#BepInEx Faster Load AssetBundles Patcher

1 messages · Page 2 of 1

thin perch
#

only affecting disabled/uninstalled mods or mods that have modified their asset bundle in an update

#

so existing mods that have not changed at all will not have their cache deleted

unborn adder
#

ah ok, good to know. thanks!

thin perch
#

man when LLL moons can finally be cached by this.. i wonder how big they're gonna be

thin perch
#

noticed morecompany cosmetics dont get cached.. is this an issue similar to LLL where it loads the asset bundles differently?

#

nvm its there.. it just labeled differently than i thought

barren ridge
thin perch
#

yes

barren ridge
#

Aaaa, so I misunderstood there. Thanks for the enlightenment

livid obsidian
#

if I update mods, do I need to delete cache or something, or I leave it as it is

upper wadi
#

leave as it is

livid obsidian
#

when I host a game my, I have no sounds, but when I reload the save I have sound, is it possible to be from this mod

grand coral
livid obsidian
#

I have the loaf api and custom sounds

grand coral
#

probs a bug with CustomSounds then

livid obsidian
#

It was Remnants mod

boreal knot
#

is there any known incompatibilities?

plucky stump
#

nope

solemn tangle
#

Oh yea?

#

Name every single compatibility then.

plucky stump
#

sure

solemn tangle
#

oh shit they came with the source

plucky stump
#

Pushing v0.2.0:

Changed

  • Decompression is now happens in background (probably this will cause some crashes while loading the game, will see)
  • Decompression thread priority is now Normal, so less CPU usage while loading the game.
  • AssetBundle loaded via stream (so LLL moons) are now cached.
plucky stump
#

wait let me cook really quick 0.3.0

plucky stump
#

Pushing v0.3.0:

Changed

  • Cache folder is now global
grand coral
#

That's so great for exporting mod packs

plucky stump
#

Cache folder is now here: %userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company\

solemn tangle
keen plaza
plucky stump
boreal knot
boreal prawn
plucky light
#

same

plucky stump
#

I mean I'm also

boreal prawn
#

any way to make it optional ?

plucky stump
#

only when I make config file

boreal prawn
#

ok nice

#

i'll keep v2 until you do it then ! thank you

keen plaza
# plucky stump only when I make config file

So long as it is an option to root the directory in the mod manager's data directory, as opposed to directly setting the cache directory in the mod's config since that would require players to edit their own cfg every time they import an update to the modpack to their profile.

An important aspect of my modpack for me is easy redistribution (they copy the profile code and they load up the game). I don't know that it's feasible to try to explain how to symlink to anyone i would potentially distribute the modpack to...?

We only figured out this was an issue for some people because someone tried to install the modpack and their computer started lagging out and crashing, and only then they realized that they had run out of space.

For context, in their particular case, some older prebuilt computer systems use an older SSD for their C:/ with 128Gb or less for the operating system and system programs, in combination with a hard drive that has more space which is used the most for games and the vast bulk of their storage. In a lot of these cases, they have less than 10Gb free on C:/ which spells trouble for the amount of cache that is stored by this mod.

vast glade
#

It would be a little nasty, but what about caching in the game's folder, so it hits the same drive the game is installed to?

sullen igloo
#

When using GeneralImprovements with this, If GI is set to select Online on game start, the game crashes

#

using the most recent version of this mod

grand coral
#

I recommend to stop intro skipping anyways

#

It causes more problems than anything else

heavy scarab
#

I join all those who requested it above

#

I have less than 7 GB on C: right now

#

☠️

sullen igloo
frosty meadow
heavy scarab
#

Are you sure that symlinking appdata not gonna break entire windows? 😄

frosty meadow
#

well, is this mod putting it inside the ZeekersRBLX/LethalCompany directly or inside another dir?

#

becuase you could easily just link that dir

#

Cache folder is now here: %userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company\

oh

#

if you need to link whole Lethal Company there could be problems

#

if other dir, all will be bueno

sullen igloo
#

Waiting for LLL to load assets is now the main bottleneck for me when starting up 😂

grand coral
#

I'm noticing the newest update is causing me issues

#

Crashed on startup once, some mods not loading properly and crashing when trying to quit out of the main menu once

#

I'm gonna disable it

#

v0.2.0 was fine btw

#

this has all started after the global update

thin perch
#

“- Decompression is now happens in background (probably this will cause some crashes while loading the game, will see)”

#

now we see

grand coral
#

As I said

#

v0.2.0 was problem free

thin perch
#

lunx got hit with it 😔

grand coral
#

It's the changing to global location in v0.3.0 that's causing problems

thin perch
#

maybe because before it didn’t really have to decompress anything from scratch since it wasn’t global yet

#

the cache already existed

#

with the folder location changed, it actually had to decompress a new cache folder from scratch

sullen igloo
#

v0.2.0 Doesn't crash when using GI to autoselect Online. I am assuming the crashing on v0.3.0 is related to the one @grand coral is having. GI selecting Online doesn't skip anything just autoselects the menu option, so it shouldn't be causing a crash

grand coral
#

@plucky stump Might be worth reverting the change in 0.3.0 for now or looking into why it's breaking the game

#

Yeah I think I'm gonna take this out of my pack for now 0.2.0 is giving me some issues now too

grand coral
#

The mods not loading properly on launch issue with a broken main menu again

#

Also console error spam

sullen igloo
#

I haven't had any issues the few times I started the game up with v0.2.0

sullen igloo
brittle herald
#

Why am I always the only one who doesn't have any common issues lmao

#

I updated the mod and everything works fine

sullen igloo
#

I mainly had the issue with the GI selecting Online

grand coral
#

Lethal Config missing

#

Version number saying

#

V5

sullen igloo
#

Not had that

plucky light
#

When I first launched the game on a new modpack (v0.20) lethal resonance, more company, and I think lethal config also didn't load

