#General Improvements
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I guess it's GI? He was very adamant it was LLL, maybe its a few contributors lol
could you repro and check what preset components you have floating around? I suspect something is spawning duplicates
I tested without GI and it's the same performance hit from all those FindObjectOfType calls according to the profiler. But I'll disable LLL and see
3090 damn
Disabled LLL and the problem remains. I'm just going to go ahead and fix it and see how it goes
Dang I forgot to check the number of presets, one sec
77 triggers floating around
So staying in any one of those will cause lots of fun
LMAO
CC @hollow blaze since you're the author of ReverbTriggerFix, the above discussion about this FindObjectsOfType call might be relevant to that mod too
there are a bunch of FindObject(s)OfType calls like this that don't belong
there's a findobject for roundmanager every time you hit something with a weapon
even though only one cruiser is permitted, every single time it's accessed by a findobject for vehiclecontroller
i think this audio trigger thing is the worst one though yeah
I am kinda tempted to just make a mod that blanket replaces all calls to FindObjectOfType with FindAnyObjectOfType though
but then I might make LethalPerformance explode
patching this one might do that already though, who knows
LP is already doing that
caching and changing to any
ah ok nice
but you will still not get a big performance boost
Sorry is there an issue?
not an issue with your mod, but it's relevant
Object.FindObjectOfType is called indirectly by AudioReverbTrigger.OnTriggerStay(), and that's quite slow
it might give a little boost in performance for your mod to patch that as well as the masks
#1253705079605956640 message
yeah I could look into that. I'm kinda waiting for some feedback if it's a worthwhile fix and so far it's sounding good
@broken crescent I think you should just wait for LP update
I'm currently experimenting with Unity jobs and burst for enemy AI and after that I'll do update the caching to minimize the performance hit of searching object
Ah, well I didn't see that until after I already coded the quick (practically two lines of code) fix. It's non intrusive and only applies if needed, so I'll just leave it in for now I suppose.
The good news is it resulted in a 10x performance improvement with the modpack I was testing
oo
v1.3.7 going live shortly
Sadly 1.3.7 did not help in my case, I'll just run without Selenes choice or lethal moon unlocks
That's odd, I didn't see many places where that error could happen. Mind giving me your profile code? I can put it on my backlog
I haven't seen anyone else report this so it might be a mod conflict of some type
it's 260 mods and multiple mods that affect the terminal, you really don't have to
Ah fair enough. I'll take another look at it next time I'm in there then in case I missed something
simple way to recreate is to install selenes_choice and type in something that isn't a command
It might just be a bug with Selenes Choice tbh, not really GI
Lethal moon unlock has the same problem, and seeing how it says GI is patching the function I came here
What's the conflict with Selene's and GI?
Ah got you
@broken crescent Happy to see the big bug fixing and optimization update, so the lower fps from GI in multiplayer was a vanilla issue relating to how reverb triggers handled the monitors I take it?
The thing isn't necessarily a conflict between Selene and GI, but adding Selene or LMU(with discovery mode) to my pack typing in a non command or trying to route to a moon that isn't unlocked renders the terminal unusable
Thank you Zeekerss
Imma try this out, launching my pack rn anyways to generate a config
I was wondering why GI caused lower fps than OpenMonitors, never would have suspected the reverb triggers were going brrrr
It then throws out the error calling out the function GI is patching, so I come to the smart people with my dumb problem
Actually it's very possible multiplayer had worse performance if those triggers were being applied on everyone's machine for each player
Oddly enough, I have Selene's and GI and I don't have this issue
Yeah I think Multiplayer does this, I think for some reason the more players are in a lobby it duplicates the triggers being calculated for the host
Which is why for example Artifice would lag without VanillaMoonsLagFix solo but would suffer in Multi
What terminal mods do you have? I'm suspecting darmuhs terminal stuff or other terminal mods that keep the screen on the same page function might be the cause then
I don't have darmuhs terminal stuff
I have Terminal Formatter
TerminalConflictFix
What bugs me is a lot of people still insist GI is the one at fault for their performance issues. I mean they might be right, but I don't get why I haven't seen any of that myself after all the profiling I've done
Uhhh the LGU Dependecy, Interactive Terminal API
I'm guessing your issue is a conflict between three or more mods, not just Selene's/LMU and GI
It most likely is
Yeah I think it's not GI inherently anymore, since I also didn't notice real performance issues while Solo, but more so the reverb stuff happening in Multi
And maybe anything else that might just overlap in Multi
I know Better Monitors is the main thing that should cause Overhead
oof, terminal broke for me with new update from GI also
Oh was your FlashlightFix no longer needed? ;o
Just noticed the stuff for that is gone now in the config
If someone is in the ship and several monitors are updating very frequently, it might yeah. But other than that those are fairly optimized too
Hm I checked and I still needed the flashlight fix unfortunately, it was bugged in vanilla and spray paint doesn't sync very well
Wait nvm it's there my bad
Flashlight Fix being needed makes sense
Latest General Improvements update is incompatible with Celestial Tint's moons. The skybox generates but the moons don't
That doesn't even make sense
@broken crescent can you look into this?
Yet it does somehow affect them
I just used celestial tint and the newest GI and did not see a missing moon, are you using the 4k textures?
Nope
Let me check again
I was gonna say this doesn't make sense for GI to break it
It would need to be some other mod
without
I highly doubt it's GI causing your missing moon
@broken crescent most recent update you pushed is now spam-flooding this endlessly in my logs as soon as I loaded into my ship
Check if one of your other mods are breaking with the GI update
It's probably a conflict with the new update preventing things from loading
and I can't even use the terminal, enter key does nothing lol
Hmmm so using the Sales Monitor breaks things
It might be yeah
I don't use it so that's probably why my pack is fine
Same lmao
Try removing the Sales Monitor for now
I am in fact using the sales monitor, but it wasn't displayed where I had originally set it, and instead it was a second "profit quota:" monitor since this new update
Until Shaosil fixes it
Yeah it seems like something with the Sales Monitor is broken, hotfix for now would be to change it to something else
Can you both post your full logs for @broken crescent to look at?
Logs will help him hopefully hotfix this quicker compared to screenshots
but that really sucks because, I have a pre-existing issue where sales in the store are listed on the incorrect item past a certain point in the terminal store, but the generalimprovemetns sales monitor ALWAYS showed the correct sales, so I used it to see what sales truly were even if another mod was causing a display issue in the terminal itself
That is not a vanilla issue so some other mod is breaking that
yeah, just don't know which one
I've never had an issue with sales in the terminal
Your best bet is to try and remove outdated mods if you have any
Checking right now if the Sales Monitor was the issue
Mods compiled before V50 are a mixed bag
Lmao it actually removed the moon 
none of my mods were outdated when this began occurring
if you are using AdvancedCompany, it used to desync sales between the portable terminal and the main one
I suspect either Surfaced or Code Rebirth, because the sales are listed onto the correct item in the store UNTIL 'Pickle on a stick', 'wallet', 'hoverboard' in the list
Don't know if it even works on v62 tho lol
any sales below those are assigned to the wrong item
It's neither surfaced or coderebirth whatever you're having problems with
how are you sure if the sales jank only starts after items from those mods in the store list?
