#General Improvements

1 messages Β· Page 16 of 1

finite bough
#

You can set it where team wipes will lose a percent of your roll over so you can have a chance to continue the run but not have all Rollover saved.

fresh remnant
#

yeah, the teleporter settings make the teleporters very custimisable...

as for quota rollover, ive looked at the settings, and there is some settings i like, but original quota rollover handles quota in a unique way, id have to see how GI handles it before ditching that mod xD

finite bough
# fresh remnant yeah, the teleporter settings make the teleporters very custimisable... as for ...

This is very nice now cause you can set the team wipe percent to what ever you want. If you want to keep roll over on wipe you can or you can set it to 50 percent or what ever. You can also set the overtime bonus to either include Rolled over money (very op in my opinion) or change it to only give based on what you sold (more balanced) I had to run 2 other mods for a bit to get the perfect roll over settings and now GI said here ya go!

fresh remnant
finite bough
broken crescent
light girder
#

@broken crescent Btw I think after you fixed the bug with teleporters it's sometimes causing me to be unable to tp players

light girder
finite bough
# light girder <@392127164570664962> Btw I think after you fixed the bug with teleporters it's ...

In the beta or main release? We had lots of issues (unrelated to GI) but nothing with the teleporter in the main version it worked as intended. I know there are a few mods out there that when run together tends to break the teleporter. I mainly experienced that bug when using LGU.

Also what settings you got on yours? Mine is have the teleporter basically vanilla and Inverse on a short cooldown with allowing items to inverse with.

Not trying to say your issue is a mod conflict, just trying to help get as much details out there in the event it is a GI bug in order to help.

broken crescent
light girder
finite bough
#

Do you have Ghost Codes still? I couldn't really confirm it but I felt that one messed up teleporters at times with other mods touching them.

I'm hoping it's not a GI problem lol poor Shaosil doesn't need any more bugs lol

finite stag
#

Does General Improvements conflict with Mirage? I have Mirage and GI but GI has a bunch of masked configs so I don't know if I need to make them similar, if one has higher priority or what idk

oblique solstice
finite stag
#

you have mirage and maskedenemyoverhaul?? Don't they do the same thing

kind turret
oblique solstice
#

maskedenemyoverhaulfork, srry, and it was a dependency I think at some point. Again I made sure the configs don't conflict, I just like the increased masked spawnchance mirroring the brackens and the zombie apocalypse mode

finite bough
#

@finite stag they work fine together I just turned off GIs setting except for a couple things and no issues.

oblique solstice
#

btw does the scan players (and sneaky masked enemies) config in GI reveal that they are masked or does it trick you if the masked is mimicing a player?

misty swallow
#

hey @broken crescent, I've sent you a PR for updating WeatherTweaks check in the terminal code πŸ˜…

GitHub

This PR aims to replace current functionality targetting WeatherTweaks.
I wanted to bring to your attention an issue with GeneralImprovements disabling weathers from showing up in the terminal when...

finite stag
#

is there something wrong with GI and WR?

misty swallow
finite stag
#

ohh okok. So don't change anything in GI related to weather and it'll work just fine?

misty swallow
#

the issue is: if you're using GI and WeatherTweaks without any mod affecting the terminal (LLL/TerminalFormatter/other) it's not gonna show any weathers on the moons page

#

and the fix is for that to not only display the weathers, but also make displaying uncertain weathers possible

broken crescent
light girder
#

Wondering how progress has been going lunxara_love_with_tail

broken crescent
#

Just fixed the bug with ShipColors actually, by including the materials/textures for the charger in my asset bundle. Just trying to make sure they look very close to vanilla currently.

There's another few things I need to look at before the update. Hopefully in the next couple days?

Also I couldn't reproduce the furniture lock bug yet - I was able to lock, unlock, and define a position that works when loading a lobby

#

Unless it only happens with a new game? Didn't test that

#

Ugh. I copied the mats and textures directly from the LC rip, and it looks like the shader metallic/tiling/etc is all the same. No idea why mine looks so much different

#

That's why I was just copying it over at runtime, but if I do that it overwrites anything ShipColors sets

narrow oriole
#

weird, it looks like the posterization isn't working on it

#

did you move it to transparent render queue?

broken crescent
#

I didn't do anything render queue related (intentionally at least)

light girder
narrow oriole
#

(that would be surface type or whatever in the editor UI)

light girder
#

the charger in Vanilla looks like that as well when there isn't light reflecting off it

narrow oriole
#

the specular highlights are missing because it's not in the light

light girder
#

Ya

#

Shaosil's is fine, the vanilla one does the same thing when light isn't on it

#

the game is weird

broken crescent
#

Well it definitely looks different and more smooth on my version, I'm investigating

light girder
#

Ah so something is missing then

narrow oriole
#

it looks like there is no edge detection on it, which means that it's not rendering before the custom pass

#

the custom pass renders after opaques

light girder
#

Yeah

narrow oriole
#

hence why I mention render queues

broken crescent
#

One difference is I may be using a different version of HDRP in my asset bundle, since the inspector in the LC rip has WAYY more props

narrow oriole
#

you can modify your package version to get it to use the same version

#

that could potentially be the issue, not sure

#

would definitely be worth fixing

broken crescent
#

I'll try that first yeah, ideally everything should be the same version

#

Hmm both using 14.0.8. Maybe the shader is different

narrow oriole
#

hmm

#

deferred is enabled in the HDRP settings right?

#

does your healing pack receive posterization?

broken crescent
#

Doesn't look like it does

#

And.. I guess neither would the monitor wall

narrow oriole
#

I never noticed an issue with the monitors, but idk if I looked close enough to notice

broken crescent
#

Both shaders say HDRP/Lit but theirs is so much different

#

It includes a render queue, among a million other things

narrow oriole
#

you mean in the yaml?

oblique solstice
#

sorry to interrupt with my super niche unrelated request, but would it be possible to have the post-processing on the internal/external cams be independent config options? I was just messing with it and having processing off makes the outside cam way better, but the inside one way too bright

#

if anyone's curious here's the exact same 9am weather on experimentation with processing on/off (2x resolution) on the external cam

#

er 8am

#

wateva

broken crescent
# narrow oriole you mean in the yaml?

The .shader file itself is different if I edit it, and the .mat file contains a bunch of properties that successfully map to it, that my shader doesn't seem to have or expose

narrow oriole
#

hmmm

#

can you check if deferred is enabled in your project?

#

if you wanted to, we could have a look together in voice chat, probably easier to debug that way

#

if it's needed anyway, I think you mentioned you just clone the vanilla one now or something?

broken crescent
#

I'm multitasking my job also lol, thanks though!

Lit Shader Mode is set to Deferred Only for me - and yeah I used to just copy the vanilla mats over, which worked great, but that broke ShipColors having custom colors

narrow oriole
#

wait, ShipColors worked when you had your materials from your unity project but not when you copied the materials from vanilla? is ShipColors grabbing the materials before you have a chance to replace them?

broken crescent
#

I believe so

#

But it was also confusing because even if it didn't, an entry was in their config but it should really be the original charger that you change colors for (since I just yoink them)

sour rain
#

the devs of colorfulenemyvariety ran into that issue forever ago when trying to use a fresh unity project with resources copied over

#

there was something you could do in the project settings with render path stuff to fix it i believe

broken crescent
#

πŸ‘€ oh? I'll see what I can find

sour rain
#

#1238032120631263243 message

broken crescent
#

well.. that certainly did "something" lol

#

wait I didn't change the right thing

sour rain
#

oh sorry

#

i linked to the wrong message

#

they had the same error and there was another another fix

#

#1238032120631263243 message

#

i needed to scroll a bit further down

#

lol

broken crescent
#

Oh.. that's actually what I tried lol

short frost
#

If the issue is that the hdrp/lit shader isn't the same as the vanilla one

#

You just have to be using a ripper project with nomnom's project patcher when adding things to the game

#

The shader in there is almost exact to thr game

broken crescent
#

Ok, dumb question before I commit to that - is it possible to just copy over the shader file?

short frost
#

If not, I can find the screenshot one of my friends sent on the exact settings zeekerss has in it

short frost
#

Very old so it'll take a second

broken crescent
#

No worries, thanks!

#

I'm not even home anyway lol

short frost
#

It wasn't really the .shader file though it's project settings stuff with the hdrp renderer settings

#

Oh lol

sour rain
#

yes the shaders themselves are identical

#

the .shader files

#

but the project settings being different changes how they get compiled into the bytecode the game uses

short frost
#

Couldn't find the message with all the settings so I'll just take screenshots myself later

short frost
broken crescent
#

Excellent, thanks! I'll give that a try when I can

broken crescent
#

Much better! It's still not identical which bugs me a bit (I don't think it's the lighting, I can't seem to replicate that corner pattern), but it's certainly good enough to sign off on.

#

Now if I can just figure out why my project looks like this 🀣

#

Nevermind - turning off scene lighting worked

cloud gate
broken crescent
#

Ya'll ain't prepared for my BLESSED HOLY MONITOR WALL

broken crescent
#

Trying to look into this issue a bit, and it seems like the main functionality of that config setting is working, and the client seeing them in the "correct" places is actually the bug, since it is trying to save furniture places for a single save.

The config description says "Determines what ship furniture positions and storage states will not be reset after being fired.", which means I'm not trying to persist anything in between saves.