#

Next time I opened the game though it worked

grand coral
#

I'm just gonna keep it on 0.1.0

#

That one doesn't cause mods to break or throw errors on game launch

sweet wigeon
#

is there a problem with this mod?

brittle herald
grand coral
sullen igloo
grand coral
#

Check your logs some mods throw errors about assets

#

on 0.2.0 and 0.3.0

brittle herald
#

It did for me only the first time because it couldn't find the cached assets

#

second time didn't have any errors because it created them again

sweet wigeon
#

It did say failed to load asset

#

something about more company

solemn tangle
#

Cleared my assets

#

had issues loading and people joining

#

downgraded to 2.0

#

had same issues

#

just gonna disable for now

grand coral
#

Yeah

sweet wigeon
#

strange. I think MoreCompany failed to load as there isn't a logo replacement like there should be right

grand coral
#

I just recommend disabling til a fix is done

sweet wigeon
#

confirmed it failed to load

#

yeah

grand coral
#

or reverting to 0.1.0

solemn tangle
#

should fix all issues

grand coral
plucky stump
#

Pushing v0.3.1:

Fixed

  • Silly check if file is closed caused assetbundle loading to fail 😛
thin perch
#

file is locked?

grand coral
#

👀

plucky stump
#

yeah

grand coral
#

Oof

plucky stump
#

I changed so Unity can read the original bundle

#

4gb of cache

granite ravine
#

unfortunately btw i might not be able to unload all the bundles i want to

#

cant unload scene bundles and also can't unload bundles the scene bundle depends on

plucky stump
#

probably ok, still emotes will eat a lot of ram

grand coral
plucky stump
#

also why shader of haunted harpist takes ~50MB

plucky stump
granite ravine
grand coral
#

I was gonna say, you may be able to have flip optimize it a little if needed he's usually pretty good about this stuff

plucky stump
#

wait is TME using input utils?

grand coral
#

I don't think so? I'll have to check lol

#

I guess it is

#

XD

shadow slate
#

is there any possibility to choose the cache location?

grand coral
#

I think it's a soft dependency though cus it's not listed as a dependency

plucky stump
#

In Menu

#

no emote sounds in memory

unborn adder
#

Someone told me a few days ago that this mod had issues with some LLL moons, is this still the case?

plucky stump
#

hmm

#

I didn't received reports with LLL moons

unborn adder
#

Gotcha, thanks :)

plucky stump
#

Probably config file will be also global...

#

or just make some file that will contain path to the cache

#

🤔

spark lark
#

what do 0.3.1 do

plucky stump
#

hotfixing

spark lark
#

hotfixing what happened above? . ,.

grand coral
#

Yes

#

0.2.0 and 0.3.0 caused some mods to break on game launch

#

lol

#

0.3.1 fixes that

spark lark
#

Well I didn't know that ., . .... Do you see dis?

#

I require info~ (╯°□°)╯︵ ┻━┻

grand coral
#

cache folder was moved to the global location

plucky stump
#

i forgor to make changelog 😦

grand coral
#

Instead of BepinEx's cache folder

spark lark
#

-3-

#

so should I nuke the folder

#

or does the update automatically delete

plucky stump
#

you can now nuke folder BepInEx/cache/AssetBundle

thin perch
plucky stump
#

or even streamed from the disk

thin perch
#

so its already optimized

#

yoiled sick

plucky stump
#

like 1GB for that is too much

steel current
#

so delete the whole cache folder or just the asset bundle folder inside

grand coral
thin magnet
grand coral
#

@plucky stump been getting a lot of crashes recently when trying to create a save with the new update

#

Kind of irritating tbh

#

I hope this can be fixed because Bepin refuses to report why it's crashing

plucky stump
#

you should check Unity logs instead

#

especially unity crash logs

#
%temp%\ZeekerssRBLX\Lethal Company
#

For me game crashes due to AsyncLoggers when quitting the game

steel current
#

had an issue the other day where i couldnt have people join me while this was enabled dont have log any idea if that might be fixed?

plucky stump
#

without logs is not possible to know where the issue is

brittle herald
plucky stump
#

comment on commit

#

but it was deleted after an hour

plucky stump
#

Probably tomorrow I will push an update that will allow for other devs to control should their bundle to cache

iron edge
#

anyone havin problem with 0.3.1 ? 🤔

brittle herald
plucky stump
#

Starting to analyzing why my VRAM is leaking

plucky stump
#

well, vram is leaking because of copying the original assets and then bundle them so 2 copies of texture in memory 😦

grand coral
#

Soooo disable this mod for now then to resolve vram leaking?

#

Lmk when you get the memory leak issue fixed

plucky stump
#

it's not mod fault

#

it's just poor memory management from other mods

grand coral
#

Ahhhh

plucky stump
#

v50 tag added

plucky stump
#

upstream change:

  • LLL moons should load even faster 👀
sullen igloo
#

Will this speed up LLL loading each moon? When you sit on the black screen (to be more specific)

plucky stump
#

yeah

plucky stump
#

loading via stream is kinda slow

#

so I made it to load via file instead

granite ravine
#

i have to do via stream don’t i

#

For the streaming bundles

plucky stump
#

no?