I have no other leads besides that
they are the author of CodeRebirth lol
Because if its coderebirth or surfaced, then u can blame lethallib lol
I am aware
And I don't think anyone reported those betore
So it's not those two, I also manage surfaced, so I can guarantee it does exactly what I do
Yeah it wouldn't be Surfaced or CodeRebirth
I use both and have never had sales issues
well lategame upgrades adds items to the store as well, and the incorrect sales assigning issue didn't occur before I got surfaced or code rebirth
so I have absolutely no clue what could possibly be causing it then
all I know is, generalimprovements sales monitor ALWAYS shows the correct sales
while the terminal doesn't about halfway down the listing
It was likely LGU before
that was to fix an upgrade that ensured sales prices were what they should have been
In the changelog for LGU
it wasn't even the upgrade that changes how many sales can occur at once
Have a terminal kitty guys
I believe that would be Better Bargaining
I mean it still could have been LGU
I guess
All I can tell you is
it's not Surfaced or CodeRebirth like @short frost said
Cus if it was I would have noticed it a long time ago
but you ALSO have LGU don't you?
so if it was LGU, you'd have noticed that a long time ago as well theoretically
I don't use any of the market upgrades
I don't use a lot of stuff LGU has
huh
Yeah I tried the market related upgrades a few times and
They never felt worth it to me
I'm going to apply this same fix some other things that use that same find object call for reverb presets but the next version of my mod will have this fix added too
I'll be using it next time I play I think, so I can see if I run into anytime unexpected
alright thanks
OH I know why I broke the sales monitor... dumb if statement backwards logic
Sigh. Every update
It happens bud ^^ glad you found the issue so quickly
v1.3.8 going live shortly
The fix ๐
Oh I guess I should tag @real grove and @prime glade
hurray
Thank you!
For some reason it seems that Celestial Tint stop working when GI is enabled. Idk why.
Update GI to the latest version
1.3.8, the issue was the sales monitor breaking.
If you use Gale Fetch mods
R2 check for mod updates
it just appeared
Oh sorry, I didn't see the previous messages, I'll try.
Well yes. The bug was fixed with the latest update. I blame R2 for not showing updates faster lmao
Btw did you optimize them more in one of the recent updates then? I know I disabled them a while ago cus they used to cause a lot of performance overhead when on the ship compared to having them disabled, if they're fixed I may have to test my old GI config from where I still used them
If not I would love to know the specific monitors that might cause fps loss when they update
Actually @broken crescent Did they ever use Reflection before you removed it? Cus that might explain them being more optimized now in your tests lol cus I don't see you mentioning anything about optimizing them
I don't think I used reflection in any of my monitors. There were a couple one off monitors that I had optimized at some point by having them update less often, but when they're just sitting there without updating, they should have zero effect on performance. So the animated ones like fancy weather could affect performance slightly, or monitors that update often. Credits I think is on a 1/4 second timer also, and the door power updates fairly often if the doors are closed, stuff like that
I understand the camera.Render() has a performance hit, but it's not being called every frame or something
But of course UseBetterMonitors=false is better for performance
I was thinking of this at one point but dunno if it'd be possible, would there be a way to only add the additional 5 monitors using the Camera.Render() stuff while keeping the others untouched? Cus that would lower the performance overhead
Technically yeah but honestly I won't do that, that would mean canvases on some and material renders on the other, a bit goofy
Fair lol, it was more of a thought for if you want an inbetween for better performance at the sake of it looking a bit odd
Btw I saw you said you put in an attempted fix for the item collection ui exploding, I still dunno what causes that I just know I've only ever produced it with GI or CollectYourDead and both do a similar thing to patch collecting dead bodies lol
Yeah I didn't quite get a chance to debug that in particular, I doubt it fixes the problem but I guess at least you can shut it off now
Good old recursion
Yeah, ButteryFixes includes an alternate method for auto collecting dead bodies that doesn't rely on patching BeamUpPlayer functions and I've not produced it with that so I almost wonder if there's something weird that randomly happens regarding how it's patched like an edge case that triggers at random
It's one of the strangest bugs I've experienced
XD
wait describe the bug rq?
The bug where the item collection ui bugs out and just gets stuck spamming
oh my god I'm not the only one with that ๐ญ
It's only ever happened with GI or CollectYourDead
Yeah GI was updated, you can disable it's Auto Body Collection stuff now which should fix it when using GI
if you need auto body collection use ButteryFixes instead as it seems to do it in a safe way
alr alr, I've already got butteryfixes installed but that collection ui bug was such a big problem for my group
for a while, iirc around when v49 released it was going off every few moons
Yeah disabling the GI feature for auto body collection should fix it
does it only affect the host for your group as well?
Nah, it would affect the host and would be random which clients were affected
Some clients wouldn't have it some would
Sometimes it'd be everyone
interesting
whenever we had the bug it would only ever affect me, no one else got it ๐ญ
Yeah
alr alr good
afaik it was GI's teleport thing and only seen it for host personally
mmmm alr, that lines up with my stuff, maybe CollectYourDead was the one making it happen for other clients too in Lunxara's case
unless yall weren't using it then
Nah it's happened for us with GI, maybe MoreCompany causes clients to be affected sometimes too
Nope it just happened to clients today but not me. Butterys can cause it too.
Weird I've never had it with Buttery's
Only GI and CollectYourDead
I mean did you ensure you had the option disabled in GI?
The update doesn't set it to false by default
You have to change it manually
Yes I made sure.
No
@sour rain Time to add a config option
Yes please ๐ be like GI save our ear drums
It was on my top hyped fixes for GI. Delayed my lobby start by a couple hours when I saw GI updated and made some big last minute changes to get it back in. I missed my wall of monitors! Thank You for updating!
Re adding the wall of monitors with Wider Ship mod made my friends think we got promoted!
Better Monitors wasn't optimized
If you had performance issues with it before you still will
The optimizations were to fix a vanilla issue with reverb triggers, that for some reason was just more prominent with GI installed
Also that wider ship mod looks so weird to me
I'm not a fan
Performance was great tonight with it back.
Maybe the reverb triggers were why Better Monitors used to have so much overhead
I'll have to test
It takes a little getting use too. Plus this Dev could possibly be experimenting still and will hopefully turn it into something epic.
I thought that was what he said before. Because of everyone in the lobby getting the reverb triggers together.
Honestly I made this mod pack tonight as a funny haha pack with some cursed Scrap theme as a change and it ended up running so nice!
Oh only issue I ran into was I as the host couldn't beam in with the inverse but a reset fixed it.
I definitely notice it feels way worse with BetterMonitors still
I also just realized my ship looks really weird now with all those extra screens XD
I'll try removing the monitors that update a lot and see if it helps, compared to my old config since new options were added
Yeah it was one of those 2 monitors
I like the Danger Level one a lot

Looks cool with Solar Flare ngl
lol
Are you talking about problems with these reverbs like in mineshafts that sometimes sound like in multiple layers?
Well, I had no problem using Celestial Tint in my modpack of 230+ mods, I would not even get how this'd be a GI problem.
What even is that? Is that a GI function?
Yep
Sales monitor was also the one causing me to get lower performance when restoring better monitors, fixed it by removing it and switching it to the Danger Level one
Which I like the Danger Level one more anyways
I'm actually not even using BetterMonitors, I just don't know what to do with that many monitors!
I just like to place my Terminal in a 45ยฐ angle in the left corner next to my monitors/lever which is possible thanks to GI!