That being said, I might as well "break" that bug a little more so that the values persist between fresh starts for the host also (although it would still be on a per-save basis)

broken crescent
#

Man I'm surprised the furniture saving even works at all. One of my transpilers looked completely useless, so I'm removing that one after analyzing it for a bit. And another one is NOPing out COMPLETELY the wrong for loop and preventing the updating of certain mold related information 🀣

light girder
finite stag
#

Is there a problem with the furtnure saving? I came here cuz a client had different furniture placement than me

broken crescent
#

Trying to fix that in this update though

broken crescent
#

Made some progress refactoring the ship furniture code last night, I might be able to finish it up today for testing.

It's been a little odd since I'm trying to solidify what is technically a bug, but should behave like a feature πŸ˜… a little hard to explain

#

Either way though that old code needed some serious work

broken crescent
#

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.9

I recreated release v1.4.9 on GitHub, so redownloading the .dll AND assets file will give you the latest changes.

@light girder, I know you were still having trouble with FurnitureLock but I couldn't replicate that - it let me put custom positions in for the med station and charger, and the lock worked. Can you make sure you have the latest of both files at some point and try again?

Other than that, the release notes should be up to date if anyone else wants to test it

GitHub

v1.4.9 - Yo dawg I heard you like fixes. So I made fixes for my fixes so you could see me fix what I fixed.

Lightly overhauled the medkit and charge station in the assets bundle.

This fixes anoth...

kind turret
#

With matty fixes compat, what does compat mean here exactly?

broken crescent
#

#1346074618854899732 message

It seems when FixItemsLoadingSameRotation was enabled in GI, it conflicted with a similar setting in Matty Fixes

kind turret
#

Oh nice nice, I just installed SSS last night. greed

light girder
#

I still get the same issue, I should note @broken crescent my issue isn't with them locking in Furniture Lock it's that their positions I set in Furniture Lock aren't being set when creating a fresh save

#

The position and rotation values

#

Also uhhh I don't think this looks quite right πŸ˜† guessing it's playing weirdly with lethal Sponge maybe? XD

#

I will test rq

#

Okay no it's just in general so strange

#

I just dunno why that middle part is so dark

#

Anyways I will demonstrate what happens rq

#

Basically they should just be starting off in these applied positions without me having to manually go into furniture lock and place them, they stay saved after lobby reloads at least but on a fresh save they're starting in default positions instead of my set ones

#

if you notice how all the other furnitures just start off correctly placed lol

#

Anyways it's minor enough that unless it's a quick and easy fix I think you should probably push the update as is tbh, especially for that compat fix for Matty's Fixes

broken crescent
#

Hmm ok yeah I thought I tested that way but I'll double check today to see if I missed anything. And I agree - if it's something easy I'll fix and deploy today, otherwise I'll just deploy, it's become a more-than-minor patch so that's probably for the best

ivory idol
#

Heyo, Trying to get the ships external camera to work on one of the tiny screens but its just blank for me, Am I missing something? I've not played in a while

broken crescent
#

Do you have UseBetterMonitors set to true? That's the only way to get that camera texture moved around

ivory idol
#

No I have it off but I'll probably turn it on now

#

Didn't think I'd need the extra screens

broken crescent
#

You won't get extra screens unless you also set AddMoreBetterMonitors to true 😁

broken crescent
#
[Info   :GeneralImprovements] Adding medical station to ship.
[Debug  :FurnitureLock] Med Station(28) defaults are Pos:(2.75, 3.40, -16.56) Rot:(0.00, 0.00, 0.00)```

There's a *slight* chance that it's a bug with how FurnitureLock detects GameObjects that are added after StartOfRound spins up. I looked into it a little and it is detecting the values at first, but after the item is added and AutoParentToShip wakes up, it's falling back to the default values.

There could be something I can do to resolve this but I'm not sure without further testing. I'll go ahead and deploy it to Thunderstore
light girder
#

And sounds good

#

Cus if this is a Furniture Lock bug then I would guess Matty has an update to push lol

grand umbra
#

a postfix to StartOfRound.Start is too late to add furniture.
because vanilla loads it in StartOfRound.LoadUnlockables that is called in the middle of Start. maybe try a prefix

#

FurnitureLock detects them in a "prefix" to LoadUnlockables ( in quotes because it's a monomod hook so it will run before any Harmony prefixes, i might move it in a future update )

light girder
#

This makes a lot of sense, @broken crescent Maybe it's something you can easily fix later and push a quick patch for πŸ‘

broken crescent
#

Yeah, next time I'll try changing where those items are actually spun up πŸ‘

finite stag
#

Could be completely unrelated but has anyone had people glitching out near the suitrack upon spawning in?

#

Happened to me sometime this morning and it's the first time it happened. Saw that general improvements updated around that time. Just curious

light girder
#

Doubt it'd have anything to do with GI, GI doesn't touch the suit rack

#

If you use ScienceBird Tweaks it's prolly that cus it has a config option to mess with it

finite stag
#

Well like on my modpack when people spawn in they always spawn near the suit rack instead the middle of the ship. This morning some people spawned at the corner of the rack and was like clipping in and out (their whole body was slightly shifting up and down) and they had to leave and rejoin

#

it was odd and still haven't figured out what was causing it

fast gale
#

should i disable these if i have buttery/mattyfixes?

sand olive
#

but you should disable the other two

fast gale
#

gotcha

finite stag
fast gale
#

does OpenBodycams have any issues with the monitors in this mod? im playing solo so i cant exactly test it rn...

#

do i need to set the monitor that OBC uses to 'None'?

sand olive
#

and matty fixes already fixes the Fix items falling through

mossy mortar
toxic summit
#

setting the monitor that OBC uses just overrides whats on that monitor while bodycams are active

#

e.g. i have it set to override the external ship cam, whenever bodycams aren't active it still shows external cam but when they are, it shows bodycam instead

#

(for context i have bodycams as ship upgrade, and they disable when the target is on the ship)

mossy mortar
fast gale
#

(I have the option that disables itself when on ship)

mossy mortar
#

you can enable it if you want to test it solo

#

or just leave the ship and look far from the door

#

Idea for a monitor display
Current orbiting/landed Moon

proven moth
#

Radar boosters

finite stag
#

Does this mod cause a performance decrease? I think I've heard the monitors cause it even when not enabled.

#

I've had GI for awhile but have heard performance be mentioned a few times

light girder
#

That hasn't been the case for a long time

#

Shaosil reworked the Better Monitors system a while back

light girder
#

@broken crescent Players Alive monitor is broken and seems to not update after players revive when going back into orbit, it's stuck saying 2/4 are alive rn

#

Got some errors in here

broken crescent
#

I thought I made that function (the one that is STILL throwing errors) very safe to call in any situation.

public static bool GetPlayerIsMasked(PlayerControllerB player) => player?.redirectToEnemy?.GetComponent<MaskedPlayerEnemy>() != null;```

Fellow C# devs, what am I missing here? both `player` and `redirectToEnemy` have null conditional operators. I really don't see how a NullReferenceException is still happening
#

It decompiles to this, which still looks acceptable to me

sly jolt
broken crescent
#

That seems like very important information that I never knew! πŸ˜…

I better comb through my code and make sure that's not happening anywhere else because I use that syntax quite often.

I don't totally understand how the underlying native object can be destroyed (or at least, WHY that happens), but the important thing is I remember that detail. Thanks for the info!

broken crescent
#

I see you can do also do a direct bool check on UnityEngine.Object, so in theory, changing that to

(player && player.redirectToEnemy ? player.redirectToEnemy.GetComponent<MaskedPlayerEnemy>() : null) != null;

should work.

#

Now to go through and make sure the remaining 120 instances of ?. and ?? are refactored 😭

robust jay
#

Hey, it's probably a known issue but I can't find how to get rid of it : everytime I take damage it shows the first big red message once, then I get the "PlayerControllerBPatch.Update message every second until I take off, and it makes the game lag as hell. Does it come from this mod as suggested by the logs or is it unrelated ?

broken crescent
#

It's definitely this mod, it may actually be related to this refactor I need to do, but I'll double check those functions to verify

broken crescent
#

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.10

This has like 200+ code changes in it as I went through and resolved every known incompatibility with Unity objects (and some other various code cleanup).

I would deploy it since nothing actually "changed", but there's a non-zero chance I broke something while updating all this.

@light girder, @finite bough, and @robust jay, if you get the latest .dll from the v1.4.10 GitHub release, it will hopefully resolve those random errors you've been seeing.

  • everyone else who wants to test it, please let me know if new errors pop up. I'm a little afraid to deploy this one without more testing πŸ™ƒ
GitHub

v1.4.10 - Unity analyzer refactor hotfix

Analyzed my code for potential invalid syntax and null checks and refactored 100+ areas that could have caused problems.

I recommend installing this throu...

mossy mortar
broken crescent
#

Heyo! I missed that earlier, but yeah that's a great idea for a simple monitor. Although doesn't the main terminal show it?