#

plus your Application.streamingAssetsPath + is overriden by the assetbundle path

granite ravine
#

have you checked if custom moons load corre tly

plucky stump
#

last session with my friends and all custom moons loaded correctly

granite ravine
#

hmm

plucky stump
#

You can try to experiment on your side

granite ravine
#

It’s with good knowledge and testing thats chill but in the future I kinda don’t like that this got into a public update before you hit me up haha

plucky stump
#

plus HUDManager.Update spikes every 1 second

#

But I still didn't found the mod causing that

granite ravine
#

nice

#

but yeah just let me know next time 👍

plucky stump
#

ok 👍

median lintel
#

how stable is this right now? also shouldn't the [WIP] prefix be removed from the post 😮

plucky stump
#

the upstream should be now stable

granite ravine
plucky stump
#

because decompress was on other thread and Unity didn't like that

plucky stump
#

currently moon devs reuse textures in other bundles

granite ravine
#

ahh

plucky stump
#

causing to load many textures

granite ravine
#

handling that kinda issue is abit of a pain tbh

plucky stump
#

yeah..

granite ravine
#

depending on the level some moons reuse vanilla assets like sounds, models etc. cuz of how lll works which ideally will end up being solved by better unity editor tooling but havent had a chance to properly hit it

plucky stump
#

I could probably do some patching and rerouting to use Resources.Load but eeehhh

granite ravine
#

can you elaborate on that

plucky stump
#

If mod uses assetbundle.LoadAsset(name) I can try to reroute to use the Resource.LoadAsset, so it will use instead the game asset, instead of loading the bundle asset

#

but I think it will cause more issues tbh

granite ravine
#

you misunderstand the problem

#

the game asset isn't in memory yet

#

theres a range of assets that happen to be loaded on main menu due to the testenemies stuff and networkprefabs but im not comfortable pushing that kind of stuff before you enter lobby

plucky stump
#

what on earth with walker

#

why it's triggers OnTriggerStay 1M times

granite ravine
#

skinwalker?

plucky stump
#

diversity walker enemy

#

ah diversity breaks the game with debugger

shy venture
#

dev took a break after releasing the big update

#

big oof

plucky stump
#

Finally I found the mod that causing HUDManager.Update to spike it's Lethal Things

#

There's also spikes with AudioReverbTrigger, but I think it's vanilla doing something heavy

granite ravine
#

Probably reverb?

#

Oh

#

Yeah they use ontriggerstay sometimes

plucky stump
#

need to check what is doing in that method

plucky stump
#

Removed caution about being unstable in readme. But mod will still be WIP

clever fractal
median lintel
runic steeple
runic steeple
plucky stump
#

wdym?

#

no

runic steeple
# plucky stump wdym?

im asking if this mod cause any issues with the game. You still title it WIP so im curious

runic steeple
plucky stump
#

No, it doesn't cause any issues

runic steeple
#

so WIP just cuz youll add more features then?

plucky stump
#

yeah

runic steeple
#

ok cool

median lintel
#

imo removing the [WIP] makes more sense since having that tag makes it sound like it hasn't done its first release yet

deep bobcat
#

yeah i'd change it to [BETA] or somethin like that

plucky stump
#

Hmm, alright I will change the WIP to BETA when I will publish 0.4.0 or 0.5.0 version

plucky stump
#

Thanks everyone for 12k downloads

steel current
#

not sure if this problems from this mod or not

#

wouldnt boot past black screen

plucky stump
#

Do you have space on your C drive?

steel current
#

yee

#

loool nooo

#

before the boot i had 15 gb dont know what happened

thin magnet
#

Would it be possible to have a config to set where the bundles will be made?

steel current
#

when bundles are made are they removed after game or is that where my space keeps going?

plucky stump
steel current
#

i cleared a bunch of space earlier and only thing ive done since is boot lethal a few times now i have no space

thin magnet
#

I only use the c drive for OS only so its kinda full. So now i cant use this mod because of the changes

#

I see

plucky stump
steel current
#

how do i delete manually?

#

i think this is what keeps filling my c drive i also only like to use it for os

plucky stump
#

well r2modman cache takes more usage than my mod

#

So I would recommend to firstly delete r2modman cache

thin magnet
#

Yea i have my r2 on another drive as well

steel current
#

my thunderstore is also on e drive

thin magnet
#

Which is why before i was able to use it before you made the changes making it on c.

#

What was the reasoning with the changes to make it go on the same place as the games cache? Just curious

plucky stump
#

Modpacks

brittle herald
#

Its better because the cache doesnt have to be remade everytime you change/update your profile

thin magnet
#

I see

steel current
#

this essentially bricks my fuckin pc

#

i only have space for my operating system

thin magnet
#

You can manually delete the bundles its in %appdata%/../LocalLow/ZeekerssRBLX/Lethal Company/

steel current
#

still have to find the file so i can re free the space it ate 😦 i have 0 bytes on cdrvie

thin magnet
#

Assetbundles folder iirc

steel current
#

imo you should revert this change alot of people only have c drive for os

plucky stump
#

You can revert your version yourself

#

to 0.2.0

thin magnet
steel current
#

this is making my damn brain hurt i cant find the file for the life of me

steel current
#

thats insane that freed up 27 gb

#

found it btw

plucky stump
#

👍

steel current
#

is there a plan to make that configurable in the future?

plucky stump
#

Only if someone will make config mod but for global settings

steel current
#

global settings?

plucky stump
#

yes

#

because right now configs are local and can be overridden with modpack

#

Or I can try to make cache where the game is installed

steel current
#

100% that

plucky stump
#

Alright, voting time:
👍 - Moving cache folder to the game installation (will require again to create cache; probably will cause slower loading if game installed on HDD)

👎 - Just leave as is

sullen igloo
plucky stump
#

yeah, I will delete it

dusky quiver
#

Do not manually delete files from here

steel current
dusky quiver
#

I mean it’s their fault rather than yours

#

You just did what they told you

steel current
#

[21:25:43.9752290] [Error : Unity Log] Failed to read data for the AssetBundle 'E:\Thunderstore Mod manager\LethalCompany\profiles\the new pack\BepInEx\plugins\TheWeavers-NightmareFoxy\FoxyNightmare\foxymodasset'.
[21:25:43.9752290] [Error : Unity Log] Failed to read data for the AssetBundle 'E:\Thunderstore Mod manager\LethalCompany\profiles\the new pack\BepInEx\plugins\TheWeavers-NightmareFoxy\FoxyNightmare\foxymodasset'.
[21:25:43.9752290] [Error :NightmareFoxy] Failed to load custom assets.