I mean if you want some of the functionality they add but not the extra screens you can enable better monitors but set add more better monitors to false
What functionality do they give? I'd love things like seeing them when I'm dead, other than that idk
I mean better monitors without the additional screens will give the improvements to the screens where the background color doesn't float lol
Vanilla is a bit bad in how it does some of that stuff
Wait, so I might be using Better Monitors, just not the additional ones probably? Sorry, I'm not in-game right now.
What kind of an issue is it with lightning strikes hitting your shovel after inverse teleporting btw? I don't know, we got that one time playing in a mansion.
This might help a bit
That is going to be really helpful for a bunch of people
also whenever you update the mod next could you add a monitor option for company buy rate? it's no rush at all but would be nice to have when playing
with random rates like you can get from #1173632636120473712
Sure thing, that's one of my todos for new monitor ideas actually
I'll have it in the next update
(he says, hopefully)
oh perfect! 
as I said it's no rush, just a QoL
im still not convinced this behavior isn't being caused by another mod, because we have never encountered it before + since i use vanilla functionality only, you'd encounter the issue the exact same way if the body was manually carried into the ship
i did make a change to the behavior in some recent patch (i believe, unless i haven't pushed that to thunderstore yet)
and i could revert to the old behavior if there is suddenly an issue
i'm still waiting for somebody to provide a log of it happening without generalimprovements being installed
although that reminds me
now that generalimprovements' version works i need to make it auto-disable again
our patches shouldnt be conflicting with each other but both at the same time are not necessary
Could the problem be some of the mods that add fixes messing with the body in such a way that it tries to exist both where it was teleported from and the ship?
Either clipping fix, orientation fix, or accidental desync between host and clients where the client tells the host the body is in one spot but the host register it in another and it just keeps sending that back and forth?
Sorry since it was a client that had it happen I never got the log.
Also one cool setup I do is I left 3 monitors off ( 1 on each section) to make it give off a slight vibe of hey big computer that doesn't fully work lol.
A cool monitor idea!!! @broken crescent
Have like a broken monitor option or like a still Glitched looking screen.
Then when people don't want to use all they can just add slight cosmetic to it for a better look of a partial broken system that fits the lethal company feel.
the scrap collection is all handled clientside
so unless a mod was crashing the function halfway through there's nowhere it should get stuck in a loop
I'm unsure if it's a loop happening or if it's a backlog, most people just reset the lobby when it happens. And I have never had it happen to me so I don't have a log to look at
when scrap gets brought into the ship vanilla, it calls a function that sets its properties to "inside the ship" (which prevents it from despawning at end of round), and then calls another function to display it on the scrap collected screen
that second function that displays it as collected adds it to a list of scrap collected that round and bails out early any time it gets called again for an item already in that list
the only way it could be collected more than once is if the second function crashes before it adds to the item to that list
since i just use the vanilla function, the same bug would still apply if someone manually carried back the body or placed it in the cruiser and magnetized it
I'm finally trying to optimize Better Monitors as much as possible. I removed all custom render code and changed it to defer the rendering to the camera itself and let the HDRenderPipeline do all the work, as well as limiting the update to 1 extra render per frame max.
This seems to have helped, but I do notice while profiling that on the frames where it updates, it runs the GC a couple thousand times and adds a tiny bit of unexpected overhead (only about 4-5ms)
Just wondering if any of you nerds know why this might be happening. ๐
For technical context, I have 14 materials, and 14 render textures, and one inactive camera. When it needs to update a monitor, it moves in front of it, sets the render target to the active monitor material, and enables itself for a single frame
Ayyyy
@sly jolt you might know
I shaved a couple ms off by having a disabled camera for each screen, then just enabling the one that needs to update for one frame
Still does a bunch of GC for a 3-4 ms but I assume that's not a big deal, despite being messy
I highlighted the points at which the fancy weather monitor is updating
wee little blips ๐
0.047ms
Current frame accumulated time:
0.869ms for 44 instances on thread 'Main Thread'```
Looks like it's related to a bunch of VolumeComponents being enabled, but I do have all volume masks disabled on all of the cameras
Weird
This should still be much better though
I look forward to the update
I have a lot more coming than just that too ๐
3-4ms total in your whole profile? I would assume that's not per frame unless it's deep profiler overhead making it run really badly
also I assume the camera has no children? it does seem odd for it to be calling Volume.OnEnable if not though
one thing you could potentially do is use a hook (via your mod or UnityExplorer) to print the path of the volume in OnEnable
The 3-4ms is coming from 2,000 garbage collection calls in a single frame when all that Volume.OnEnable mess happens (see the junk with all the red GC calls in the frame above?)
The camera has no children, so yeah I might have to dig in to this to see if I can improve it further
3-4ms in a frame is an insane cost, I would expect that to be very noticeable in game
does it feel like it regressed?
You can see the profiler above doesn't have any big lag spikes so it's not really noticeable when it happens once every once in a while. It's definitely better performance than it was when I was manually copying the texture over myself
It seems to be from those 40-50 volumecomponents
Sadly I had deep profiling off and was using profile markers lol
I'll turn it back on to see if I can trace it down
oh
hmm
did you compare total frame time on a monitor render frame before and after then? I wonder if it's an improvement with all that gc
but either way, would be very good to see if it can be prevented, it might be drastically better without that
Hmm let me do that real quick
if you want you could send me the build with the new system and I could take a look too
I'm very curious about this
The old system has the same overhead for calling manual Camera.Render(), just in a different spot
Sure, one sec
There's some other stuff in there too, namely profile markers in the pre-deploy build which you can use as well if needed
oh is all that red from those volumes as well?
Yeah
iinteresting
Seems to happen any time the camera spins up
that's quite curious, because in OpenBodyCams, I observed a significant increase in fps by using Camera.enabled instead of Camera.Render()
I wonder if it's having to use a different render pass for your camera because it's so different from the gameplay camera 
it's only for a single frame when it turns on for the first time, but in my case that happens each time I need to take a "screenshot"
right
The profiler looks like it's using the same render pass as the rest of the game
I had OpenBodyCams doing something similar by limiting the framerate of the body cam
It's part of the first major render call
that might not mean that it's the same pass
fair
it should be calling RenderPipelineManager.beginContextRendering once if that's the case
lemme see if I can find out
I'm going to check out deep profiling real quick as well
could you send a config too? I don't think I have monitors set up yet in my profile
ty!
oh boy
lemme check the decomp on that
oh well on the bright side, looks like Render() is a render pass, so if it's only called once in a frame then it is just one pass
Ok. It seems to be cleaning it after rendering it, which removes it from a cached dictionary and has to recreate it each time it get re-enabled
yep
looks like GetOrCreate is public, so you could potentially just instantiate the HDCamera and set it persistent
if we're lucky that just removes all this wasted time
I'm not sure that would solve the cleanup it does when detecting if an HDCamera has been used for 2 frames?
where is that?
HDRenderPipeline.Render()
isPersistant eh, ok let's see
Looks like I can set AdditionalCameraData.hasPersistentHistory
hopefully there's not some other function hiding away that'll delete them, but it seems to make sense that that would work
oh?
that doesn't sound related to me but I may be wrong
It's one of the flags that gets checked when adding a camera to be cleaned up
Still looking though
oh
lol I'm dum
that would work too
I just looked at the if statement and glanced over that flag
either way works really, I guess
I should test out this flag and see if it fixes something for OpenBodyCams as well 
fps limiting always screwed with the custom pass and made it flicker
ooo nice!