I'll add it to my backlog

mossy mortar
#

sometimes we forget where to look πŸ˜…

narrow oriole
# broken crescent That seems like very important information that I never knew! πŸ˜… I better comb ...

it's not an underlying object being destroyed, but rather the tracking of an object and its components in the game world being removed

Unity devs did a silly mode and decided it would be really cool to throw a NullReferenceException even though that exception has a very specific meaning in C#

In editor, it is a different exception, but for some reason they didn't bother doing the same thing in release

#

if you call any instance methods on a GameObject or Component that has been destroyed, it checks if it exists in any scenes, and if not, throws an exception

#

otherwise, nothing bad happens and you never know it was destroyed

#

(instance methods include properties)

#

I understand why they overrode the ==/!= operators, but I kinda wish they hadn't tbh

#

it makes it easier to understand for new programmers, but for those with experience it just makes it harder to find bugs in situations that this matters

#

I personally would much rather have an IsDestroyed property

broken crescent
#

Yeah, makes sense. I do wish it was possible to just override the ?. and ?? operators though, I use them often to avoid being overly verbose

light girder
broken crescent
#

Great to hear. I'll give it a day or two before deploying because again I'm worried about putting so many code updates out at once, it touched like 35 files

narrow oriole
#

I haven't looked at proposals yet to see why

broken crescent
#

Wait.. are the monitors straight up broken for clients only? I thought something I changed in the upcoming update broke it but then I reverted and it's the same issue (for a joining LAN client)

#

They work when an update to them is called, but not right at join time

#

Oh good they work in the version live in Thunderstore, just not in v1.4.10 which is only on GitHub right now

#

No errors either, and logging looks ok for all render calls. Must have something to do with the refactor

#

Fixed, I had a null check somewhere that needed more detail

#

πŸ‘€

broken crescent
#

Alright this is going live. There may be other parts broken due to the refactor, but I'll fix issues as they arise.

@neon quarry I added custom text support to the MonitorsAPI.QueueRender() function in this release πŸ™‚

neon quarry
broken crescent
#

sure thing

#

The main thing you'll probably want to reference is

MonitorsAPI.GetMonitorAtIndex()

which returns whatever monitor from 0-13. It does NOT include vanilla monitors, or hidden monitors.

That will return an object that has properties like TextCanvas, MeshRenderer, etc, but you should really only need the QueueRender() function. If you use that and pass it a customText argument, it updates the monitor (until/if overwritten, whether by GI or yourself)

neon quarry
#

ok so, if i understand correctly, i need to properly specify which screen index i want to use?
Like in my configs i add a int that people can customize to the wanted GI custom screen ?

broken crescent
#

Exactly, so 0-8 if they're not adding more monitors, and 0-13 if they are. And it only works if UseBetterMonitors is true

neon quarry
#

and btw, if i update a screen, will the displayed text be synced to all players?

broken crescent
#

It won't. I started to do that, then realized every client can have their own monitor configuration and that would complicate things

neon quarry
#

i see, ok

#

i thought the best way to prevent people from overriding the screen would be for me to have a way to add a custom string name for my custom screen, then people can choose this name in the GI config

#

your solution also works tho

broken crescent
#

That would be nice but then GI would have to keep adding selectable screen names as modders want to integrate

neon quarry
#

well, no not like that
i was thinking of you adding a custom list for modded screens names that modders can fill up with their custom screen names, then i add in my readme than my custom screen name is "something" and people can write that in the wanted GI config monitor slot
it will require you to read not only your own monitor names but also the modded monitor names from this list
not sure if it's easy, can be done of course

#

then i could get at which index position my screen is, and update it

neon quarry
#

anyway, does not seem to work, maybe i forgot something?

covert verge
#

seems like new update broke something? i get this as soon as i load into a new save. i also notice that the regular scan doesnt really work

broken crescent
#

Will patch as soon as I can tonight, thanks for the heads up.

Does that happen in the ship in a brand new save? Do you have other mods or a profile code I can use? (It didn't do that for me)

covert verge
#

yes it happens in the ship and persists when i land on a moon on a new save. perhaps its other mods since my modlist is kinda bloated, but it was working alright earlier.

#

01958c43-0697-4d0f-f65e-5dc8540a18ed

#

here's the code if it'll help

broken crescent
#

Thanks, yeah I probably missed something during the Unity refactor, I'll see what I can find and hotfix

cursive lance
#

v1.4.10 breaks scan nodes

short dagger
#

I gets the same issue over here too on brand new save

#

the scanner complitely broken, gotta hold for while to go off but doesn't scan anything

light girder
#

I didn't have any issues with the scanner today

#

Are you using the scanner fix?

#

Turning it off should fix this

#

I admittedly have a lot of the ui stuff off currently cus other mods like PlayerHudTweaks, HotbarPlus, and GoodItemScan handle that stuff so I never caught the issues when testing

cursive lance
#

I'm not getting rid of ScannerFix for that. That mod is too useful to lose. I would prefer GI to restore the compatibility next update

light girder
#

I just prefer GoodItemScan over the ScannerFix

cursive lance
#

GoodItemScan is a bit of a cheat, and not akin to vanilla's behavior/aesthetic, so I'm not going to use it ever again
Plus, it doesn't make sense lore-wise why the scanner would have two hud elements for items

light girder
#

It's not a cheat?

#

And it fixes some bugs the vanilla scan behavior and improves performance when scanning

cursive lance
#

You can sniff out hard to see items a lot easier

#
  • ScannerFix has a ui that lists everything you're scanning if they're in a bulk
#

and that's apart of the scan nodes themselves

cursive lance
light girder
#

πŸ€·β€β™€οΈ

#

ScannerFix aims to do some of the same things without the scan behavior fixes

cursive lance
#

I didn't know you could turn it off, plus one scan-related mod is enough

prime glade
#

I feel like I ran into this in the past too but, anybody know what this error means? I think it's preventing me from scanning. When I right-click, sometimes I send out a scan wave like normal, other times it does quite literally nothing, and this error is constantly spitting out in logs even while in orbit

#

oh people already know, sorry... shoulda scrolled up a bit before complaining lol

broken crescent
#

Working on this now actually, trying to have a fix before I go to bed πŸ™‚

#

I expected the last update to have some issues but hopefully this is the only big one

broken crescent
broken crescent
#

(fixed the scanner errors, but might not deploy until morning just to make sure there's nothing else being reported)

light girder
#

πŸ˜†

broken crescent
#

I had most of them on actually. But then what if turning them off causes issues? Or a combination of the two? πŸ˜„ isn't programming fun?

light girder
#

I mean with how much I usually have off in my config I think that is safe lol

broken crescent
#

I continue to be amazed at how my mod doesn't just break when combined with other mods πŸ˜…

light girder
#

Haha

broken crescent
# broken crescent

Ah I see, yeah it doesn't work if the monitor type is set to None. I'll fix that with this hotfix today

broken crescent
#

hotfix going live

fresh remnant
#

just an idea, last signal translator message displayed on a monitor? πŸ˜› (until a new one comes ofc)

broken crescent
#

Ooh good idea. On the backlog it goes

neon quarry
# broken crescent

thats exactly what i wrote, and yes it was not working, ill try again in 1.4.11

broken crescent
#

v1.4.11 fixes the 'None' monitor failure with custom text, so hopefully 🀞🏼

light girder
#

@broken crescent lul Why does it have 2 scan nodes?

#

Ah it's GoodItemScan doing it

#

@queen summit Another case of GoodItemScan catching disabled scan nodes

queen summit
light girder
toxic summit
#

ye its a separate object so it can be moved

light girder
#

GoodItemScan is just finding the scan node for both the original and the placeable one

queen summit
#

I wonder how I can fix this without breaking some features πŸ€”

sour rain
#

btw im not sure this is a good item scan issue

#

or caused by something else

#

but i have noticed that specifically bunker spiders continue to be scannable after death

#

i thought it was all enemies, just happening at random

#

but as i've played more it seems like it's just spiders

#

100% of spiders i've killed recently are scannable while dead

#

havent seen any other enemies with problems

light girder
#

Tbh upon testing with GoodItemScan disabled I'm impressed how optimized the Scanner Fix in GI is since I last tried it

broken crescent
#

I could just remove the scan node of the original in the next update, whenever that is

#

But yeah I may have made FixPersonalScanner even more optimized in v1.4.10, I used a NonAlloc call instead, and in v1.4.11 I updated it to use less Linq

light girder
#

Way smoother than the last time I tried it

broken crescent
#

I recently acquired a 3D printer and HAD to do this πŸ’―

short frost
#

now spend 20 hours printing null reference exceptions

broken crescent
#

see that's what the stringy mess in my trash can is

neon quarry
broken crescent
#

Great question!

The way my monitors work is each time one wants to render, it gets added to a queue (it automatically uses the latest singular queue request per monitor). Then in the Update function for the overall structure, it pops one render off the queue and lets the camera do its thing for a single frame. Rinse and repeat for the next frame.

If you queue up a change while the monotors aren't updating (so if the player is outside the ship mostly), it just takes effect next time they do render

neon quarry
#

okay, thanks!

short frost
#

Bad question, it explodes, next question

broken crescent
#

Good idea for an easter egg 😏

neon quarry
#

cool 😌

broken crescent
#

Nice!

neon quarry
#

@broken crescent how do i write the "credit icon text"? the little rectangle

sly jolt
#

dollar sign

broken crescent
#

Haha yeah that's just a missing glyph

neon quarry
#

aaa lol ok

broken crescent
light girder
#

I quickly had to go back to GoodItemScan there are so many random cases where the game lags due to the vanilla scanner

warm jolt
#

out of curiosity, why is there no config option for the randomized beginning weather upon creating a new save file
i dont hate the feature, just wondering why theres no option to disable it

broken crescent
#

Yeah I also keep thinking that. Originally I "fixed" the issue where the random map seed wasn't initialized right away for new games and was always zero. But that may have been intentional. I'll make that optional if I remember

sand olive
#

for some reason if i have "scannerFix" enable it makes me unable to scann stuff outside of the ship on Gordion

#

and i have no other mods that change/affect the scanner outside of GI

broken crescent
#

Huh. I wonder why that would be. Did anyone else notice that?