#

everythings giving me this log now 😦

dusky quiver
#

It’s a manager cache which is used to

  1. Resolve mod conflicts
  2. Store icons
  3. Store versions to prevent using the internet when you redownload a version
steel current
#

so in theory this should fix itself after first launch if i manually deleted everything?

dusky quiver
#
  1. Is important because files may have to be re-applied. It’s not the case for LC but it does happen for some games
  2. Is important because icons are in a manager-controlled location
  3. Is important because some people have “metered” internet which means they have a data limit
steel current
#

or should i just rebuild the pack at this point

dusky quiver
#

Deleting files from the manager cache folder shouldn’t affect game launching for LC

steel current
#

yea but the cache should rebuild itself right? or do i need to reinstall everything

dusky quiver
#

In fact if you just export and reimport then it’ll refresh the cache

#

No, it’s not a game cache

steel current
#

thanks

steel current
steel current
#

been testing for a while to see where it came from but when i went down to the lower version of this mod i had major fps loss

steel current
#

newest version too

abstract gate
#

as we were discussing here: #1225359492175106048 message
having the cache in the AppData folder seems to generate conflicts if you play with multiple profiles.
the suggestions are two:

  • give the user a friendly way of clearing the cache
  • making a config option to bring back the cache to the profile folder
#

if the premise of this message is wrong feel free to ignore it. i havent had too many chances of using this/ looking at the code

plucky stump
#

Cache conflicts cannot be happen, because there's a check validation

plucky stump
plucky stump
abstract gate
#

independently from that, having it as a config option to choose where to put the cache might be a good idea

plucky stump
#

that also cannot be made user friendly, because I need to make config global instead of local

#

there's no mods that can implement configuration globally

abstract gate
#

?. config for the profile

plucky stump
#

yeah local - config for profile

abstract gate
#

yeah why not have it local? so if i want one of my profiles to use a different cache i can

plucky stump
#

because of Modpacks I cannot do that

abstract gate
#

if you have it as a full path you can use blank = default
or better just have it an enum with a couple of options
GameSave/GameInstall/Profile ecc...

#

but you do you. mod is yours

plucky stump
plucky stump
#

upstream changes:

  • Moved cache folder to the game installations.
  • Before trying to decompress it will check if drive space has at least 10GB (will log the warning about that).
  • Fix for mods that trying to load non exists bundle.
plucky stump
plucky stump
#

Publishing v0.4.0:

[0.4.0] 2024-04-04

Added

  • Check of drive space before trying to decompress.

Changed

  • Moved cache folder to the game installation.
    • The old cache folder will be deleted.
  • Switching to main thread when decompress the bundle.
  • Loading of uncompressed bundle to make them load faster.

Fixed

  • Exception that happens if mod trying to load non exists bundle.
#

[BETA] BepInEx Faster Load AssetBundles Patcher

solemn tangle
#

Peak

grand coral
#

@plucky stump My game doesn't quit anymore after the new update, it just freezes on exit

plucky stump
#

any exception?

grand coral
#

Nope

#

Let me see if it does it again

#

It didn't do it again super odd

#

Lol

#

Maybe a bug after first boot with new update?

plucky stump
#

Can't say for sure

#

Because I don't block the quitting request

grand coral
#

Might have been AsyncLoggers there then

#

But it's never done that before

thin magnet
#

Hmm i checked my game installation but there was no cache inside?

plucky stump
thin magnet
#

OH

plucky stump
#

set to everything or open with explorer

thin magnet
#

Okay everything works well 👍

#

I can finally use this mod again yay

plucky stump
#

like every second lag for 3ms

grand coral
#

it'll probably be for the best

#

How has ACA been for you?

#

@plucky stump does AbandonedCompanyAssets work okay for you or does it cause networking spikes as well? I removed it cus I thought it was the problem but I might readd it if it's okay

plucky stump
#

ACA works fine for me

grand coral
#

Okay got it ^^

grand coral
#

LethalThings is too broken

lyric owl
#

I do plan to do that but like the uhhh I cant code only model lol thats why I made a mod collaboration post

plucky stump
#

ooo LT is with MIT license

#

So yeah we can fork and delete everything except of scraps and enemies

lyric owl
#

iirc

plucky stump
#

¯_(ツ)_/¯

lyric owl
#

include the trap too imo its neat
I just dont use it because its spawnrate is nuts without a config

brittle herald
#

I also like the electrify mechanic it adds to the item charger

grand coral
brittle herald
#

how so?