Thanks for your help ๐๐ผ ๐๐ผ this should help a lot of people
Camera.GetComponent<HDAdditionalCameraData>().hasPersistentHistory = true;
this isn't the cause of [Error : Unity Log] Can't remove Camera because HDAdditionalCameraData (Script) depends on it
is it?
I'm curious, how hard would it be to make the old version render one camera each frame (not max, just always) so you can test fps before/after and see the improvement?
that's doubtful, since that's related to a camera component being deleted
probably some mod being silly
No that sounds like someone trying to remove a camera component somewhere they shouldn't
Um, not terribly hard but I'd have to fiddle with things and mix some old and new code, might be a bit ugly? The code is also a bit cleaner with the new method, I might leave it. Plus my machine doesn't really see much of a difference either way lol
Yeah check this out, those SetPass spikes on the bottom no longer bleed into the CPU usage
Hope so!
Oddly I do have the HDAdditionalCameraData script attached to the cams in my asset bundle but I can't see its properties, or I might have found this a bit easier
Had to go digging through decomps ๐
yeah HDRP stuff shows up under the normal settings for the components they're attached to
it was a bit weird to me at first
it also has a setting that hides the majority of them
Ah. Well that's confusing
Also if anyone is curious what my asset bundle looks like lol
definitely seems much more convenient to hook up an array of cameras rather than having to copy transforms around lol
My MonitorAPI will also include an associated camera now as well
Yeah.. I thought it would be less performant that way but of course it won't be if they're all off
I think
oh wait that's perfect for something I was thinking of adding
I needed to overlay some text
although I'm not sure how to do it without being disruptive
I also haven't screwed with text rendering at all yet so we'll see
I might increment the minor version for these updates xD
Feels substantial enough

will this fix the thing where you can still see the ship inside cam behind whatever monitor is replacing it
No, I don't touch material textures unless you set UseBetterMonitors = true, but with this update, I'd recommend switching over to that since it will be much more performant in theory
i was originally but i switched off of it because it feels like the text is blurrier at a distance
That should be fixed a few versions ago when I added the PlayerHealth monitors, I doubled their resolutions
alright i'll give it a try in the next version
I have mipmaps disabled for those render textures, and it used to be 128x128 so I could see that happening
You know what though I'll go ahead and fix this while I'm in there
since ur revamping BetterMonitors a bit, will the grey trim and the glow able to be fixed ๐ฅบ
Not sure what you mean
BetterMonitors on has the small monitors lose the grey on them and the glow when the lights are off gets cut off a bit
I think the trim is a material issue, in vanilla it appears more metallic
or..more gray perhaps, not sure
for reference
I don't completely see the issues, but that's strange if the materials are different as I'm just copying it to the new object
Also those are the same pic lol
(Yeah its a little nitpicky)
Oh nevermind I opened the wrong one
ah, I think they mean the screens in GI look a lot more like they have lightbleed compared to OM the black background appear more black in OM
Oh you know what that is? It's because with UseBetterMonitors = false, the screens are just UI canvases floating in front of black screens
So you're seeing the gameObject behind them
With UseBetterMonitors on, there is no floating canvas anymore
If you go to the far side of one you can see what I mean
oh what the hell
setting hasPersistentHistory to true causes body cams capped at 70fps to drop from ~130 fps to ~124
but it does fix the flickering it seems
Hmm the cap doesn't work?
nono, 130 and 124 is game fps rather than monitor fps
Oh gotcha
I just wasn't expecting it to regress the game's performance considering that you found it was doing a bunch of instantiation work
I wonder what those extra frame drops are caused by
maybe the custom pass is just that heavy that it not doing it properly for every other frame increases fps
my initial estimate seems like it might be on the pessimistic end though, so I think the regression in perf is worth it to fix that flickering finally
Fair enough
I'm very glad to finally have a solution to that, it's been an issue I've put off fixing for a long time thinking I'd have to duplicate the custom pass
wait so we can have an fps cap with no performance hit now?
well, I just tested with 70fps cap and it regressed performance by about 4%, but it will no longer have the volumetric light flickering
I'll test with a lower cap now
probably should post the results in #1199570032196333648 instead lol
ping me when you have the results please
oh, I had my game's fps cap enabled 
lol, so the 4% isn't a thing?
@broken crescent Any eta how quickly it will be before we get the optimization update? I'm excited for this one 
yeah lol it appears to be an across the board improvement if you're not doing something unreasonable like limiting to close to your actual framerate
Hard to say actually I'd like to get a few more monitor types added in this one as well as a bonus feature to eliminate one more mod. Maybe a few days
;o
company sell rate monitor? 
u ever thought about adding a soft compat for custom weather authors to add the weather icon stuff
oh that's a good idea
That's almost finished locally ๐
I should - I get multiple people asking about that.. I'll look into it eventually, no promises about next update though ๐
ye that's fine, i wouldnt know how to do ascii art rn anyway 
Well this is fixed, it'll be in the next update
If you happen to keep using the old style monitors
i probably will switch if the resolution and performance are better, but that's good to hear anyway
Crew location monitor? Inside/outside
Proximity monitor? Life signs outside?
Custom effects monitor? Just for looks? So something like how Solar flare looks like? Cracked monitor?
Adding a couple of those to my backlog lol
Would be cool to have something that adds an advantage like some of the ones I wrote be configurable to be locked and able to be bought through the store
Store integration would be cool but that needs a lot more code than I have for the next patch
All I your own time, I'm just throwing out ideas
Does it pull from the game itself or is it repeating per quota?
It pulls from StartOfRound.Instance.companyBuyingRate
Perfect, then it's probably going to be compatible with mods that alter the rate
I have it updating in many locations wherever that variable changes in vanilla, so as long as the mods update it before my monitor updates, it should work
Guess we'll see
We can yell at Robyn in #1173632636120473712 if not
So for a "day's profit" monitor - should I dynamically update it as people bring things to (or out of) the ship, and reset it in orbit? Or keep it at 0 when landing, and update it only on orbit based on the scrap difference in the ship?
i feel like it should probably be in all caps to match the other monitors
dynamically during the day sounds good
Good catch I forgot I was doing that
also how does that colored percent interact with mods that can set the value above 100%
It will just be green if it's >= 1
Would it be possible to highlight another color above 100? To catch attention?
Sure I'll make it teal or something
well that's all I have time for today (for now). Got a lot accomplished if I do say so
I wonder, did you mean 100 or greater, or only above 100?
I assumed greater than
I'm curious, what does this new system do if a more than one change is queued per frame?
does it have a way to handle one monitor being requested to change multiple times in a row?
(I'm assuming it's using something like a queue since you mentioned it updates one screen per frame now)
Exactly, I use a queue and pop one per update
And if you're outside the ship, one monitor can only have one update that gets queued for when you get back
It's always the latest
nice, that sounds perfect
This is correct
do you know a mod that changes that?
There used to be randomsellprices, but it uses lc_api.
I'm unsure if the formula Robyn has for LCE allows for over 100%
doesn't LGU have something that can do that
BuyRateSettings
Haven't touched lethal in a while and this is one of my favorite mods, last time I checked it seemed to have some fps issues, are they currently fixed? Any issues that I need to be aware of?
mod runs pretty good, better monitors has a tiny bit of additional slowdown that imo isn't noticeable, u can make that issue a little better by changing the sales monitor to something else like the danger level
apart from that i don't think there are any problems, just turn off features that could be handled by other mods to prevent the fixes from overlapping
the sales monitor is acting a little weird and causes a bit of slowdown
I see thank you
my framerate decreases from 90fps to 60fps when using better monitors..