#

I can test it myself at some point soon

sand olive
#

and it seems to only happen when im hosting

#

i played on a few public lobbies and it worked fine there

warm jolt
#

@sand olive ok so to be honest

#

i never found GI's scanner fix an actual fix

#

my problem with the scanner is primarily how it cant pick up items from behind walls just a bit

#

i notice like a pill bottle on a catwalk i scanned around that my scanner just doesnt pick up

#

no matter what scanner fix i use also

#

another good example of something like this is a stop sign, cookie mold pan, etc, spawning at the bottom shelf of lockers

#

they are impossible to scan and you always have to hover around the bottom locker to make sure you miss nothing

#

as for this specific instance

#

yeah, same, but it doesnt really matter that much

#

also i have these issues when client

#

anyways tldr
imo, no good scanner fix exists
but also, i dont expect any major improvements to be made any time soon
plus, i can see how my suggestion of an actual scanner fix can be cheat-sy

sour rain
#

my guess is that objects that get placed on the counter aren't marked as no longer being in the ship

#

but idk

#

the stuff sitting on the catwalks outside would IIRC be marked as "in elevator" but not "in hangar ship room"

#

not sure if there's anything being conflated there

#

i might also be wrong

#

the way items are flagged on the ship is frankly nonsensical

broken crescent
#

I don't think I'm doing any ship checks for the scanner, but there might be something else weird going on if on Gordion. I'll have to check that

sour rain
#

only other thing that comes to mind is trigger collision

#

it might not be that the issue only replicates on gordion

#

like, how often on other moons are players going to be leaving items on the catwalk and trying to scan them

#

they're probably just there because it's sell day on gordion

sour rain
#

unless you are explicitly ignoring trigger collisions it might just be getting blocked by those

broken crescent
#

You could be on to something. I know I'm doing a sphere cast on the ScanNodeProperties layer, but I don't think I'm using the ignore triggers query option, so that may matter (although wouldn't it only matter if the trigger was on the ScanNodeProperties layer as well?)

Curious

sour rain
#

yeah if you're only checking the scannodeproperties layer it shouldnt pick up triggers on any other layer

#

but are you not doing any line of sight checks on, say, the room/colliders layers?

#

not all triggers are on the "Triggers" layer as you might expect

sand olive
#

update on the scannerFix issue, apparently its only some scrap that becomes unscannable

tawny fable
warm jolt
#

thats because the setting doesnt remove the code for not allowing item pick up prestart

#

it just removes it for vanilla game items

broken crescent
#

That's a great point

#

I should change that

warm jolt
#

well then it wouldnt be able to be clientside

light girder
warm jolt
#

at least i assume so

light girder
#

If we could ever get a way for it to not desync stuff it'd be great

warm jolt
#

i have legitimately never encountered this

light girder
warm jolt
#

ah

light girder
#

Yeah lol

warm jolt
#

i assumed it was if i leave with the item in my inventory

light girder
#

Nah lol, the reason some items can't be picked up before game start is cus they won't sync til the ship lands

#

it was an intentional thing Zeekerss did

tawny fable
broken crescent
#

Sync how? I thought items naturally synced all of their states all the time

warm jolt
#

well not only is it not true for this case

#

but there is a non host client-side item desync that can happen from dropping items if the connection is bad

#

at which case the item is invisible and cant be picked up

light girder
warm jolt
#

its hitbox and scannode (if it has one) still exist though

light girder
#

I saw this happen just the other day, someone left and the shovel they had vanished

#

lol

#

but the flashlight and walkie dropped fine

broken crescent
#

Weird

tawny fable
#

If it's a hassle, I'd say don't worry about it? I've had hundreds of works and only a couple fails (now)

broken crescent
#

Yeah fair

#

The old rule applies

light girder
#

Oh yeah since we're talking about some issues @broken crescent the networking changes that happen when the Placeable Charger is enabled broke networkers for some mods for clients. Emergency Dice for example broke and clients couldn't roll them

broken crescent
#

If it ain't broke

#

Hmm

tawny fable
#

Huh. . . . fuckin' I jinxed it bro I'm sorry hypersweat

light girder
#

Nah lol you just reminded me to inform Shaosil about this bug

#

It's a good thing

tawny fable
#

I downloaded it to try out the tv...

short frost
#

Uh, the desync caused by being able to pick up items that you aren't supposed to pick up is replicable with late join because you're not meant to pick up the items until everyone is in the lobby to sync specific stuff when using said items

#

Idk about any invisible item bugs

#

But the main problem (which iirc buttery also mentioned before), is that items with a randomised seed get desynced because not everyone will have the same seed if some people used the item and others weren't there to see the item being used

light girder
#

You could load up a save after a fresh game boot and repro it

short frost
#

Not the specific desync I'm talking about

light girder
#

Ah

short frost
#

Which is why that system exists in place

#

Your issue is smth else idk

#

But yeah no real point in that setting existing when people late join and desync stuff anyway

tawny fable
#

@broken crescent I have a newfound appreciation for your mod (/ ' - ')/

SSS says to use either MF's OutOfBounds, or GI's FixItemsFallingThrough setting, but not both- and that "they do the same thing". I just went with what I had installed first so I disabled your setting, but his statement wasn't quite accurate. Matty's setting states that it prevents items falling through the floor; GI's setting states that it prevents items falling through the furniture.

I couldn't figure out why my modded furniture was dropping items but using GI's setting instead of Matty's solved it :>

Not sure if yours also works on the floor though

neon quarry
#

hum to be fair, i wrote that because thats what Matty said to me when asked about matty fixes/GI conflicts
other than that i dont know much

tawny fable
#

oh shoot, I wasn't trying to throw you under the bus, I like your mod a lot (the ability to πŸ”₯DELETEπŸ”₯ items alone is fantastic)

neon quarry
#

oh no problem 😌
you should ask in MattyFixes thread about this i think

grand umbra
#

the key difference between GI and MattyFixes is that GI simply makes all items float. stop.
MattyFixes tries to solve the issue at the root by moving furniture into place ealry enough for items to land on them and by saving the correct position of items istead of the vanilla offset one

tawny fable
#

Oh I see, so does that mean the table just isn't loading fast enough/before the items?

grand umbra
#

yup that is 90% of all the issues with furniture

#

vanilla loads ( teleports to be more precise ) them after items are spawned

small vector
#

the overtime estimate is way off?

broken crescent
#

Check the option that allows you to toggle including the rollover funds, that affects overtime bonuses a lot

small vector
#

rollover funds?

broken crescent
#

Are you using quota rollover?

small vector
#

yeah, we don't

broken crescent
#

I mean the quota rollover option inside GI but if you're not aware of it it's probably not on.

I'd have to check the formula but as far as I know it's pretty accurate, it counts the current profit quota extra money + all potential scrap in the ship, and gives you the overtime bonus you would get if you sold everything

short frost
#

+ all potential scrap in the ship that's probably the part that's causing it to look off

royal yoke
#

what does fancy weather do?

limber depot
royal yoke
#

ok

grim ivy
#

what hex codes do i use for the monitors so they match the vanilla monitors

tawny fable
#

Which part(s)? Text, screen glow, etc?

grim ivy
#

this part

#

the background and text

tawny fable
#

Ohh the smaller ones. uh, hold on let me check

#

default meaning without GI right?

grim ivy
#

like this

grim ivy
tawny fable
#

I actually couldn't find it listed in any of my editing mods but if you just set it to 000000 or something slightly lighter it'll be fine I guess.

000000 is pure black btw
https://htmlcolorcodes.com/

HTML Color Codes

Easily find HTML color codes for your website using our color picker, color chart and HTML color names with Hex color codes, RGB and HSL values.

grim ivy
#

i want the vanilla colors though, for the small monitors that are turned on

tawny fable
#

The unmodded colour is blue though

#

I'm sorry, I thought you wanted them to match the main terminal/other black background screens

grim ivy
#

the default color that gi comes with is a dark blue

#

let me get a comparison

#

that picture is vanilla

#

this is gi's

tawny fable
#

You're not using any other colour/brightness mods are you? They (bg,text, & monitor frame) just look slightly darker on my end

grim ivy
#

idk maybe that could be it

#

but i dont have any brightness mods

#

unless fixcamerares or ultrawide does that

tawny fable
#

Not sure about UW, it isn't compatible with SteamDecks :o

#

Oh, you said that screenshot was vanilla. Did you mean "start vanilla" (100% of mods off) or that you just disabled GI?

#

Oh... no no, wait, you're right. There IS a slight difference when you just toggle GI. I didn't notice at first

grim ivy
#

yep

tawny fable
#

I think it's the monitor glow/screen/material/etc that is changing it?

#

Using GI's 'force enable default blue background' option but not using better/more monitors (new oject/model) looks normal to me.

