i thought configuring anything about a moon in LLL breaks wesleys scrap
idk last time i changed stuff for custom interior and moonprice in junic their scrap still there
maybe i wrong then'
if it does, then I dont wanna do that, but if it doesnt then that would definitely be the solution
in my experience all wesley scrap becomes dice with the name "???"
after tweaking lll moon config
try uhh #1213985212686532638
wait, just to clarify, are you saying that Wesleys moons also cost money to go to?
=T
i wonder if that mod about "unlocking" moons does the same thing to wesleys' scrap
can you test that Arterra? do you even know what mod im talking about lol
does this not work
oh wait it work
for wesleys moons at least
and the scraps didnt broke too
There's also this one that gives you a bit of customization wiggle room regarding paid moons:
https://thunderstore.io/c/lethal-company/p/explodingMods/LethalMoonUnlocks/
Good thing I haven't put too much time into this ๐ Other than 20-30 minutes looking over the mold spread code
Noooooo ;-;
(I'm probably the only one who kinda liked it)
I liked kidnapper fox too :<
I would like it too if it wasn't for the fact that:
-
It grows far too fast once you get past 4-5 quotas
-
The weeds do not usually stay destroyed once you spray them, making it practically useless the following day
-
The weeds often grow close to the ship allowing the fox to spawn camp
-
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
-
The fox is hard to kill
It has potential but right now is just not fun unless you play for memes alone
I agree with point 2 and 3 ๐
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
Yeah I feel like if he can fix 2 and 3 itll be really golden
#1 kind of a user issue tbpf
4 is debatably the next big "gripe", but its only noticeable when really high quota
Yeah 1 and 4 only really show up with QuotaRollover enabled
nah 4 happens in vanilla iirc
Sure but it's not a huge problem unless they start to get overgrown, which doesn't really happen until much later quotas
fair
I also love the fox
But the vain shrouds are very broken in how they work right now
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
They seem to just be entirely random unfortunately
Some moons will spawn a ton, others will spawn none
Others will spawn a way lower amount
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
Not per quota, but daily. So I use quotas as a common measurement
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
but your point is that the growth speed increases? that would imply some sort of exponential growth wouldn't it?
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
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)
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
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
I just feel like it needs to have a limit on the number of active weeds
Probably
at least as far as performance and visibility goes
but the places they can spawn also needs reworked
yeah
They spawn in unreachable locations sometimes
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
See these are all great points lol. The fox is fine but it needs a big rework
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
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
Yeah but Zeekerss isn't as good at optimizations
it would probably be best to cache a field or method you're looking for before scanning for it
We know this
I wouldn't say that's the case necessarily, we don't know that he's trying to do that yet
That said, he does need to be more thorough about taking out debug spam
Yeah
the interiors themselves perform very well compared to the average modded interior
I just hope V60 is gonna drop before Saturday
CullFactory improves things by like 20% max for vanilla interiors, where for modded ones it can be as much as 100% I think
I would prefer it drop in the next couple of days so mods that need to update can do so
lol
wait, why would they not be able to update whenever it comes out?
Oh I'm planning my 400 follower special stream to be on Saturday XD
So I would prefer V60 drop before that
ah
Takes about 100ms, not as much as I'd expected initially, also took 2ms to go through 10k~ gameobjects
100ms to instantiate them? I was thinking of rendering time
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
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
Not 100% sure on whay u mean by instancing tbh, I instantiate them and they sound like similar words so I assume that
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
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
ah, it literally is just a toggle
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
https://github.com/XuuXiao/CodeRebirth/blob/main/Plugin/src/Patches/RoundManagerPatch.cs#L67C5-L100C6 nah i kinda just pick random positions
I wonder if you should use static batching for that then https://docs.unity3d.com/Manual/static-batching.html
seems possible
I have changed the max and min scrap spawn rates plenty in LLL and Wesleyโs scrap spawns fine
@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
Why does this mod sometimes just reset all of my settings ๐ฆ (after crashing the game once or twice)
and why does it crash in the 1st place (when starting up the game)
post a logfile, a modlist or something that can help figure out the issue.