#

never had problems with it

lyric owl
#

curse of being the first big mod on the thunderstore

plucky stump
#

It's buggy with custom scraps iirc

grand coral
#

I noticed at some point after adding some mods it started forcing an actual lighting strike behind the player in the ship

#

So anyone standing there would get hurt too

#

That feature has a lot of compat issues

#

@plucky stump You're gonna upload the Boomba as a seperate mod btw? 💜

plucky stump
#

the problem is that I don't have assets of Boomba

lyric owl
#

I could try to recreate it

#

if somebody gets me a good ss

#

is the teleporter trap buggy? if not make a fork with boomba and trap imo

#

with a config for trap spawnrate because its just too high

grand coral
#

The Teleporter Trap doesn't spawn on custom moons

#

But that might be a bug with LT itself

#

Are the assets for the Boomba not included with the mod btw?

#

They should be

lyric owl
#

yea they should be

plucky stump
lyric owl
#

like I said the model looks simple

#

get me a good ss and I probably will attempt a remake

#

or you could ask them for it

brittle herald
#

Heck, I disabled them because there were way too much

grand coral
lyric owl
#

idk bout custom moons tho

granite ravine
#

its possible i fucked up lethallib custom map objects

#

ngl

grand coral
#

Unless you mean for the V50 update

#

XD

granite ravine
#

no its possible when ll and lll is installed, lll just disables some of ll's randommapobject code

grand coral
#

I would say that's true but there's no way

#

Cus Teleporter Traps and stuff spawn normally on Vanilla moons

#

Plus I also noticed after the recent LT update when a friend was playing I noticed Teleporter Traps wouldn't spawn for them on Wesley's Moons

#

But would on Vanilla

#

so prob LT bug cus they don't have LLL

granite ravine
#

that might be an LE

grand coral
#

Possible

plucky stump
#

LT LE LL LLL

#

buh

granite ravine
#

in fairness v50 will mostly bring that down to just LT and LLL

grand coral
#

I will say when I play V50 I almost always get dropped frames on my stream and idk if that's cus the Networking code is messy in Vanilla rn or if that's caused by GhostCodes cus it doesn't normally happen in my V49 pack with the exception of the past couple days where LT decided to start causing issues

#

In any case I removed GhostCodes incase until Darmuh does the rewrite, as it's a bit buggy right now anyways

lyric owl
#

its so hard to keep track of stuff during a convo

harsh elk
#

all these acronyms

thin perch
#

LC LT LE LECore LL LLL 4G LTE

gray dock
#

whats wrong with lethalthings

lyric owl
gray dock
#

whats buggy, never had any issues with it before

lyric owl
#

I don’t know the details but a lot of features just have issues iirc

#

These guys know more than me

tulip fjord
# gray dock whats wrong with lethalthings

apparently buggy, dunno on what really, havent seen many real bug reports, and something about scrap being unoptimised, but have yet to see anyone explain what "unoptimised" means

plucky stump
#

from others:

  1. Network overhead usage
  2. Shop items are still registered even if disabled in config
  3. Feature to charge metallic scrap is broken with custom scrap + cannot be disabled with config
  4. Unoptimized
  5. Some items are not dispawned after firing animation
tulip fjord
# plucky stump from others: 1. Network overhead usage 2. Shop items are still registered even i...
  1. I did see some weirdness in the dev branch with networking that i honestly dont understand.
  2. I tried figuring this one out with the guy who reported it, I have no idea why the items are "registered", I dont think you can buy em nor do they show up in the shop, but things suddenly change when they're on a "discount".
  3. charging metallic scrap detects an IsConductive property for every item but i havent seen the code for it personally so maybe.
  4. Again, this one makes no sense.
  5. not sure what this one means tbh
#

I still think its a much better idea to make a pr than just copy pasting the code into multiple mods

#

much more maintainable way of doing things + it's how credits are properly given in projects like these

plucky stump
#

I don't like mods that use MonoMod 🤮

#

I would instead rewrote to use harmony

tulip fjord
brave mirage
plucky stump
#

Because monomod works bad with harmony plus breaks stacktrace for me

#

in terraria monomod is used only and it's good, but with harmony is making everything so bad

brave mirage
plucky stump
#

Yes

brave mirage
#

I see

#

Anyways, MonoMod works in way you can predict, while with Harmony you need to follow Harmony's rules (like how __instance is intance, __result is used for changing/accessing the return value etc.)

plucky stump
#

I used monomod only for patching native methods

#

everything else I use harmony

brave mirage
#

wdym with native methods and else?

plucky stump
#

native methods with extern

brave mirage
#

oh, okay

plucky stump
#

else managed methods

lyric owl
tulip fjord
#

Configs disabling other stuff >>>

granite ravine
#

@plucky stump dw bby it’s moving to LLL soon

plucky stump
#

21 seconds - to load bundles via stream
52ms - to load bundles via file

762ms - load assets from bundle

Full time to load the game - 51s

granite ravine
#

That seems so cursed

plucky stump
#

and other load time is spent probably on mono jitting and patching

#

With deep profiling the profiler just doesn't show anything

#

disabled mods that doesn't work with debugger

#

and now i see full profiler data

#

yeah, most of the time is spent on patching

#

but for casino is just LoadAllAssets call

#

Here my mod that calls Harmony.PatchAll(Assembly)
2250ms takes to load the mod and 1973ms is just patching

plucky stump
#

Huh, set value to config entry takes ~80ms

granite ravine
#

yeah i did a super shit stopwatch timing of my lll startup and my config binding easily took the longest

#

i do some cursed string stuff in there i gotta fix but still

plucky stump
#

probably this is because of bepinex itself

#

it calls global event changed and then individual config entry event changed

#

probably because of this is takes too much of time

plucky stump
#

Tried to use debugger with FixPluginTypesSerialization and game just dies

#

Why CSync is now using it

upper wadi
#

pain

plucky stump
#
[HarmonyPatch(typeof(ConfigSyncBehaviour), "Awake")]
[HarmonyPrefix]
public static void FixSerializedKey(ConfigSyncBehaviour __instance)
{
    GetComponentsNonAlloc(__instance);

    var selfComponentIndex = s_Components.FindIndex(c => c == __instance);