#

Yeah it is Better Monitors

#

Something about them affects the screen colour/brightness

#

Guess we'll have to wait for Shao

broken crescent
#

Yeah so the better monitors uses a completely different way of rendering those canvases. Vanilla is a simple canvas, better monitors is a projection of a render of a canvas onto the material of the monitors. So it's not quite possible to be exactly the same. I'm using the same hex value for the blue, but you can certainly play with it to get it to look closer in your eyes

toxic summit
#

do the lightning indicators in this mod have support for HotbarPlus or reserved item slots?

light girder
grim ivy
#

why does my monitor black out like this

#

it sometimes switches to exterior and interior views as well

#

is my save file corrupted?

tawny fable
#

I sometimes experience the opposite of this where a layer or visual effect will only appear when it's almost off my screen. TBH I always though it was some incompatibility related to me being on SteamOS since in-game video (custom mp4) doesn't work at all.

toxic summit
sand olive
#

apparently GI makes the Belt Bag scannable even when no tools are set to be scannable on the config file (same thing seems to also happen with the Boombox)

warm jolt
#

it just has a scannode for some reason

sour rain
#

no it doesnt

warm jolt
#

was it removed?

sour rain
warm jolt
#

huh

#

you never told me it was generalimprovements just adding that

#

even if the config doesnt have it

sour rain
#

why would i need to tell you that

#

you never asked

short frost
#

that never came up over a cup of joe?

warm jolt
#

and then you also assumed it was vanilla

sour rain
#

this did not happen

#

only vanilla equipment with a scan node is radar booster

jolly geyser
#

I noticed that even with "Always show hidden moons" it never shows artifice or embrion. Is that intentional or something?

limber depot
neon quarry
#

none is same as vanilla

limber depot
#

so, it would be no drain?

neon quarry
#

Yes

nimble stratus
#

@broken crescent I am sorry, but is it me or the Day display is working incorrect? When I load a save, it shows me "Day 1" all the time.

grim ivy
#

is there a way there could be quota count compatibility

nimble stratus
grim ivy
nimble stratus
grim ivy
nimble stratus
#

I have QuotaCount installed and General Improvements, and it shows quota number on both screens.

grim ivy
#

@broken crescent can explain

dapper crow
#

@neon quarry Is SSS syncing correctly at the moment with GI's extra monitors? Scrap storage doesn't appear to be registering/updating on ship scrap monitor until reaching orbit. Unsure if that's intentional or not.

neon quarry
#

It only counts the first scrap of the stack, and it should be updated right away
But ill need to update it someday to allow other scraps of a stack to be counted

fresh remnant
neon quarry
#

Ah yes, for that you can use ScienceBird Tweaks, they made a patch to actually display the correct number of purchased stored equipment

peak perch
#

How can i make the mod not change what to preview on the terminal?

#

I set it in LLL to preview all, but whenever this mod is installed it just overrides that

fresh remnant
pseudo field
#

Just wanna ask, is the scan fix from this mod optimized or is good item scan still reccomended instead still

#

@light girder sorry for the ping but ye seem to know these things haha

warm jolt
#

imo it doesnt matter
there is no "good" scan fix afaik
i still dont get items scanned often, even when theyre right next to me

pseudo field
#

havent used this mod in a hot min but seems its been optimized like ya asaid

warm jolt
#

doesnt matter what i try

#

nothing really seems to work

pseudo field
warm jolt
#

im unaware of performance issues

pseudo field
#

but if GI has a well performing one id swap to that

warm jolt
#

but maybe thats just cause i have a good pc

#

idk

pseudo field
#

thats why I wanted to ask

#

since before I disabled GI's better scan and instead used Gooditemscan

light girder
#

With GI's Scanner Fix I got lag in the Rubber Rooms' Elevator tiles and when standing near Tesla Gates from Piggy's Variety Mod

#

with GoodItemScan I get none of that

pseudo field
#

so catching up rn

light girder
#

I hate WIndows 11 24h2 with a burning passion

#

Buggy pile of shit still 6 months later

pseudo field
light girder
#

I went back to Windows 10 for now cus I just got tired of dealing with having to reinstall so often cus it would break itself in the dumbest way

pseudo field
#

Nothing will ever beat peak windows

#

was the first version I used and I never had any issues with it

light girder
#

Idk how they still have it broken with so many major bugs and issues 6 months later, with Windows 10 when a feature update broke something it'd be fixed within a minimum of 2 months there's no excuse for that kinda shit tbh

#

I never used Windows XP much as a kid besides at School tbh, our home pc's ran Linux back then didn't really use Windows a lot until Windows 7

pseudo field
#

then 10 is decent enough to be 3

#

rest is pretty much trash

#

besides some stuff before xp

light girder
#

11 was fine when it came to 22h2 and 23h2 tbh

pseudo field
#

8 is trash and vista is a trainwreck

light girder
#

But I very much feel like it's going down the road of Enshittification now and I'm concerned 25h2 is gonna be a bigger dumpsterfire than 24h2

pseudo field
light girder
#

I mean it's been 6 months and it's still not stable for any reliable use cases like streaming and gaming or productivity

toxic summit
#

11 just has so much bloat

#

even the settings app lags or freezes up for me its ridiculous

light girder
#

the Home page loads instantly on a Local Account but takes ages on a MS one

toxic summit
#

yeah

#

win 11 removed the feature to use a local account during setup so i had to set it up

#

but i switched to local as quick as possible

light girder
#

Eh there's workarounds

#

In fact 24h2's OOBE is broken as shit if you go through the install process with an Internet Connection

toxic summit
#

the thing is that it wouldnt let me go forward without an internet connection

#

and i was going for path of least resistance since it was my first time building pc from the ground up, and i was tired

light girder
#

Yeah well there's been the OOBE/BypassNRO method for ages which they're phasing out, and you can also flash the iso to your drive using Rufus which is what I recommend and make sure you allow setting it up without internet and I also recommend disabling the automatic bitlocker bs

light girder
toxic summit
#

well i just checked bitlocker, it didn't prompt me for it i guess

#

i havent touched this at all

light girder
#

Nowadays I just don't wanna look at Windows 11 after the issues that have plagued us for months on end

toxic summit
#

did u have home version?

light girder
#

Yeah but that wouldn't have anything to do with the bugs plaguing 24h2

toxic summit
#

ah

#

i got pro version from a discount

light girder
#

The only differences in pro is there's a few extra things enabled otherwise Home and Pro are the same

toxic summit
#

and i guess since i installed the january patch it didnt have that bug with failing to use windows update

light girder
#

I never ran into that bug, the issues I ran into are just how unstable and how many bugs and issues there are that have been there since 24h2 launched that they refuse to fix, I've went on rants about the alt tab blackscreen issue not getting fixed. I had issues with it randomly turning my wallpaper black, some people have had issues with the taskbar breaking. The list goes on and on

#

It also just performs like utter shit, 24h2 is slow

#

Defender even opens slow on it

#

Gaming performance is still worse compared to 10 and 23h2

#

Download speeds are for some reason affected, if you install .net 3.5 on Windows 10 for example it's so fast yet for 11 it takes ages

#

I've gotten to the point where I think Microsoft only cares about AI and selling your data, they don't care if Windows 11 barely functions at this point if they did it would have been fixed months ago

toxic summit
#

that is def the point theyre at

#

windows has basically no competitors right now

#

cus linux has barely any support and mac os is a closed ecosystem

pseudo field
toxic summit
#

ye one of my friends sent it to me

#

i don't know what exactly it does though

light girder
#

I usually just debloat myself

#

It's easier tbh

#

and you know something isn't gonna get bricked, 24h2 is unstable enough as is

toxic summit
#

the one that my friend sent me has a gui so you can select individual things to remove

#

like disabling telemetry and wifi sense or uninstalling onedrive

light girder
#

OneDrive you can just uninstall through settings

#

Telemetry won't ever be fully disabled, it's so baked into the os tbh

toxic summit
#

i think i already got onedrive removed

light girder
#

Idek what WiFi Sense is

toxic summit
#

first thing i did when getting this was unlick onedrive

#

but it didnt make onedrive as part of my file system for some reason

toxic summit
light girder
#

Generally if you uninstall it right away it won't lol

#

Oh I just don't allow Windows to have access to contacts tbh

#

There's a lot of shit I tell it no to

toxic summit
#

i don't either

#

but it probably is still sending pings n stuff

#

so its a security risk

light girder
#

Eh maybe, if that stuff is turned off it usually disables the service

#

I remember the Nvidia App breaking once cus it couldn't have access to notifications lmao

#

So I had to leave Notifications Access on

toxic summit
#

gives off the same energy as "stopwatch would like to access call logs"

light girder
#

Lmao

#

It just panics cus it uses that to send notifications about driver updates and stuff

fresh remnant
# light girder I've gotten to the point where I think Microsoft only cares about AI and selling...

i dont think its that at all, i mean partially, maybe, but, to give a few opinions on a few things people may have discussed above.

1 - nvidia is currently shitting the bed with drivers, be careful with the latest driver (i have a new graphics card so im using it, but the latest one is borderline dangerous for your graphics card)
2 - as for microsoft only caring about AI.. thats more of an nvidia trope... in regards to windows 11 being a POS... microsoft are on a crusade of ripping out old tech from windows.. all of windows from NT to 10 and 11.. is made on windows NT... so where everyone sees windows "losing functionality" and "getting worse", its actually just microsoft ripping out the old, so they can eventually replace it with the new.. im not saying they are going the right way about it, but i think to say they care only about AI is wrong... also many people make a mistake to enable "online backups" when they install windows 11, worst thing to do imho, setup yourself later, or dont use.

3 - as for windows 11 breaking compared to windows 10. I was on windows 10 until 2 months ago when i got a new pc, i tried updating my old PC to windows 11 and it bricked my motherboard (my old PC's issue cause i turned on secure boot and that bricked it, but i need secure boot on win 11.... rip.).. since i got my new pc, i thought id miss windows 10, but i dont, im shocked, and had 0 issues, and, ngl, built my new pc from scratch (first time ive actually built it all including installing OS)

so yeah, im sure windows 11 has its issues, but ive run into none, likewise though, windows 10 had issue, i think just service packs (or well updates as they are called now, lmao) smoothed out those issues, and windows 11 maybe is yet to get there.

but i think, functionality of windows 11 will go down a bit, before it goes up, but hopefully we arent relying on 20+ year old code for much longer in windows.. lmao

toxic summit
#

Honestly I think they should've held back windows 11 if that was their plan

#

If they wanted to remove all the legacy NT stuff it would be better to do it all at once

fresh remnant
toxic summit
#

Rather than trickle feed it

#

If they just removed it all and replaced it before launch then yeah most things probably wouldn't work on it for a while but it would be better than where things systematically start failing because 1 package at a time is replaced

lost flowerBOT
#

Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!

fresh remnant
#

oh, yes, links are banned..