Like if you have a bunch of custom songs it's going to eat your ram, and I've never had this happen even though I've used the mod since I first saw it on TS
and since this is most likely not an issue with GI #help-and-troubleshooting or #1185732310700654732 is a better place
wait wait wait wait
weeds are persistant between days??
||the more you land the more they spawn||
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
a fixed rate per day (landing), so in some sense their phrasing is correct
i suppose so
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
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
that definitely doesnt reflect what I've seen
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)
Why disabled in v60? Shouldn't it be disabled sooner (such as v57), and fixed by v60?
because v60 is the next update for some reason
so... the next version is gonna be a major one, or...?
pretty much
okay, good to know
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
actually โ๏ธ ๐ค
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
Marketing tactic to make ppl think thereโs oodles of new content
@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
could it be one of the improvement toggles causing it? like auto charge in orbit, hide cabinet doors, save item rotation or save furniture places?
Hmm ok
@broken crescent what do you think about a monitor to display the company's buying rate? would be kinda useless in vanilla but i think it would go really well with a mod like https://thunderstore.io/c/lethal-company/p/MoonJuice/BuyRateSettings/
Funny enough that's on my todo-eventually list ๐
awesome lol, hope to see it soon
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
i've experienced this too but not sure if it was this mod
It's possible tbh
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
Was there an announcement?
Yes pls 
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
i dont have bettersave but since i changed the mods alot i just kinda have it everytime lol
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
regardless an option to disable it like the news popups would be nice :3
Been awhile since I played and now Idk what I did wrong since I canโt see the external cam on monitor 13
Try a new save and see if it has something to do with that
Using open body cams?
Yea
i encountered a bug where sometimes the clock monitor will just display "monitor #" for late joiners until the ship lands
Tho I have it on the 14th monitor for the body cam
@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
That bug is so annoying. I've got a strict no teleporting corpses now or you will join them rule.
Also I'm confused my GI doesn't auto tp corpses???!!! You sure there isn't a config for it?
they mean the thing where the UI says "Body collected" immediately after warping
in vanilla you have to teleport the body, pick it up, and then drop it again
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.
Thats interesting cuz i never encounter the scrap collecting ui/audio bug ๐ค
The only bug i ever have with teleporting bodies are when they just cant be grabbed for the rest of that day
Usually happens when someone teleports someone and swaps to a masked enemy before the teleport finishes
Lmfao
Same I thought that was because of model API
Wait it was GI?! I forgot it had that feature
Yeah I'm hoping this is the answer finally. Because I've put a ban on teleporting corpses until we figured it out.
anyone know if generalimprovements is okay to have? not caring too much about performance just bugs in general
It has been good for me. Just havenโt tried v60 yet
unsure about v60 yeah
on 56 it was fine as long as you didn't mind the performance (mainly in ship)
The main thing with GI currently, that I have noticed, is slight performance dip inside the ship by the terminals. Not much though
gotcha okie ty
seems fine on v60 so far. i recommend it
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
wrong thread, but MoreCompany dev is working on that iirc
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!
If I'm not mistaken, Advance Company allowed you to change cosmetics in the pause menu.
Theyre saying we need alternative other than AC for said feature
The BeamUpPlayer patch for the Teleporters is rather unstable and tends to randomly break for some reason otherwise the mod is okay imo
I hope @broken crescent Will add a config option to disable it tbh
Any idea if this is why inverse teleporter makes enemies invisible sometimes? It seems to happen with no mods at all, is it a vanilla bug? I donโt even use the inverse teleporter at all because thereโs like a 50% all enemies will be invisible
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.
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
interesting. so I have to remove GI all together to prevent this bug ๐ฆ
does this also soft lock you and prevent you from landing?
no, i have not encountered that before
Had the same issue with the normal Teleporter, they become unusuable but clients can see the bodies get teleported and pick them up
you might want to post your log
i used to get this, but not anymore, and it didn't softlock our game
that sounds like a separate issue
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
if you're able to repro it with just GI then it should be easy, but otherwise you'll need to do some troubleshooting
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.