    GetComponentsNonAlloc(s_CSyncPrefab);

    var value = s_ConfigInstanceKeyProperty.GetValue(s_Components[selfComponentIndex]);
    s_ConfigInstanceKeyProperty.SetValue(__instance, value);

    s_Components.Clear();
}

Made a fix for CSync error

#

Will publish the fix later

sullen igloo
plucky stump
sullen igloo
plucky stump
#

no problem

grand coral
plucky stump
grand coral
#

Ah

plucky stump
#

😆

acoustic fable
#

for some reason, if I have this mod enabled I can't host or join lobbies, or do anything with my saves. it's due to this and it happens even if i disable LLL's

[01.36.17.0840974] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Steamworks.SteamClient.get_IsLoggedOn () (at <19bd4cc6a4004258bf538b05ac1133d6>:IL_0005)
(wrapper dynamic-method) MenuManager.DMD<MenuManager::Start>(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MenuManager::Start>?1221052476(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at <c68aa40cbbae4bd69cd2fcd50c8f1ae1>:IL_0000)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<MenuManager::Start>?-1491715104(MenuManager)
#

everything works fine after I disable this mod

plucky stump
#

The exception means that steam lib is not initialized

#

send the full log instead

acoustic fable
#

this should be fine, it's only after this that you can see errors

#

at least ones that relate to this, i can send the complete thing as well if this still isnt enough

#

[Info :MoreCompany] LANMenu startLAN Patched
reacting

#

i have it on online though

#

ok nvm that doesnt tell anything, it appears even when stuff works normally

plucky stump
#

Hmm, try to disable mods that auto skip intro, if you have

acoustic fable
#

lets see

#

that does it, weird

#

had two that did the same but not completely same, introtweaks and generalimprovements

#

lemme see which one actually affected it

plucky stump
#

I use GI to skip ONLINE or LAN mode selection

acoustic fable
#

yeah, so it was introtweaks

#

Last updated: 3 weeks ago

plucky stump
#

Well dev will probably won't update the mod anymore

sullen igloo
#

Not really a great idea to skip the intros regardless, pretty sure it can mess up other mods too

acoustic fable
sullen igloo
#

General Improvements has an option to auto-select the mode, Online or LAN

acoustic fable
#

yeah i use that as well, introtweaks had some minor stuff that was also alright to overlap it with, but i wont really miss it

sullen igloo
#

I have mine set to online and it never causes issues, pretty sure it skips nothing. Just auto-selects the menu option

acoustic fable
#

yeah

plucky stump
#

Probably disabling my mod would make a steam to initialize in time, but with fast bundle loading the game just can't keep up

#

I can add warning log if IntroTweaks is loaded it can cause your game to broke

#

⚠️ DISABLE INTROTWEAKS MOD ⚠️

If you are experiencing a problem where you cannot host or join lobbies, then disable the IntroTweaks mod.

#

Jeb dead 😦

granite ravine
plucky stump
#

and probably LLL soon i guess

granite ravine
#

is it something that could be put inside that mod specifically?

#

unfortunately it do be neccasary at times

plucky stump
#

that mod makes unity unhappy

#

I sent every log that I can caught to the lord, but he's on holidays

granite ravine
#

in fairness we use it because unity's already unhappy 😛

sullen igloo
granite ravine
#

huh

sullen igloo
# granite ravine huh

PluginFix having issues whenever you use both LLL and LLLFixed(when both are enabled), I assume the updated version won't have that problem since there will only be one version then

solemn tangle
#

@high pecan

median lintel
#

holy shit jeb has a command for pinning/unpinning now? BLESSED

iron edge
#

we have jeb at home

#

just incase jeb dies

smoky rivet
#

Jeb is Xu at home

dusk atlas
#

what happened to jeb?

signal ice
#

So does this make modpacks faster?

brittle herald
signal ice
#

But is it a huge difference?

#

Does it like

brittle herald
#

yes

signal ice
#

Do anything

#

Like skip loading of stuff causing issues

brittle herald
#

no

#

just creates a cache of mods so boot times are faster

signal ice
brittle herald
#

no

signal ice
#

Good to know! Thanks

queen elm
#

Hi there! Just checking, since there's been a bit of silence after v50.
Is it working as intended for you?
The only thing I know is that LethalLevelLoader broke quite badly - so it's not FasterLABPatcher's fault

shy venture
#

it is for me

upper wadi
plucky stump
#

Working on v0.5.0

plucky stump
#

Mods that use ModelReplacementAPI are now cached 👀

karmic dawn
#

cant wait to test it out, great work!

plucky stump
plucky stump
#

Looking to release an update today

plucky stump
#

Publishing v0.5.0:

[0.5.0] 2024-04-24

Changed

  • All bundle loading by stream are now recompressed.

Fixed

  • Array leaking from the pool.
plucky stump
#

BepInEx Faster Load AssetBundles Patcher

misty sigil
#

is there a proper way to install the mod or can I just download it like any other mod?

#

I did the latter and didnt notice major diference in loading time

brittle herald
plucky stump
#

If you're using a launcher then it will install where it's needed.

The first load will not be affected, because mod prepares cache, so when you launch it second time it will boot much faster

misty sigil
#

if not slight slower than before

plucky stump
#

may you send logs?

misty sigil
#

where exactly can I find them?