#

i was just saying, there is a story from an ex microsoft employee.. who wrote code 30 yrs ago, which we all still use in windows 11.. so maybe too much code changes are required, to do it at once.

#

so that would have been updated, for windows nt/xp/etc, and not been touched, in 30 years.. xD and the guy talks about "bajillion" lines of code.

light girder
#

If you think they're not as focused on AI as Nvidia is you're just stilly, Nvidia and Windows are going through the same levels of Enshittification right now in fact I think Windows is worse. Making Recall a dependency for the File Explorer for example is all you need to keep in mind for knowing their focus has shifted. It's just silly to try and back up a greedy big tech corporation just cus you're in a minority that hasn't had problems when 24h2 has been a horrible disaster for more people than it hasn't been. I also used to think I wouldn't miss Windows 10, but now I'm glad to be back on it cus the past 6 months brought me to a breaking point. The only thing Windows 11 has going for it is that it's pretty. It's slower in every way than 10 and all the Scheduler optimizations and stuff for 12th gen Intel CPU's and such have been in 10 since 22h2

#

my high end streaming system with a 12900k and RTX 3060 on Windows 10 feels 1:1 with how Windows 11 23h2 did which I can't go back to cus you're forced to download 24h2.

#

Imo if they half assed stripping out some code to the point it gave a ton of people problems they shouldn't have pushed the build onto people

#

Just saying.

#

There is no excuse here

#

I'm staying on 10 until EOL cus 10 and WIndows 11 23h2 both hit EOL at the same time, by then 25h2 should be out and if 25h2 doesn't fix anything I'm just gonna swap over to some variation of Linux probably

toxic summit
#

are you gonna run dual boot

light girder
#

Idk, I don't play any games with anti cheats anymore so hard to say

toxic summit
#

if you still plan to play stuff like lethal or repo you're gonna need either dual boot or proton

light girder
#

Yeah proton should work fine for those

neon quarry
#

General improvements thread just transformed itself into windows wars thread wtf

light girder
#

Lmao

#

Another example of their focus being on AI is they're integrating Copilot into literally every app in Windows 11, which is probably part of why it's so slow tbh

#

Even if you uninstall Copilot it's still baked into everything now

toxic summit
#

I hear u can remove it with group policy editor or regedit

#

I haven't tried it myself since I don't like messing with registry

#

I only used it to revert to the old right click context menu

light girder
#

That in of itself is just ridiculous though, modifying the registry is not something you should ever need to do lol

toxic summit
#

For those less tech savvy absolutely

light girder
#

Also there's some cool alternatives for the right click menu, I used to use Nilesoft Shell for a while but generally nowadays Startallback might be a bit better cus it can get rid of the slow UWP Taskbar and Start Menu and stuff

toxic summit
#

For those of us keeping up with tech it is good to know how to do stuff with regedit

light girder
#

That's another part of why 11 is slow, replacing the legacy ui elements with UWP apps which are essentially all web views

toxic summit
#

I actually forgot I didn't use regedit for the context menu

#

I ran 2 powershell commands as admin

light girder
#

Ah lol nice

toxic summit
#

Not bad really

#

And doesn't need any other software

#

I'll see about using gpedit on copilot tomorrow

fresh remnant
# light girder If you think they're not as focused on AI as Nvidia is you're just stilly, Nvidi...

i never said microsoft isnt focused on AI, just said thats more of an nvidia trope.

nvidia have gone from a really good company for gamers, to overpricing shit, to giving their best stuff only to AI, gamers get the bottom % of junk now, its still better than what came before, but we arent their focus and we make like 5% of their money now compared to 95% before

and yeah, windows has ai features in now, as does most things, im just saying windows getting shittier is because they are removing old stuff, not because they added AI imho, and i cant really talk regarding performance differences of windows 11 vs windows 10 tbh.

I went from a 6 generations old cpu, and 4 generations old gpu, to current gen on both, so for me, windows 11 is running faster than my old windows 10 machine ever did.. i had my windows 10 pc on windows 11 for less than 1 hour before it bricked when i turned on secure boot, and that taught me never to upgrade my OS on the same machine as simply, my old hardware couldent handle new things that newer OS's required, my old pc started as a windows 10 machine, where secure boot wasnt required for the game i wished to play (valorant)

so it may just be because my computer is a fresh computer with new hardware that i dont get issues compared to others upgrading old computers to windows 11? i d k

fresh remnant
#

i dont actually know if UWP apps run on arm tho xD

#

from what im reading (and i should have realised if so), they do.. so uh yeah, Nvidia is wanting to make cpu's to compete with AMD, but cant for legal reasons as only intel/amd can make x86/x64 cpus (licensing), microsoft also want to move to ARM... i think linux wants to as well, and mac already does??.. i think nvidias motivation is the duopoly on CPU's by intel/amd.. but yeah, i d k all the details.

toxic summit
#

RISC architectures like ARM may be getting more popular but they're not gonna be able to top CISC architectures for gaming

#

Which if people are spending time building pcs for gaming they're probably gonna know ARM processors aren't as good for it

#

They should definitely take over in the laptop industry though

fresh remnant
#

oh i agree, for gaming, ARM is terrible rn, but as i said, Nvidia, want to make a CPU, supposedly a CPU that they can then integrate into their GPU so people just have a processing unit from nvidia, that does everything for you, like a GPU currently does for graphics + ai, but also running your applications. (maybe that will be for laptops only, i d k)

if they are truly wanting to put it into gpu's, so a computer doesnt need a cpu (a bit like current APUs), then you would assume they want to make games work well with ARM.

but yeah, no clue how that will pan out.

toxic summit
#

they def wanna get in on AMD's APU market

#

cus rn AMD is the best producer of them

#

Nvidia should really fix their gpus before they go for apus though

fresh remnant
# toxic summit Nvidia should really fix their gpus before they go for apus though

you mean 50 series? i have a 5070, from my experience, the issue is the drivers, and the PSU supplied 12v cables, i had massive issues before switching to the nvidia adapter instead of the psu's 12v cable.

current driver is dogwater, and i guess if you have a 5080 or better, the adapter could be worrying (as thats the cable causing fires/melting i thought)

the only issue i had was, my PSU's 12v cable didnt actually sit well in my graphics card no matter how hard i pushed it in, so that maybe my GPU's connector fault.. but, on the cable, it looks like the metal pads are very small, and i think thats why i was having issues.

toxic summit
# fresh remnant you mean 50 series? i have a 5070, from my experience, the issue is the drivers,...

i have a 4070 but 40 and 50 share a problem thats really annoying. 30 series gpus had a component to balance current through all the pins in the 12vhpr connector which would prevent one pin from pulling too much power. 40 and 50 series got rid of it which led to cases of the graphics card melting the connector cus it was pulling most of the current through the bottom left pin. nvidia claimed it was because of cables that arent correctly seated or are not nvidia's own but it was happening even in cases where the connector was perfectly sealed

fresh remnant
# toxic summit i have a 4070 but 40 and 50 share a problem thats really annoying. 30 series gpu...

yeah, i just heard it was only happening on the adapters, not the proper cable. which is why i tried the proper cable first.. and found my graphics card was getting no power when i first installed it, but i get you, its not good either way that they removed such a safety check, that being said though, i dont know about 40 series, but 30 series seems to pull a tonne of power, most graphically demanding game i have at the moment, is AC Shadows, and, the 5070 doesnt seem to pull that much power, so the power melting the cables maybe more a 40series and 5080/5090 issue, i d k, ive been keeping an eye on it all the same.

toxic summit
#

if you do undervolting it probably isnt much of a problem

fresh remnant
#

ive never really gotten into undervolting, wasnt a big fan of overclocking either, had my old pc for like 5 years, and then started overclocking it finally. i tend to only overclock when i feel my pc is struggling as is.

toxic summit
#

and personally AMD's way of doing it where they just have multiple 8pin connectors feels more ideal to me

#

the 8pins are already a proven connector

fresh remnant
#

i was hoping that board partners could choose the connectors, so when i saw it, i got my hopes up, but yeah, no, all 12v HPWR, oh well.

toxic summit
#

p sure the power connectors come with the board that the OEMs build around

#

cus u take the cooler and shell off any brand's gpu they're all the same underneath

#

the changes they get to make are just things like allowing OC or using different cooling types

fresh remnant
narrow oriole
#

GPU board partners build around the GPU chip, not the board

#

if they built only around a board that the chip designer provided, there wouldn't be OC cards