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
I have this bug as well. Could it be a conflict with smart item save?
Speaking of should smart item save even be in my modpack any
more?
I do not have that one. I think it was a Latecompany conflict
It got implemented into LLL last I recall, but it does have its own implementation of item rotation, so up to you if you use it for that specifically. If you use GI's, then you don't need it.
Yeah I'm gonna rechuck it too, I love the mod but Shaosil has went inactive again unfortunately
Time to make a list of things I use of the mod
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
Don't worry we all got a lot of respect for you man, when you come back I think the mod could use some code cleanup and a stability patch :3
I agree but I'm not totally sure what to clean up lol
Lmao I'm sure @grand umbra has some suggestions
@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
I noticed he said something about fixing that in the patch notes, I'll have to check if it's as extensive as mine ๐๐ผ that would be nice
Did v62 break the games doors inside the interiors?
no doors will open for me now after the v62 update
People in #1185732310700654732 have already made a thread, compare your mods to theirs and you should probably be able to find the cause, I've not encountered it
checked it. just modlist codes. with my connection would take hrs to download another modlist.
๐ฆ
Also should keep stuff like this to #help-and-troubleshooting or #1185732310700654732 and not the GI thread
Appologies... bad part is, I thought I was in that tab. didnt click mouse hard enough AND didnt look, lol. Again, my bad.
@ivory pivot Turns out it was LethalElements breaking teleporters btw 
Idk if GI might also do it but in my case GI wasn't causing the teleporters to randomly stop tping bodies
It might still break Inverse Teleporters though, idk
I've had no issues with GI and inverse.
Someone was recently reporting Inverse teleporter issues with the mod so
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.
Thats odd cause we use the crap out of the inverse.
Have you ever had a glitch happen where enemies are invisible ? After inverse
Thankyouuu! 
It got updated btw so the issue should be resolved now
Wonderful! I was asleep the whole time so I wasn't affected
No.
Damn. I can not for the life of me figure out what is causing that
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
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.
GI is unstable in some aspects still tbh yes and conflicts and compatibility issues are also a known problem in some edge cases honestly I don't recommend the mod if you find yourself not really needing it's features. Shaosil isn't that active anymore
Haha
You plan to address it when you return though so it's all good ๐
I appreciate the responses lmao. I only really need a couple of the features, so I'll try to find smaller replacement mods.
ive almost never had issues with this mod lel. tho tbf i dont have a lot of the stuff on in the config, like the masked or better monitors stuff
I have almost everything on and no issues coming from GI lol
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...
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
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.
I will say an issue you may run into and this is an issue that GI and CollectYourDead both cause, is sometimes when teleporting or collecting bodies you get stuck having the item collection sound go off
It's due to the 2 mods patching BeamUpPlayer for some reason
I don't know what mod I'm using, I know I don't use CollectYourDeath, but It auto collects the body when teleport
And I never had this issue when playin with +5 people
If you're not using GI
And why don't you only use it?
I find it curious since you know the bug
I have GI in my pack
But a lot of it's features are disabled
So that can happen with only GI installed, or it requires a second mod with conflicting patch? I do have ButteryFixes in my list.
I prefer to let other mods handle things if they handle the same things GI does
That's the approach I always use, but sometimes it's hard to nail down which patches conflict.
Cus they do it in more optimized ways, even Shaosil said if other mods handle the same features he recommends disabling GI's counterparts
I see, I do the opposite :]
if I have another mod and I find out that GI does it, I uninstall the other mod
Of course it depends on each person's taste and experience.
Yeah Shaosil's recommendation is to let other mods handle it lol
lel I see
So say darmuh's mod can handle almost all the terminal features now
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
ButteryFixes handles fire exit fixes
Do you also still use GI in your own pack or have you moved away from it?
I keep it mostly for the monitor stuff
Lun you readded it?