#

because last time I checked there were 2 types of logs in the game files

plucky stump
misty sigil
plucky stump
#

from the logs it does load faster

misty sigil
#

I can try and record the booting time with and without the mod if you want

#

although if the logs dont say much, I wonder if theres anything that can be done about it

misty sigil
#

ok actually, nevermind

#

I think I just have too many mods and that was messing with my comparisson

#

I recorded a timer with the game booting with and without the mod, and the mod does shave off almost a minute of booting time

#

so I guess my game is just bloated then haha

#

sorry for the inconvenience

karmic dawn
#

hi, glad to see a new update! does this incorporate the feature of caching mods that use ModelReplacementAPI?

steel current
#

if i wanted to delete my cache and make a new one due to removing mods where would i find it

#

@plucky stump

plucky stump
plucky stump
#

and Emotes API

steel current
#

[04:51:04.1174304] [Error : Unity Log] The AssetBundle 'E:\SteamLibrary\steamapps\common\Lethal Company\Cache\AssetBundles\modassets_-9795524.assetbundle' can't be loaded because another AssetBundle with the same files is already loaded.
[04:51:04.1174304] [Error : Unity Log] The AssetBundle 'E:\SteamLibrary\steamapps\common\Lethal Company\Cache\AssetBundles\modassets_-9795524.assetbundle' can't be loaded because another AssetBundle with the same files is already loaded.
[04:51:04.1174304] [Error :ExampleEnemy] Failed to load custom assets.

#

will send whole log in a second

plucky stump
#

every asset bundles names should be unique

granite ravine
#

your checking for variantname too ye

plucky stump
steel current
plucky stump
#

No, but you can try find mods by finding modassets file

#

and you will find 2 mods that causing this issue

#

and removing one of them will fix it

pastel zephyr
#

Hypothetically, if I were to send my unpacked assets, so the cache folder on my game files.. would it work for someone else ? Definitely not having someone that takes 25minutes+ (might be infinite and linked to something else tho...)

iron edge
#

it seems like this particular mod is making your mod freak out ?

plucky stump
plucky stump
iron edge
#

that screenshot was on v0.5.0
this code is not the updated one v0.4.0
018f14ae-b2c6-21f0-fd33-e4a3609a4052

#

problem happens after the next game launch

#

ok game doesnt crash on v0.4 but it took a big delay on that same spot in the console on second launch

#

oh yea also somehow on v0.5 it generates a single 4gb assetbundle

plucky stump
#

this is because of this mod

#

and probably unity crashed because it cannot handle bundles larger than 4gb?

granite ravine
#

4gb?

#

bitch huh !

plucky stump
#

hm looks like it was fixed in unity 2020

#

but still unity doesn't like it

granite ravine
#

i wonder if

#

its not built for 64bit

#

iirc its one of the assetbundlebuild settings

#

like the mod i mean

plucky stump
#

ooooh yeah

#

welp sadge

#

will probably add safe guard to check the uncompressed asset bundle size

plucky stump
#

buh

iron edge
karmic dawn
plucky stump
#

added safe guard and warning log:

[CRASH SAFE GUARD] Escaping crashing because uncompressed bundle XXX is larger than 4GB!
karmic dawn
#

i think the reason why is that the assetbundle doesnt have the unique mod id name

#

should i delete these and try again?

iron edge
#

i think even if u delete itll happen again on v0.5

karmic dawn
#
#

they are pretty big so im not surprised

plucky stump
#

looks like unity just doesn't even decompress it properly and left it in invalid bundle

iron edge
#

modelreplacement pack in general

plucky stump
karmic dawn
#

i see, i thought it couldnt find the assetbundle because of the name

#

maybe the mod is just that big to load

#

ill keep testing

#

cant seem to search this thread but i noticed lethalconfig adds an extra +20 seconds with the mod

#
[11:46:04.3017631] [Debug  :BepInExFasterLoadAssetBundlesPatcher] Queued recompress of "ainavt_lethalconfig" assetbundle```
#

gonna keep testing to see if this is temporary

#

@plucky stump my bad, i wasn't aware that the assetbundles are still being built after lethal is loaded. it works great!

#

first time: 2:30m
second time: 1:44m
third time: 53s (after letting bundles get built)

spark lark
#

I gotta leave the game running for a while?

karmic dawn
#

during my testing, i just closed the game after it launched

#

but looking in the directory, i noticed the assetbundles were still being compiled

#

i dont think it should take that long

brave mirage
fossil trail
#

men stalker mod is still named as example enemy so

#

if you have that, its probably one of the reasons

#

@steel current

clever fractal
shy venture
#

are there other mods that have the same asset bundle name?

steel current
#

he got a page in this discord?

grave burrow
steel current
#

i havent even seen him yet

grave burrow
#

Try him, as soon as my friend got killed by him, menstalker just started running in place with a loud sound effect in loop for the rest of the round

plucky light
#

No page though

#

Hopefully they make one

queen elm
# grave burrow tbh menstalker is very buggy

yup, it's a bit clunky but last update made it...acceptable. Probably a novice modder as the enemy is still named like "ObjMonsterEnemy" or something like that. Can get stuck sometimes but somehow "feels" more part of the game than a lot of other enemies imported from other "multiverses" (personal opinion - such as slenderman, various scps, etc.)

grave burrow
tulip fjord
#

@plucky stump I'm being asked to ask you to check if my mod is causing network issues, I dont see why it would but idk how to check it myself, its thegiantspecimens mod tho

plucky stump
#

@tulip fjord I don't think so that my mod causing networking issues

#

try instead check other mods :/

grand coral
#

Not your mod lol

plucky stump
#

oh

#

cant read sorry

grand coral
#

Btw @plucky stump what mods are creating files like this?