#

overclocking is about a lot more than cooling, you need to have good stable power delivery, which is more expensive

grim ivy
#

is quota count compatibility planned

toxic summit
#

it's the "TotalQuotas" option

#

it just shows "Quota 1" "Quota 4" etc on it

wind cosmos
#

This is making so much lag

#

evertime i drop i item i got spam by that

pseudo field
#

Is there any setting for the bootup that are safe with LLL

pseudo field
# toxic summit Wdym

mods that say skip the splash screen or auto select online have a history of busting LLL so wondering if GI's are fine

toxic summit
#

I haven't tried it but I'd lean toward no

warm jolt
#

i have never encountered these issues

toxic summit
#

At least in my profile it freezes for an additional 15 sec after the splash screens so it probably wouldn't be good for me

pseudo field
toxic summit
#

I know it happens with introtweaks just idk with GI

warm jolt
#

i dont think it does

#

ive used the setting since i started using GI

light girder
#

I stopped using the auto select online feature ages ago, it always caused more issues than it was worth and used to conflict with SoundAPI as well

warm jolt
#

i thought it was just soundapi itself

toxic summit
#

i've never heard of that problem but you could try having that option off in GI and see if it helps

grim ivy
#

Ive nsver had these issues either

light girder
vast umbra
warm jolt
#

yeah ok

#

i thought it was just them themselves

deft niche
#

Has anyone found a workaround to getting Helmet_Cameras to work while using the monitor improvements with this?

fresh remnant
deft niche
#

ty so much

fresh remnant
deft niche
fresh remnant
deft niche
#

might be worth checking config, possible some new stuff was added then lol

#

Highly suggest running it with general improvements though, the monitor upgrades underrated fr

grim ivy
#

setting moons to afterdiscovery makes them appear below the settings

#

when using moonunlocks

lean berry
#

is it possible to customize the reticle?

neon quarry
toxic summit
#

what is the majora moon called in WR config

dapper crow
#

My door monitor buttons decided to disappear and my external ship camera now only moves when I'm not looking at it, what's going on 😭

neon quarry
#

Yep that's the problem, I don't know how the GI config works for modded weathers

cursive lance
#

Weird incompat /w Harvest Moons where Tree Masked's scan node will show up both as a player and... the entity themself

neon quarry
#

v70 πŸ’€

warm jolt
#

v70 πŸ’š

broken crescent
#

Noted. You guys will love this though. I'm about to go on a 3 week vacation πŸ˜‚

I'll see what I can do when I'm back though

short frost
#

How dare you have a life πŸ˜”

finite bough
broken crescent
#

I know right lol. Thanks πŸ™πŸΌ

tawny gyro
#

just the monitor that's incompatible?

light girder
#

Zeekerss removed the limit in vanilla

#

That's why it errors

broken crescent
#

Beautiful. Love when I can chainsaw code

light girder
#

the HudManager patch is probably your scanner tweak if I had to guess

light girder
#

It was nice lol

warm jolt
#

which is essentially limitless

#

it only wouldnt be for like 14k quota+

light girder
#

Ah lol

warm jolt
#

he also patched items on the counter blocking you from placing more items

#

except the cash register????

#

idk, i had trouble placing it still

proven moth
#

is it not 150

#

for the counter

warm jolt
#

i heard it was 50

proven moth
#

1a3 has it as 150

warm jolt
#

then cool

#

basically limitless

upper schooner
#

Ye it is 150 now for vanilla so most I think needs to happen is the minimum just needs to be bumped up

light girder
#

Btw @broken crescent since items falling got fixed in vanilla you may need to check your patch for that

#

@neon quarry Any idea if the self sorting storage is gonna need updated?

vapid crag
light girder
vapid crag
#

So I’m saying, does that mean that the patch in matty fixes is no longer required, once matty fixes updates to v70.

light girder
#

I think it will still be needed for some things

#

the fix in vanilla isn't as perfect as Matty's was

#

but it is fixed in Vanilla

toxic summit
#

prob will just change to a edit of vanilla logic instead of its own thing

light girder
#

Yeah

neon quarry
neon quarry
upper schooner
#

Oya when ya do get back around to update the mod for v70, there's this:
||Soccer Balls & Toilet Paper are no longer conductive in vanilla||

magic garden
#

@broken crescent using HideShipCabinetDoors = true throws errors when we try to put an item in the storage

#

i know you're in vacation, but i think it still need to be reported

light girder
#

@finite bough

magic garden
#

yeah

#

disabling it fixes the issue

finite bough
# light girder Oh that is what causes it?

Son of a bitch πŸ˜’ πŸ˜† was just saying how impressed I was that GI survived the update and didn't break. At least its a simple fix config wise and doesn't need to be removed from the pack.

light girder
#

Yeah lol

warm jolt
#

nooooo i hate the fuckass cabinet doors grrrrr

light girder
finite bough
#

Hey it could be much worse. GI could have exploded completely. Ill take this bug and be happy πŸ˜‚

proven moth
#

I just use my goat #ShipColors

light girder
minor widget
#

Is there any way to outright disable certain GI features?

Pretty sure GI is overwriting or conflicting with TerminalStuff somehow and breaks the terminal, and I really want the extra monitors, but both mods are too good to give up, lol

mossy spire
#

generally hoping the mod gets updated for v72 at some point Waiting teleporter being broken again after v70+ for living players

#

only works on corpses

neat stone
#

Oh the teleporter is broke from this?

agile sage
finite bough
#

Inverse teleporter setting can be set to All for items and its fine. The other settings causes fall to ground errors.
Also do not disable cupboard doors. Right now it does break the vanilla cupboard.

warm jolt
#

The other settings causes fall to ground errors.
w h a t

#

is this the bug where you like

#

get teleported to the spawn position of the ship while in orbit

#

and constantly fall through

minor widget
#

What is the numbering of the extra screens? I want to configure them but don't know the order

cloud gate
woven kettle
#

In short, the screenshots are still accurate

cloud gate
woven kettle
cloud gate
#

omg shaosil typing

woven kettle
#

Nah it's just me

#

Omg you're right lmao

short frost
#

you guys killed him

broken crescent
#

I try to keep the wiki up to date, I have a generator that updates any text based on config values

woven kettle
#

TIE fighter has spoken

broken crescent
#

🫑

#

I'm in China currently so not keeping up with the mod at all lol

cloud gate
#

all good alright just some people reporting about teleporter stuff

light girder
#

Well it definitely needs a recomp when you get the chance lmao

broken crescent
#

Sure sounds like it

mossy mortar
#

what is this mod fixes tho?

warm jolt
#

lmfao its just a reupload

#

down to the changelog

broken crescent
#

Bruh lol. I just saw one of the new bug reports mentions at least one problem being fixed by simply recompiling, so I may at least do that before I'm back from vacation

short frost
broken crescent
#

Well that's good to know. I assumed some of those errors, especially the transpiler ones, were because vanilla code changes switched something up

short frost
#

There's probably some like that

#

The ones that need recompiling are ones that error with "MissingMethodException"

broken crescent
#

Ok Cool

short frost
#

Which is you trying to call or reference a method that no longer technically exists cuz either more parameters or name changed or some IL code in ig changed erc

broken crescent
#

Yeah, makes sense

grim ivy
#

@broken crescent can you add a way to add custom text to this?

grim ivy
#

or remove it so I can make my own mod that adds custom text?

broken crescent
#

I see you've found the easter egg when the ship leaves you behind πŸ˜‚ normally it doesn't say that

I don't have support for custom text for that because it's a pretty small, rare occurrence

#

Unless that's a bug in the new version that always shows it

toxic summit
#

Na it's still only on takeoff

broken crescent
#

Should be live soonish

peak perch
broken crescent
#

I believe so

grim ivy
#

Please add config for custom text it would be so fun

broken crescent
#

But you only see it if you're left behind, how often is that happening to you πŸ˜‚

light girder
#

That was one of the many errors that were MissingMethodExceptions

peak perch
# light girder Yes

ok good to know because the teleporter would not work if keep nonscrap was enabled

light girder
#

You had to have it set to none or all to fix the errors

peak perch
light girder
#

Ye

grim ivy
warm jolt
#

@broken crescent ok so the update makes items unable to be stored in the cupboard if you have the doors disabled now

light girder
#

since before the update

warm jolt
#

oh

light girder
#

I think it was an issue that got missed

warm jolt
#

i guess i just never tried πŸ™ƒ

light girder
#

just use doorlessstorage or more cupboards to nuke the doors

warm jolt
#

no its fine

light girder
#

But yeah ideally Shaosil should fix this

warm jolt
#

i will deal with the evil doors

finite bough
# light girder since before the update

No this only started after v70 update. We used it in v69 before the big update as I do have a clip were both the door less version from GI and wide version from Mel's were being used together.

light girder
#

I would guess when Shaosil was updating for V70 it got overlooked

finite bough
light girder
#

Lmao

graceful oxide
#

Quick question: does the danger level monitor put into consideration the general level of danger of both the interior and outside area or just the outside area?

woven kettle
#

I think both not just the outside

main gulch
#

Are saved item positions from this mod working in v70? Seems my items always fall to the floor no matter what even if I have it on.

neon quarry
#

From my experience it does not work anymore (well sometimes it does, but sometimes not), i remember Matty said that zeekers changed how items are spawned in v70 and it's bypassing GI item position fix from now on
You need Matty's Fixes for a similar (but working) fix

light girder
#

@broken crescent So a couple changes needed it seems, the cupboard still breaks when disabling the doors so that needs fixed and apparently your Monitoring: Player fix needs to be updated to no longer include the Monitoring part in the text since Zeekerss removed that in V70, currently this causes an issue whenever you land the ship that causes the Monitoring text to show up instead of the player name directly until you switch to another player since Zeekerss changed the radar map to now only show the name of the player instead. I hope I've described this okay but @sour rain might be able to add more if I haven't

broken crescent
#

Thanks for the heads up, I'll try to get to that in the next patch

main gulch
broken crescent
lime wadi
#

is save suits option working?