Yeah because BioDiversity caused the big and small disabled monitors to duplicate the main screens with OpenMonitors
I have not had that happen yet
But also ran into issues today with the main Solar Flare screen breaking
So may have to remove it again idk
what planet where you on when it happened? if you can recall?
from the start, or did it suddenly happen and stayed like that?
I havent had issues like this, youโre not using latecompany are you
LethalElements and GI just seem to commonly not get along
oh, no the biodiversity bug
We weren't, and never did find the cause of those issues. To be clear though, we also weren't using GI at the time.
which one are you referring to?
The one Lun talked about with the duplicate screens
It would more so be an issue even without OM, GI patches the monitors in a specific way that avoids the bug entirely which I think is also what causes compat problems with some other mods
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
I hit the noise spam on collecting bodies issue occasionally. I have GI and butteryfixes. Is there a recommended way to have it never happen?
GI feels like a funny trade off atm, it fixes some bugs but causes other bugs and compat issues at the same time
There no setting in GI to disable this fix
That is a GI bug
So if I'm understanding correctly: GI and Bio are currently compatible, but Bio on its own has issues with Ogo on modded moons other than those in its 'official' config?
ButteryFixes won't cause it
It's a bug that happens generally anytime a mod patches BeamUpPlayer
@ivory pivot workaround applied, no monitor duplication
I'm curious if there are any particularly important examples of those "other bugs and compat issues"? Settings or conflicting mods that should be avoided if possible right now?
Well GI just has some patches like the Teleporter one for example
That are good but also cause issues
and you can't disable them
I haven't had the duplication happen, what's the workaround
Duplication happens sometimes if you use LPR to disable the internal and external cams for extra performance
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
Will I have problems if I only use the masked and health station options?
i just need those
so... keep the post processing enabled(?)
Yep
so my pack size can go down again?
Yeah I've just disabled the buggy things in GI tbh
yay, now to redo the whole config for GI again
Did you not back it up?
I'm on gale 0.7.4 
I'll just steal yours and do small changes, a bunch of people where reporting issues post 0.7.5
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 
not a good start for 0.7.6
๐ค
closing it and reopening fixed that pretty fast, only happened after the update tried to reopen
where that location? on GI.cfg or LE.cfg? because i dont found in my text editor
nvm found it
Feature REquest. PLEASE! [begs] An option to remove that "pixilated crunchy filter" on tv videos. Drives me spare.
lol
Feature Request: Toggle the music on the disco ball to allow for its light, but prevent it from making noise and attracting dogs.
@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.
How I wish I could just disable the telporter patch entirely...
Soon, soon. I could have sworn someone said it was LethalElements causing that but I could be wrong
Soonโข
LethalElements was causing a different issue
It caused the issue where Teleporters broke entirely
lol
But yeah adding an option to not patch BeamUpPlayer will be great
๐
Ah ok
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
I have a theory actually. Do you have your teleporter set to allow bringing back items with the player?
I do now but I never used to
So it's unrelated
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.
is this compatible with v62?
Yeah
thanks
Np. Suggested to go thru the config and disable any features you donโt actively want. Also thereโs an uncommon bug with teleporting bodies where it spams the item collected noise.
okay, thank you
I do, the TP works fine
Just disable all mods and reactivate one by one until you find the culprit
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
thats how you debug mod errors in general as a mod user
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
I usually do 50/50
And if few touch the teleporter mechanics, you probably only have a few to test. Apparently you only need to test GI anyway
too late bro
i used to have a 400 modpack...
bro playing this game with even over 100 mods seems to me like you just dont really like the base game lol
You just don't really understand how many essential mods there are yet
My pack has a little over 200
i mean youve got like a million fix mods right? ig in that case its a lil different cuz lethal is buggy as heck
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
but when its content mods, 100+ pack, thats what it seems like
Well yeah if you're using a ton of moon and interior mods your game is gonna run like shit
its no longer lethal lol
When my pack hovers around the 70 count for mods lmao
How big of an impact does adding moons and interiors have? Iโve got like 8 modded interiors and 30 modded moons and Iโm trying to get a bit better performance. Would ditching some of the interiors make a big impact?