There is an update planned to optimize the monitors soon
Y'all might get lucky, I was up in the middle of the night last night and felt like coding so I got the final couple of new monitor types coded, pending testing. Then I found some time today to code the final target feature of v1.4.0
So if testing goes well I'll plan on releasing it on github within a day or two for testing to make sure I didn't miss something big
Hopefully this fixes the ship frame drops
My friend couldn't even move in the ship last time we tested
It was a frame slideshow
You should only have lower fps right now if you use Better Monitors, and the next update is gonna optimize those
I'm excited
I love Better Monitors
Geez I mean I know better monitors has a performance drop but it shouldn't have been THAT bad lol. Maybe that was before I optimized my scanner fixes also? Unless your PC just really doesn't like camera renders
It could also have been combined with those reverb triggers in vanilla I fixed, I think in multiplayer that lags exponentially
I got a report with my modpack of a memory leak when playing for a while, could that be it?
That's really hard to say, those are boogers to track down. But maybe
For an average scrap monitor, should it display decimal places or round down/up?
what is an average scrap monitor
A new monitor that will show the average scrap you collect each day
oh, definitely rounding then
So v1.4.0 is now on github. I'll let anyone of ya'll who are interested play around with it, and if I don't get any major bug reports with it, I'll release it on Thunderstore at some point tomorrow. Enjoy!
https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.0
Don't forget to grab the assets file as well since it has changes
Looking forward to it going live on Thunderstore, cus I wanna play with the update on stream later 
@broken crescent Found a bug with 1.4.0, monitor 14 is set to none in my config but is showing Total Deaths
Thanks! That's a good find.
I tested None showed blanks before releasing it though so I wonder what's going on here. Could you pass me your config?
i think i have that same problem before long ago, the setting is none but ti was overlapping with somethng else
so i just regen my config and somehow its weirdly fixed
In past versions if that occurred it would have been caused by a different problem (I think), but now that I'm using a camera per monitor I'm really curious why one would be duplicated. Hmm
Oh it's worth noting that one of my GI ClientRPC calls that occurs on client join is modified so it may not be cross compatible with older GI versions if other players are using them. But I guess that would happen in the past if I'd update those too

Just fixed a bug with the ship scrap monitor displaying values OUTSIDE the ship instead lol. Fixed in the updated 1.4.0 github version above.
I updated the mods in your profile I still had saved and tried to duplicate your monitor settings in the config and it looks like this for me
Yeah if you leave all monitor settings default it won't change anything
Do yall think GI is good to use without kill frames now? I had swapped it out for a bunch of other mods a while ago because of that
I'd wait for 1.4.0 which will release either today or tomorrow, there's some major performance improvements around better monitors in it
ooo okay thx for the info
@light girder sorry for the ping but you seem to know the most about this, is there is an up to date list of features that cause lag?
or caused
Maybe it was cus I changed my one monitor
I changed one of them to be Day's Profit to test it
And then got the duplication
Oh good so 14 was set to total deaths?
I had 14 set to none
For some reason it duplicated as Total Deaths for me yeah idk why
Is it consistent?
Looks like you did the same setup on your end though and it didn't happen
No idea, I just know I changed the Door Power monitor to the Day's Profit one and then 14 said Total Deaths lol. I prolly should have checked if it changed my option for monitor 14 XD
That's weird lol. I guess let me know if it happens again, if not I'll assume it was a one off
Hopefully
Could have been a weird thing with caching too since the Thunderstore version would have been cached and the 2 files were replaced in plugins
Hmm could be
Since it was fine til I changed the one monitor lol it was odd
Totally off topic but it's roller coaster day y'all ๐ข
Ooh
~~GI error while trying to execute view monitor ~~
That error log is a bit confusing but it looks like the mod at the top of the stack track is TerminalStuff
oh you're right
i did not check that
time to forward it to the right thread then, sry
No worries!
Out of curiosity, how many of you had a chance to test v1.4.0 with the GitHub release? I know that's not a common way of testing so I'll probably end up releasing it later today even if only 1 or 2 people looked at it ๐
The story I'm going with, as always, is "works on my machine"
I test in production
When in orbit, would it be possible to display "Time: ???" instead of falling back to "Ship monitor x"
When working properly, it would show TIME: (PENDING). So that's probably a bug or mod conflict. What version? Any error logs?
v62, 1.3.8
let me test with just GI. I was testing with Imperium enabled (which messes with a bunch of stuff)
I disabled Imperium and it works now ๐ค
false alarm I guess :P
Well that's good I guess sorry lol, mod conflicts are tricky
yeah for sure lol
I managed to replicate it with just GI and LethalConfig installed. I'm still trying to figure out how to trigger the bug.
Interesting, ok
I wasn't even trying to replicate the bug and it happened... now that I'm trying to investigate, it doesn't wanna manifest itself anymore ๐
Every. Single. Time
๐
I wonder if that would be fixed in 1.4.0 with the new rendering code
Though I've never seen that happen myself and I have time on all the time
Shrug
First time I've run into this issue. My friends and I have been playing with GI for a couple weeks now
OH it happened again. This time with all my mods from my modpack.
It's odd that it would revert to a "screenshot" after other renders have taken place, I don't see how that initial image could stick around after the first update. I still think another mod may be causing it somehow but..
The only error I'm seeing is related to ShipLoot:
[21:51:41.3115490] [Error : Unity Log] NullReferenceException
Stack trace:
ShipLoot.Patches.HudManagerPatcher+<ShipLootCoroutine>d__5.MoveNext () (at <4fe3eb9510bd450291034b3e19ef9fe4>:IL_005C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
ShipLoot is very old so I'm not too surprised
I just use the scrap monitor in GI nowadays
hm
ShipLoot always felt kinda cheaty
I think I'll do that too. I just kept ShipLoot cuz that's what my group is used to.
dunno if this helps
log file from that recording
modpack code: 0191afa1-a30d-c4ae-2c2b-56054afa3662
@broken crescent Hope the update is gonna go live on Thunderstore soon, need those optimizations 
I've been out at an amusement park all day but tell you what, I'll remote in to my desktop right now and deploy it ๐
Give me like 2 minutes
Oki 
Well plus it takes forever to go live
Tooooo many people. But we had fun
I feel that lol
I can't get hidden moons to show up in the terminal, even with the setting set to "Always". I'm using darmuh's terminal mod, but I've already ruled that out as the conflict.
Any known issues with this that I should look into first?
If you use LLL the GI feature doesn't work
Use Mrov's DisplayAllMoons mod or MoonUnlockUnhide
I looked at those the other day and then forgot about them completely. Thanks!
Or LethalConstellations (If you wanna make some more complex travel system, but there's a config option to unhide moons)
And nearly an hour later it's still not live -_- come on Thunderstore
We love Thunderstore for being slow lol
Btw for compat with WeatherRegistry if I wanna use the stuff from GI, guessing I just need the values in WeatherRegistry to equal the vanilla ones
Cus I like that you got Apparatus multipliers going
If you leave the gi configs for multipliers alone it won't make any changes
Oh I see
Yeah probably?
Yeah, I was saying if I wanna use GI's stuff over WR's I imagine the same principle would apply
Ye
Does the "unknown"/"uncertain" weather from WeatherTweaks work with the GI weather monitor?
cuz last time I tried, it revealed the real weather of the moon while in orbit
The weather monitors will always show the current weather for now
There isn't a config option to disable the health station, is there?
there is!