mossy spire
#

good question, it used to be broken befor the small update

light girder
mossy spire
#

my friends always spawned in with default suits

light girder
#

Initial spawn in yes

#

It doesn't have the same mechanic as suit saver

#

It's more so for saving suits after a wipe

mossy spire
#

well it swaps automatically but still if i re-do the lobby for whatever reason it should throw them into their previous suits

#

and it was not doing that

#

but then again i didnt play with the small v70 update

light girder
#

I would honestly pair the setting with Suit Saver, it's mostly for making sure if say someone was wearing the green suit or smth they don't become Orange again after you get ejected

#

Idk if it works though

mystic bone
#

doesnt suit saver do the same thing plus more though?

mossy spire
#

i'll find out on saturday night when we plan on playing again

light girder
light girder
#

If they wear the green, purple, etc suit

#

they go back into the default

lavish bay
# broken crescent

I think even just a secret setting with a non-descriptive / vague title or description would be better than nothing, and wouldn't call much attention to the existence of any easter eggs? with mods that do a lot of general things, being able to customise what's in them feels especially important to me

#

fwiw

broken crescent
# broken crescent
poll_question_text

It seems at least one of us here has a strong opinion about the easter egg where the ship label changes to "BYE LOL" if it leaves while you're still on the moon. I don't want to call attention to it in a config since it's an easter egg, and a very small thing. Wat do?

victor_answer_votes

17

total_votes

32

victor_answer_id

1

victor_answer_text

Leave it in - I either like it or didn't know about it

victor_answer_emoji_name

πŸ‘πŸΌ

#

Yeah I agree with that for the most part.

Alright since votes are nearly 50/50 split between "leave it in" and "add a config option" I'll plan on adding a generic config option under the misc section in the next update that allows you to leave it at default or customize it. The people have spoken!

light girder
#

@broken crescent the players alive monitor keeps not updating properly then the rest of the monitors stop updating

#

Something is broken

light girder
#

I think it's some interaction with Universal Radar or TwoRadarMaps

#

@solar dagger @narrow oriole cus the monitors just randomly stop updating

#

Without errors

#

I got rid of Players Alive and it happened again, it's just at pure random

#

Idk why

solar dagger
#

I don't really touch the screens themselves much at all, and the GI screens should be something totally different. I'll keep an eye out for it though, off-chance it could be some bizarre camera UI shenanigans

light girder
#

Yeah possibly

#

I just know they keep randomly breaking today and I know those are the 2 mods we added that would touch things that might cause it lol

lime wadi
#

im using GI monitors, and the other two mods and its working fine.

light girder
#

they suddenly stop updating

#

Primarily in Multiplayer

narrow oriole
#

I don't think there's any possibility that TwoRadarMaps affects this

light girder
#

Yeah same, idk why it's suddenly doing it like Science Bird said maybe the camera stuff with the monitors is behaving weirdly

light girder
#

@solar dagger It's Universal Radar doing it

#

I reprod the issue solo, when you die the monitors stop updating and never recover but they're fine with Universal Radar off

solar dagger
#

gotcha, I'll see if it's something to do with cull distance since that's caused UI issues before

light girder
#

Very possible

solar dagger
# light girder <@233771575550279680> It's Universal Radar doing it

Fixed in latest patch πŸ‘ thank you for your troubleshooting efforts. it was just one of my checks left as material instead of sharedMaterial which means any material checked wouldn't count as the "same" material anymore to Unity, and GI's monitors check materials to figure out whether a monitor should be updated or not (I think to tell if it's on or off). fun to debug πŸ₯΄

light girder
narrow oriole
#

ah, classic

solar dagger
#

fell for the rookie blunder pesn

grim ivy
broken crescent
#

I'm back from vacation. I have a lot of other stuff to take care of (as always) but I'll try to get fixes in when I can

#

Side note, personal opinions incoming, I really dislike how my mod list keeps growing when I don't subscribe to new ones just because modders feel the need to depend on unnecessary helper libs. You'll notice how GI depends on nothing at all for exactly that reason, despite its size.

Obviously there are acceptable dependencies for specific reasons, but I just noticed MonoDetour (and its BepInEx dependency!) pop up in my mod list, which appears to be nothing more than a helper library for people who don't read documentation.

No offense

mossy spire
warm jolt
#

i dont really find this a problem usually but i dont understand why lethallib has dependencies now

broken crescent
#

Yeah I mean it doesn't hurt anything, more like a visual annoyance. I want my clean mod list dangit πŸ˜›

short frost
#

They're not real dependencies, the maintainer just decided to add it to help developers because it has innate IL debugging or smthn

#

Which imo is kind of just wrong but I don't have any control over it, I'm only another maintainer of LL :shrug

warm jolt
#

wait so can diffoztweaks block them from loading then?

light girder
#

You can however just downgrade LethalLib to 1.1.0 and nuke them

#

1.1.1 didn't add any meaningful changes

short frost
river ocean
#

what what is happening now

short frost
#

Nothing, just the question I asked lol

#

Idk if you liad em in a special way or anything

#

Load*

river ocean
#

also if you are worrried about bloat, MonoDetour is less than 200 kb

light girder
#

I think the issue is mainly that it's not fitting to be a LethalLib dependency

river ocean
#

there is not a better place for it though really

short frost
#

which is low-key still fine

river ocean
#

and if it's not a LethalLib dependency, I am responsible for not helping modders get much better error messages to make ILHooking much easier

#

it's a very philosophical case

#

any developer writing ILHooks/transpilers would rather have it than not

#

also, no one would care if it was bundled in LethalLib TS package directly

sly jolt
lime wadi
#

But everyone has uninstall only option. Idk whats the problem.

lime wadi
#

I did this with enemyskinregistry softmaskkiller and put diffoz tweakd

warm jolt
#

you dont want enemy skins??

#

smh

#

anyways

#

from what lunxara told me

river ocean
warm jolt
#

monodetour makes the game slightly chug all the time

#

i dont really know if thats true

warm jolt
#

i can barely tell

#

idk

#

ask her

river ocean
#

it's most likely not the case

#

MonoDetour is not doing anything if there is no ILHooking actively happening

#

only valid way to check if it makes the game slower is with profiling the game

#

with proper tools

sly jolt
#

they probably mean slower startup time

river ocean
#

it's possible with the HarmonyX AccessTools log spam

#

but that's not really MonoDetour's fault

light girder
narrow oriole
#

I wouldn't think that the ILHook debugging stuff would be needed except on the developer side

#

almost every mod applies its hooks during chainloader, so errors in IL hooks should be reproducible, meaning that having such an error in a player's log is largely pointless imo

#

if such errors were intermittent this would be a different story, but since they almost never are, then if this genuinely has a performance cost, I disagree with the argument that it's needed by end users

light girder
#

This ^

#

@river ocean I agree with Zaggy's statement

river ocean
#

okay yeah fair point, though how do we get it in developers' hands only?

#

the performance cost should still be pretty minimal

mossy spire
#

minimal but if 5 modders say this who each have multiple mods it probably starts to hurt somewhere

river ocean
#

it does add up, but it's kinda inevitable

warm jolt
#

personally i dont really care

river ocean
#

but when someone installs a mod that takes 500 ms to load an asset bundle, MonoDetour might as well not exist

warm jolt
#

i do like trying to keep my mod packs as minimal as possible cause several people have low end pcs and are afraid to run like 80 mods

#

regardless of how well you optimize it

#

and ive optimized mine above average of whats usually on thunderstore

#

idm taking up cache for a couple silly secret stuff, but thats about it

broken crescent
narrow oriole
light girder
#

Exactly, and imo MonoDetour isn't really something I feel is required or necessary for people to have

#

Not right now

narrow oriole
#

since I'm assuming the performance cost of verification multiplies by the number of transpilers and MonoMod IL hooks both

light girder
#

The only case I saw of it adding usefulness to logs was when purple had an issue recently

#

It's really a debugging tool imo, and should be added only when debugging an issue

narrow oriole
#

so I'm gonna be causing it to slow down probably more than most other modders would since I use transpilers constantly

#

MonoDetour includes Hamunii's new library for IL manipulation as well though I believe

#

that will be a requirement if people make use of it

river ocean
#

MonoDetour only validates if there is an exception in the method compilation by try catching

#

It catches InvalidProgramException specifically

narrow oriole
#

oh it's not also for the stuff you've been talking about in general channel?

#

i was thinking it was a feature of that mod/library, in which case the feature being opt in makes sense to me

river ocean
#

it's a detouring library which features including CIL analysis in stack traces because not having that is miserable

narrow oriole
#

right but that seems only useful during development to me

#

if an end user encounters that then they'll need to provide a way to repro the issue regardless

river ocean
#

fair

narrow oriole
#

otherwise fixes can't be verified

river ocean
#

but yeah so basically MonoDetour shouldn't have a high performance cost by just existing so unless if someone profiles it and shows that it adds a noticeable performance cost, I can see if I can improve it

warm jolt
#

dont think it happens for me

#

either that or im just that careless about it to the point i dont notice lol

simple nimbus
#

Didn't notice anything on my end either.

narrow oriole
#

I would definitely imagine it wouldn't be super significant, but it does seem like unnecessary work perhaps

#

I would be interested to see the actual impact

#

honestly I've noticed that transpilers themselves have a big cost even when they're a no-op unfortunately

warm jolt
#

might want to look at lunxaras profile more than anything

river ocean
#

HarmonyX transpilers will always have higher performance cost due to the multiple layers of abstraction HarmonyX does to remain compatible with Harmony 2

sly jolt
#

apply time mostly