Depends on your ram I think
Yeah thatโs what I figured. Iโve got 16GB and itโs getting maxed out which is I believe why Iโm dropping frames. I need to try deleting some poster mods first to see if that helps since I have a feeling itโs loading those all into ram lol
Appreciate it
Anything big in file size like moons and interiors cause the most damage since they're always loaded yeah
Yeah gonna play around with it and see if I can knock the ram usage down
Thanks a bunch!
Moons can be awful, especially on startup times
I have qol, content, moons, 3 interiors and i don't even reach 100 mods
Yeah Iโm fine with startup times but getting frame drops down to like 20fps is not ideal
i have qol, content, like 24 modded moons, 8 interiors and i dont reach 70
@broken crescent masked having nameplates still causes a bug where they have a scan node
is it possible to edit the text scaling or content at all?
cant read player health unless i jump up and kiss the monitor
I think the player health one was mostly intended to be put on one of the two bigger ones
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
anyone have a cool ship monitor loadout that I could copy?
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
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
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.
Iโm pretty sure that its a toggle in the config
Excellent 
I tested with and without deep profiling, but I still only see the game's vanilla call stack and no mod functions
I may just be attaching it incorrectly or something
and you were using the command line flag to enable deep profiling?
Yeah -deepprofiling or whatever
not sure if there's somewhere that might reference a different method but that's what I did
odd
I'll try it again to be sure
if it's launched with that option and able to attach, it definitely should be using it
So my step is
-
Have the correct Unity editor version open (loaded an outdated LC rip but that's irrelevant I assume)
-
Open the standalone profiler from the editor
-
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"
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
I see, ok I'll poke at it a bit more
yep that all sounds right
the target being a copy of the game with debug executables
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
if u have butteryfixes it also does the same lol
BUT, if u have both its gonna make u spin 360 degress instead which is funny
huh, it did show namespaces for me iirc
not absolutely sure though
I always wondered why those fire exit mods didn't make a raycast to check which direction things should be facing lol
fr, like as if I'd play without em by now ๐
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
Looking forward to what you find while profiling the mod, cus I notice GI is one of the mods that lowers performance of the overall game for me
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
I wonder if there's any fixes and stuff that can also be removed at this point, I imagine there might be some redundant ones in there now :3
That reminds me I'll have to check if that flashlight fix is still needed
Yeah, along with some of the other fixes. Like I'm unsure if Spraypaint still desyncs for example
I'll check ๐๐ผ
Ye cus less things being patched that don't need to be is always good 
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
there are some terminal settings you need to turn off
which ones?
ShowHiddenMoonsInCatalog and ShowMoonPricesInTerminal should do it
I didn't think I modify the moons page if those are off
ok, I had prices off, but I assumed hidden moons wouldn't mess with anything. I'll check it
yeah that did it
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
Wonder if it could just be redundant fixes or overlapping code in combination with other mods that does it
If someone who is experiencing consistent poor performance sends me their code I can always deep profile that instead
01919ad4-d7b9-c635-ad07-18a6cc3d44a5 my code, I will say I feel overall lower performance with GI compared to when I used other mods in it's place but unsure why
Ok cool I'll check yours out when I can ๐๐ผ
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
Yeah you'll need to disable FixPluginTypesSerialization probably
Also Scopophobia so you don't get a million shy guys
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
You should be able to disable only it
some mods just may or may not work
Also debug version should work I imagine
they'll just complain about disabled dependency
you can try checking my modpack, It's quite huge and it uses mostly your settings unlike standalone mods
01919aed-1f21-b05d-c622-ac80cbd397a6
Yeah looking at DiFFoZ's guide he says to disable only FixPluginTypesSerialization and add the Debug version in it's place
@sly jolt Would your fork work in general? Cus if so I might just add it to my pack and disable the original
Got it
Thanks for working on profiling and performance. I know itโs much less fun than doing actual feature stuff but itโs much appreciated!
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
Thanks, I threw an extra check in the code where I think that might be happening. Looks like a rare edge case
@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.