There is, in fact it's required if you join a lobby that doesn't use it
Ah, on the mechanics page. Solid.
๐ฅ
@broken crescent So uhhh what exactly do Dailly Profit and Average Daily Scrap do?
im getting this too, it's because the monitor placements are different for bettermonitors and the regular monitors
Looks fine for me
How much money you made and average scrap you collect each day btw
yeah bc ur using more monitors
Yeah so something is broken with Better Monitors with more Better Monitors false then
@broken crescent
it's not broken lol
Probably an accidental oversight tbh
I'm seeing this too.
It is though, this didn't happen with Better Monitors before right?
So saying it's not broken when it was fine with 1.3.8 is silly
Ahhhhh
the only issue is that the configs don't cleanly transfer from the regular monitors to bettermonitors. if you were using regular monitors and switched to bettermonitors they're misaligned. the monitors themselves aren't broken, you just need to update your config
why do I have 2 External Scrap monitors though ๐
So you just need to change how the displays are listed
Magic
that one might actually be a bug, i'm getting that too but with my weather monitors. in the same spot
Seems unintentional since it was specifically made when the MoreMonitors option was separated that you didn't need to change anything
actually I think it's just straight up bugged. Top left monitor is monitor #1 for me...
From the wiki:
Monitor reference (WITHOUT extra better monitors)
Monitor reference (WITH extra better monitors)
It's fine for me
ok yeah i think some stuff accidentally got moved around
Looks like potential config corruption somehow
better monitors enabled befre update so everything is fine
looking at this i think the values just aren't updated for not having the extra monitors because you can see that 10, 11 and 12 are in the same positions as the new broken ones
not sure what's up with the double monitor thing though that's weird
what I mean is, in my config, this is:
ShipMonitor #:
1 2 3 4
9 10 11 12
(I think?)
I'm quite happy with how this looks, I have ImprovedClock now to see the clock while inside the ship
not sure about that because mine does follow the 3 4 5 6, 9 10 11 12 thing. with an extra weather monitor for some reason
I'll just redo my config lol
(It's not gonna fix it)
?????????
after setting up my config how it should be on the other layout it just does this
i didn't restart the game, not sure if that matters yet
yeah there's something really wack going on with the monitors
I'm guessing it's because the update kinda uh
It's like MoreMonitors is there but not actually
I'm also having the issue where monitor 14 is duplicating a different screen. OBC issue?
I have TotalDays on "Ship monitor 4" so it's on both the MoreMonitors' 4 and no-monitors' 4
I set all monitors to "None", except for #5 (which is set to "Door Power"). ๐ค
(my MonitorBackgroundColor is 050505)
Most likely, I haven't had the problem but I did once last night
I've got the same issue
As host I see it, but no one else. Not that big of a deal. Thanks for the reply.
also, fps is way higher on 1.3.8. I have 120 - 140 fps on that version, and 80 - 100 fps on 1.4.0
I haven't noticed any fps hit, if anything 1.4.0 should perform better since it optimizes the displays
Lower fps might just be cus you have a few bugged screens
yeah, whatever caused the monitors to be bugged is probably also causing the fps hit
Monitors are fine on my end, unsure why some are having issues
have you tried with moremonitors off?
But some people I saw reporting it being broken had them on
I saw someone having them on with a broken setup
So idk
it may be a mod conflict too
Hard to say
Only one with an issue with MoreMonitors that I see in this chat is just 1 of the Monitors being duplicated
dropping my modpack here in case it may help shaosil
0191b04a-1cd3-ac83-3535-2920ff4a3749
Not a mod conflict. Tested with only GI and LethalConfig.
AddMoreBetterMonitors = False
UseBetterMonitors = True
oh interesting
Just to be sure, if you're having issues and updated manually, make sure you've downloaded the updated assets file
I updated through Gale
same
sha1sum of GeneralImprovementsAssets: 29f4a38e00f11eef4319ba64cccb3ebd486d6921
(same as the one from Thunderstore)
Hmm
I'll review the issues when I have time
Is anyone having issues also using r2modman?
With GI
yes
I think there was an oopsie poopsie?
NO SALES TODAY
Funny thing is the only monitor that is right is the internal cam lmao
Also, yeah, the FPS is way lower for me
I'd normally get about 260FPS, now it's 150
So back to 1.3.8 I go and wait diligently for an update lol
that's weird, mine hasn't changed after the update
that's because you have "extra better monitors" enabled
Shaosil also said that it might be related somehow to r2modman
don't think so
i'm using r2 and didn't have the problem
there is no relation
he was asking if people were also experiencing the issue when installed via r2modman, because 2 users had reported issues with the mod installed with Gale Mod Manager
but no, it's just a bug in GI, unrelated to the mod manager
maybe I understood that wrong lol
does it only happen without extra better monitors?
there's a lot more issues with AddMoreBetterMonitors = False
but, from what I gathered, some people are also experiencing issues even with MoreBetterMonitors = True
Would it be possible to have the position of the medkit be attached to the coils? It doesn't move with it with Wider Ship Mod enabled. Definitely not necessary, but it would be nice
Well AddMoreBetterMonitors is of course the one monitor related thing I didn't test, although I can't think of why that would matter offhand. I'll definitely do some testing of my own when I can
Yeah I'm hoping it's a simple fix
Wider Ship needs some fixes and polishing before compat stuff is considered imo
Turned off AddMoreBetterMonitors and immediately replicated it! I'll see if I can fix it real quick tonight
Oh I think I see the issue... hmm. it's related to having a camera per screen now and no longer moving a single camera around. I think I can fix this shortly
Noice, I wonder if that will also fix the edge case of Monitor 14 sometimes duplicating a screen too
I had it happen again but it's very hard to replicate
I hope so
Fixed and deploying
It wouldn't be an update without a day 1 hotfix ๐
I mean hey pushing it to Thunderstore did good, you got people finding bugs instantly that went unreported lol
At least it was only monitor stuff, glad nothing else broke
Ok so let's see... @wet fox, @frigid bramble, @proven moth, @desert folio, @north raft. It should be fixed in v1.4.1 going live soon
True!
That being said it would be cool if Thunderstore supported beta channels
Agreed
Yup, seems to be fixed on my end. Thanks!
however this is still a thing
Hmm so sometimes when you load the file the time doesn't display?
I'm not sure when it happens, but I've managed to replicate it reliably by doing the steps you see in the video.
- start a game and pull the lever
- leave as soon as you see the "time" monitor update
- load the same save file
- observe that the "time" monitor now displays "Ship monitor X"
Edit: it also seems to happen when creating a new save after step 2 (but not always)
I've never had an issue with the time monitor breaking personally
Ok next time I'm in there I'll see if I can replicate it, otherwise I'll try to use your modpack
ye update do work
Tbh I would recommend using one of the other displays over the time one and use TestAccount's Improved Clock mod now, cus it allows you to have the Clock while in the Ship and while Spectating
Also has a ton of customization options for colors
I use it but only for spectators. I have the clock disabled while in the ship.
@broken crescent I am very much wondering if this is an interaction with OBC now lol
OBC?
Open Body Cams
I'm kind of surprised you don't use a body cam mod tbh
ยฏ_(ใ)_/ยฏ
do you have your monitor 14 set for external cam? with that setting and using OBC, it behaves as expected on my end. I also have the GI better monitor index set to 14 in OBC config
I have 14 set to none
I suppose I could set it as external cam though, I disable the cameras with LPR anyways lol
which monitor is your external cam on in the first place?
and what do you have as the index in your OBC config?
OBC untouched, it's always on 14
i'd try setting monitor 14 to something other than none, might help
maybe OBC doesn't like that it's put on a monitor with none, idk
if everyone posts a screenshot of their issue along with a config that would probably help Shaosil out a lot
trying to guess what the config is based on a screenshot of a bug is gonna be tricky
Yeah I posted my screenshot and my config
indeed, but the more there are the better so that he can correlate them
Good thing is, I have your color settings for the external cam pretty close in matching lol
It's very slightly brighter
XD
my suspicion is that maybe setting a monitor to none is causing this to happen occasionally or something but we only have your config so far I think?
It only happens with Monitor 14 though
13 never does it
some people had screenshots of issues with other monitors, those may be related
oh I guess I forgot Shaosil said he replicated that, never mind
this
(just to be clear, not an OpenBodyCams issue, since that relies entirely on the API that I forced Shaosil to provide)
The FPS issue is still present in 1.4.1. Here's the full log but I haven't noticed any error spam
Hmm, yeah this is probably a GI problem, do you happen to know specific replication steps or does it seem random?
It might be something odd with how I replace materials on that monitor
Does the FPS issue clearly disappear when you turn better monitors off? Or GI in general?
Nope it's GI in general
Man I've spent so much time profiling GI and haven't found any frames causing lag, none of GI's frames even show up in the frame debugger visually because they're so miniscule lol. I can see Better Monitors still causing more overhead than not using them just because of the nature of how they render, but I was unable to find GI at fault for any other performance issue yet
If you give me a profile code (heck and a save file if you have it), and let me know which part of the game you see issues with the most, I'll be happy to load up your game and profile it as well. Obviously I could be missing something
I've tested the FPS in the orbit. I noticed a very big decrease from 260 to 150
0191b2bd-d03e-d21e-edfa-49e2a18fff69
Ok thanks I really hope I can see it as well, I'll give it a test when I can. I'd love to figure this out
And to be clear this is simply by disabling GI?
Yup
The 260 is when running GI 1.3.8
Without GI it's more like 230
Wait so you have 100 LESS FPS after v1.4.0? That makes no sense ๐
Anyone else having that issue?
Yeah, I have no idea why, maybe a weird interaction with some other mod
But I can send screenshots with frame counter
No I believe you lol it's just bizarre. I'll check it out
and this is GI 1.3.8
... Huh. Well I'm glad you put the research in
Anything in the name of science ๐ซก
Right I'm so confused
I have no idea lmao
I am definitely not complaining lol
can repro on my machine as well
interestingly, my old config in my testing profile didn't seem to exhibit the same regression
gonna see if this is a config issue
I swear if it's some dumb thing like UseKgInsteadOfLb...
But yeah I could definitely see it being in some settings I didn't test
my testing profile previously had better monitors + extra monitors with a lot of text monitors enabled
It was with almost default config. I refreshed it since I thought it might've been an issue
I only enabled better monitors and set some on, then disabled it to check if it's a BetterMonitor issue
Which it's apparently not
Well that's one good thing
yep, copying the config into my test profile reproduces it
Ok good
if I was smart I would've kept a copy of the old one lol
looks like if I set AddMoreBetterMonitors = true it goes back up to 250fps
this testing profile basically only has PathfindingLagFix, CullFactory, OpenBodyCams (cam disabled currently) and GeneralImprovements, so it should be pretty easy to set up a for profiling hopefully
weird, it doesn't solve the issue for me lmao

I don't even restart to test and it goes back and forth between low fps and high fps
huh why in the world would less monitors cause frame drops ๐คฃ I'll get this profiled asap
You know what... I think the cameras that are associated with those hidden monitors never get disabled and set to have persistent history, one of the main things that boosts performance in 1.4.0. I'll update that and see what happens
hm, them not being disabled means the persistent history has no effect right?
but them being enabled certainly would explain a lot
they should probably be disabled by default in the prefab right?
(yep that was the issue, I'll deploy this soon)
Honestly I used to have them disabled in the prefab but I switched to doing it in the script for a couple reasons (1) laziness so I could see the materials in Unity, and (2) it gives that default "Ship Monitor X" if I leave them enabled for a sec
ahh, fair enough on point 1
and the second one makes sense too
yep that was the issue, just disabled them all with UnityExplorer and it fixed the regression
well or the vast majority of it at least, my PC is loaded rn so it's not up to what I was measuring before so I can't say for sure it was everything
Well @real grove v1.4.2 is going live soon and will fix that, thanks for letting me know! A dumb oversight with the hidden cams not being managed ๐
Sure thing! Thanks for your hard work!
@broken crescent I think you may have broken the extra monitors, I'm testing 1.4.2 and it doesn't seem to respect the option
oh wait
lemme make sure I'm not stupid, I did restart a save with both options enabled before but it seems to have not kept BetterMonitors=true after relaunching
ok apparently it's fine now....
sorry for the ping, not sure what LethalConfig did there lol
I'm concerned so many people lately have been having temporary issues with the configs, hmm
No worries though of course
this time I don't think it's that, since it loaded the config and claimed that BetterMonitors was disabled
seems weird to me but if I went back and looked at a recording of what I did, it was probably my fault :^)
Lol mood
Fixed a small bug where exiting and loading a file in some cases would not display the time monitor properly.
๐ค Hmm, the bug still occurs for me though (though only when I pull lever, leave, re-load save). Maybe not worth chasing this since it's such a minor issue (especially if it's just on first load?).
@broken crescent it was random, but it only happened for me if monitor 14 was set to none
Well that's what I get for not testing the time monitor thing
lol, we've all done that
would it help if I sent my config?
profile code: 0191b38a-bd4a-a257-810a-53df95ca8c14
(I managed to replicate it with just GI+LethalConfig)
Oh I see what's happening - the time monitor was being forced to wait for a 1 second update interval so it wouldn't update too quickly, and the timer wasn't being reset between loads so it was possible to catch it before it expired. I went ahead and remove the timer requirement since the new rendering system doesn't render if there's nothing to update anyway.
But since that bug is so small, I'm not going to release a patch just for that. It will be in whatever the next update is
oh cool! I can test it if you push the commit to github (or upload a DLL)
Sure
Yep, that seems to fix it! Nice :D
for some reason the extra 5 moniters wont pop up even with them enabled, could this be because I didnt assign them a purpose yet?
nevermind I fixed it
Is it possible to update the buy rate monitors a little later?
here's the whole stack
Hmm I'll look into what functions that mod is hooking in to, it may be as simple as setting a priority
The rate functions, it's just the monitor displaying it wrong because it updates to early
company registers the rate and terminal updates the rate as well
can confirm 1.4.2 fixes the broken monitors and also restores FPS to what it used to be
I wouldnt say the FPS has improved, it hovers in the same range, although it does feel like there's less stuttering
by less I mean none
uhh interesting
when I turn on AddMoreMonitors the FPS performs better than with AddMoreMonitors off
I think that's what you're looking for?
I noticed that the Whoopie cushion fix for conductivity is still being applied. This was fixed in v60 of LC if you want to cut down on some of the code in your mod.