You've probably spent a good chunk of time on this and thank you for that
Hmmm well this is a good thing. Did you find any mods that might be causing interactions at all that might possibly be causing problems in Multiplayer?
Multiplayer is where I mostly always felt a difference lol
@broken crescent can you take a look at this?
Potentially fixed in the next update
do you think the performance hit near/on the ship is just a unity hdrp problem then? or a conflict with another mod? cus in my experience when i go near the ship, game drops from 40-50fps down to ~18fps (granted my hardware is old but the people i played with also said the ship lagged bad, and they have new hardware)
Like I was telling Shaosil I think GI might have an issue in Multiplayer more so than Singleplayer
But dunno why
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
I believe someone reported that being LLL
Lol
LLL causes performance hits on the ship?
Near the ship there's wind triggers and with LLL massive frame drops were happening
I'll find the relevant link hold on
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
They're part of moons
Hey there, I've finally managed to track down the mod causing major performance issues at the edge of the ship, and unfortunately it seems to be LLL. Currently using LLL 1.3.8, and when passing...
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
yeah but it removes specific audioreverbtriggers and windtriggers that cause lagspikes in basegame
Ye but the report goes through things vanilla and with LLL
It's a pretty detailed report
i'm just wondering if removing problematic windtriggers on modded moons would address this issue
you can also try this mod https://thunderstore.io/c/lethal-company/p/JacobG5/ReverbTriggerFix/
Lethal Performance is also doing optimization of AudioReverbTrigger
thanks
i'll test my modpack without this and then with it, to see if there's an improvement
Yeah he made that cus I was mentioning I think the lag on his moon in Multi might have been related to Reverb Triggers, I mentioned the VanillaMoonsLagFix mod to him and he saw ways he could potentially do something better :3 I'm looking forward to testing it out for him on stream later
Yeah so theoretically the 2 mods paired together should help a ton
Hey, any plan on doing aimated weather screen for the custom weather out there ? just asking
I don't really have that on my todo list at the moment, sorry
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
i was just asking, i am debating if i should change that monitor
you're not doing the same thing as the mod posted above are you?
The screen is just ascii right? Could you add a way for us to add our own?
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
๐คฃ I somehow missed that message. It IS related to that exact issue which would also work but that mod outright removes the reverb. I'm looking into keeping it and just stopping the gameobject lookup every frame
no no no im talking about this https://thunderstore.io/c/lethal-company/p/JacobG5/ReverbTriggerFix/
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
Ah I see, then yeah maybe I shouldn't bother
yeah sounds like you were both on the same track
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
oh i see. that could be worth doing still
Just tested, even with ReverbTriggerFix I'm seeing huge lag spikes. I'll see if I can fix that
talking about the AudioReverbPresets I assume?
Exactly. That FindObjectOfType is a booger
called multiple times a frame by each instance
yeah it does seem a little sus
I think I can cache it each time a level loads and call it a day with a quick transpiler
I assume it's only when you're on the edge of the ship?
It's in an OnTriggerStay function per reverb instance
I'm not sure why the edge of the ship hits harder
Ah so it's the player that might be inside of multiple triggers causing that?
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
Yeah it's not pretty
that's a few more than I was expecting
I may be overly optimistic but I think fixing this may fix a TON of performance issues people are having
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?
I assume fairly close to it?
Pretty close yeah
I think it shouldn't happen if you're inside the ship, might be worth checking that
You might be right, it seems to be worst around the perimeter
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
Oh I'm not too aware of the difference either
Does it just stop sooner when searching?
FindObjectOfType is ordered
I'm not sure what the order is but it has a defined output whereas Any doesn't
fair enough
I guess it would just be the first one that was spawned
Is this about triggers that surround the ship?
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
yeah
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
Yeah and I was shocked
I'm assuming that's not what Shaosil is seeing rn
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
That is active in the modpack I'm profiling
so might be worth looking a tthat
What moon were u testing
March
Yep
While flooded
It's that
It's apparently a big LLL problem on march
wait lol
That issue
same guy
Lmao
Except he's blaming GI