Speaking of this @broken crescent this was fixed in the upcoming V64 update
oh good
would https://thunderstore.io/c/lethal-company/p/v0xx/LethalElements/ and https://thunderstore.io/c/lethal-company/p/XuXiaolan/CodeRebirth/ support be possible for the fancy weather moniter?
ik you already got weather tweaks compat
Is this mod compatible with
https://discord.com/channels/1168655651455639582/1211989201793449994
https://discord.com/channels/1168655651455639582/1247268133283299348
https://discord.com/channels/1168655651455639582/1245891961966170204
And
https://discord.com/channels/1168655651455639582/1235731485894643722
should be
butteryfixes automatically disables some patches if GI is detected
the rest should be fine
TestAccount Fixes I do not recommend currently
It tends to cause you to randomly soft lock a lot
Other fixes mods are good
Thanks for the tip
Starting credits doesn't work
0191b6de-407e-fcb7-f38d-087c41680527
Unless I've got a conflict somewhere?
@broken crescent Zeekerss implemented looking down more into the game natively in V64.2 :3

Looks like the looking down fix may also be natively implemented as well from what @light girder mentioned in #1189290583894806548.
I noticed I've had some problems getting scrap related monitors to update once in a while (daily scrap, scrap in ship, overtime bonus). They all seem to break at the same time when they do. Anyone else noticed that?
havent seen them be inaccurate but I could just not be paying attention
btw idk if you saw my post above
Ah, custom fancy weather animations. See, I'm really lazy with that lol. I'll probably get around to supporting the meteor shower when it's in vanilla though
meteor shower isnt weather
||meteor shower was added to vanilla as a random event, the meteor shower they want is my custom weather that zeekerss probably got inspired by||
Hey @rough salmon ๐
You know.. I might leave my AllowLookDownMore fix in actually. I removed it and the 5 degree difference (80 vs 85) is very noticeable to me. I'll change the default to false though I suppose
Wait no I'm dumb
That's not patched yet
NOOOOO
on my way to make sure general improvement uses the most resource intensive performance impacting hardware Straining stuff
Scan players doesn't seem to be working correctly, tried scanning a friend in a test game and nothing happened.
hi 
mod in question is https://discord.com/channels/1168655651455639582/1180739684654121091
has a conflict resolution feature, it does handle things a bit different from conflict fix but that shouldn't be noticeable from a user's standpoint
auto collect dead bodies is so useful, unfortuante its so buggy and causes massive ringing 
seems to only affect host when clients teleport a dead body
@short frost If you need a temp fix, I think Buttery Fixes implemented auto collect bodies as well, should be in the config https://thunderstore.io/c/lethal-company/p/ButteryStancakes/ButteryFixes/changelog/
nah its not for me, it's for a friend that uses general improvements and not any other mods really, plus i'd prefer if shaosil (and i think he'd probably prefer) managed to figure it out lol
Happened with ButteryFixes once for clients.
Tbh I just prefer it not to autocollect corpses. It still counts when taking off I've noticed.
I have that option on when I play and it always works - could be a mod conflict. Any error logs?
And yeah I've been looking at the code for setting things in the ship and I'm just not seeing how it could loop, at least in vanilla code. There's checks and lists and... stuff lol
I tested beaming a dead body up as a connected client and it still worked, but I'll keep an eye out for what might be causing it. It's just hard to fix if I can't replicate it or see the issue immediately
Must be, I didn't see any errors just wasn't working.
I don't have the logs anymore as I've been changing stuff around in prep for v64, but I believe this was the code we used when that issue was occuring: ||0191bb13-4ad5-03d3-6173-97a20da6d1b4||
Thanks, I'll check it out
Appreciate it.
xu just said that it happens with only GI as well
I think it might be a conflict with another mod cause it doesn't happen often but when it does it's bad.
My trick though is Wider Ship mod, move the teleporter to the widership side and then it by passes any autocollect feature and forces it back to pickup to collect. Since doing this we've never ran into the bug again.
I figured out that ScanPlayers doesn't work if FixPersonalScanner is false, now to figure out why.. I see the scan node is still being created at least
Anyways Shaosil, I've been loving having GI back. So far everything has been great for what I use it for!
This is bizarre. Turning FixPersonalScanner off simply stops working with player scan nodes. Other nodes (such as the medical station one that I add, DO work though)
I've noticed that the SphereCastNonAlloc is NOT detecting the player scan node (but again, DOES detect all of the other ones), compared to the FixPersonalScanner which uses OverlapSphere and has no issues.
I've compared the working and non-working scan nodes side by side with Unity Explorer, and they are both on the correct layer, have a good size/extents, and otherwise look normal. I'll keep looking into it next time I get a chance
Hello! does anyone have an idea why my scrap multiplier weather settings defaults to this when I boot up the game? I set each to have like 1.1, 1.2, etc but then they all go to 5 when I launch the game...
On another note, the 'player health exact' monitor doesn't seem to update the values when a player dies, (it will always show the HP they had before they hit 0)
Can you paste the exact string you use for the amount multiplier? I detect and clamp it to 5 if it's over that, maybe your dot is different or missing?
None:1, Rainy:1.1, Foggy:1.2, Stormy:1.5, Flooded:1.6, Eclipsed:1.7
Hmm that looks right. Anyone else seeing that happen?
Thanks, hopefully it's a relatively easy fix whatever the issue is when you do figure it out.
I just tested right now and it did not seem to happen this time around, let me double check, I also have yet to put the values for couple custom weathers I got
I tested that setting on a previous game, didn't reset on me. Wish I could help more but that particular save is borked for unrelated reasons.
Hopefully it was just a bad paste or something
Nope, I do still get the issue, went to a moon with weather and it happened again, only if they have a decimal value however.
Huh well that's not good. I might have to test it with your profile
Oh, forgot to mention I am doing this in the current beta, could that have something to do with it?
0191bfc1-691d-b818-af74-63e4a87b1c1e here the list we use just in case you wanna look it, and thanks for the feedback ๐
Hmm it shouldn't but you never know. This sounds like an issue with me clamping things incorrectly, I'm just not sure why that could happen unless the "." is slightly different or something. You aren't by chance using a different language/key set when you type or paste it are you?
I'll look into your profile in the meantime
Why am I a crow ๐คฃ
Hmm I can't replicate it, I changed moons a couple times, did one without a multiplier and one with, kept checking the settings, quit the game, reloaded.. the values save and are applied =/
On an unrelated note, I do wonder though if WeatherRegistry overwrites the values when the level scrap spawning happens (not the 5s). It might just be rounding it
I use this regex
[a-z]+:\d(\.\d+)?
Which captures any amount of Word:Number with an optional decimal point, then I parse things safely and clamp the number from 1.0 to 5.0. I passed your string in to make sure it takes, so something else has to be going on
Tried in a clean profile and the same issue happens with and without beta, mmmm, the only thing that comes to mind now is that I've switched to the Gale Mod Manager recently, unsure if that could be it.
I use a different keyboard layout but it should be the same dot "."
We've been having weird issues with Gale. The same code export will cause desyncs between Gale and R2. People on Gale will have suits broken and other odd behaviour.
I got it fixed once I put these settings with the United States format
Seems Gale peeks into this when proccessing the configs?
Either way, seems this one was a Gale issue and not of this mod, apologies and thank you for looking into it ๐
@broken crescent V64 hit stable branch
If you wanna update to remove the fixes no longer needed
Btw @broken crescent If you update GI today, dunno if @grand umbra ever sent you his error but apparently GI sometimes will error out on lobby reload for clients and that will cause them to see a black skybox if you're using a mod like ShipWindows for example