plucky stump
#
[Info   :   BepInEx] Loading [LethalMissions 1.1.8]
[Info   :LethalMissions] Loading missions for language: en
[Info   :LethalMissions] Installing patches...
[Info   :LethalMissions] Loading assets...
[Debug  :BepInExFasterLoadAssetBundlesPatcher] Loading uncompressed bundle "312c969a82e84ed5ba3acd02d3eb5048_-56641588.assetbundle"
grand coral
final monolith
iron edge
#

thats one way to quickly fill the server with uncompressed files perceive

plucky stump
final monolith
#

Why

plucky stump
#

Cache invalidation will cause to redownload cache (assuming cache will take 1GB)

#

plus thunderstore will probably won't like that

#

and users will also report a lot of disk usage because of mod caching

steel current
#

my current pack takes a billion years to launch and i have a feeling its this mod

#

will send log once game boots fully

plucky stump
#

you can check time to launch without my mod and see if it's really my mod issue

tulip fjord
#

Its been like 8 hours and his game hasn't loaded fully, clearly its this mod smh

plucky stump
#

50k downloads, thank you 🙂

blazing seal
steel current
hard basalt
#

Hello! Does anyone have issues (like player being stuck on Grab (E) when spawning in the ship) with this mod?

brittle herald
hard basalt
#

But this issue happens with the mod enabled, and disappears when disabled. Tried launching 6 times (2 times with, 2 times without, 1 time with, 1 time without)

#

100% of the time

brittle herald
#

Have you tried cleaning your cache

hard basalt
#

Hold on

#

Would AutoHookGenPatcher cause a problem?

brittle herald
#

I don't use that, idk

hard basalt
#

It modifies the way the cache is handled

#

I'll try clearing the cache, then redoing it without that mod

#

Thanks

tulip fjord
#

Lmk if it's the problem

hard basalt
#

Clearing the cache is deleting the contents of the BepInex/cache folder, right?

tulip fjord
#

Dunno, probably

brittle herald
#

It's in the game's folder

tulip fjord
#

Doubt it's autohookgenpatcher tho btw

hard basalt
brittle herald
hard basalt
#

Or only its contents

brittle herald
#

I delete the AssetBundles folder yeah

hard basalt
#

Got it

tulip fjord
hard basalt
#

I'll start with AutoHookGenPatcher for now

hard basalt
#

It works.

#

But now, I'll restart the game and check again.

#

It still works

#

That's odd, but thanks a lot!

jagged void
# hard basalt It works.

One of my group is having this problem, what exactly did you do to solve it? My brain can’t process the conversation

brave mirage
hard basalt
#

But it isn't linked to your mod

hard basalt
plucky stump
#

I don't think that it's my mod

#

check logs instead

hard basalt
spark lark
#

Will there ever be a situation where it's recommended/necessary to remove the files within the cache? . ,.

iron edge
#

uhhh when u dont have much space left i guess
is this one only work if u launched the game with the mod turned on? @plucky stump

hard basalt
fleet smelt
#

Hi!
Anyone else getting "[Warning:BepInExFasterLoadAssetBundlesPatcher] Ignoring request of decompressing, because the free drive space is less than 10GB" using linux/proton? I have lots of space left.

plucky stump
plucky stump
#

I'm looking to release v1.0.0, suggest ideas that you want to see 🙂

iron edge
#

cuz 0.5.0 doesnt work for them and some people might not wanna miss out the new features too broiled

plucky stump
#

I'll add workaround for that in v1.0.0

tough bay
#

Hm

#

Honestly

#

I don’t really know what i’d suggest

#

I don’t know that much about what makes mod loading slow

#

Besides the size of the mod

#

Hm

#

Oh wait

#

Maybe have like a config option to set how much space the cache takes up?

#

I’m pretty sure if it’s too large, it can’t be sent via code

#

Actually i don’t know if it can be sent at all if someone sends a modpack code

#

I’m assuming it can though

deep bobcat
#

i believe they're stored in your lethal company game folder so no they are not sent over code

brittle herald
#

What is that error?

plucky stump
#

e.g. antivirus

plucky stump
chrome bison
#

@plucky stump
I seem to get hangs after some asset bundles uncompress.

#

No errors it just does not continue to load at all

plucky stump
chrome bison
plucky stump
chrome bison
#

Plus this happens before the client opens up

#

Only the Bepinex command window is open

plucky stump
#

probably faststartup fails to open the game window

#

because LLL hangs

chrome bison
#

hmm

plucky stump
#

Getting to make support with XUnity_AutoTranslator will be hard

#

Also, I can try to make an option for hotfixing LLL even if uncompressed bundles are not cached

plucky stump
#

Oh just noticed that LLL got hotfix

grand coral
grand coral
#

Dunno why

plucky stump
#

ye it fixes only if all bundles are uncompressed

#

if one of bundle is not then LLL just dies

grand coral
#

Makes sense lol

plucky stump
#

Man without this mod I would never played with more than 100 mods. Almost 14gb without this mod and 6gb with this mod

fossil trail
#

how tho, im at 130 and its still at like 14-15gb lol

#

I have this installed too

shy venture
#

ngl but my windows task manager doesnt even acknowledge the fact that i have 32 gigs and sometimes shows lc's ram usage in sub 1gb (200 mods so doesnt look right)

iron edge
#

i think it depends on what mods u have too

fair tartan
#

i tried making a new profile to test without the assetbundle mod and it worked just fine

#

but idk why it's causing the game to crash with these two together

iron edge
fair tartan
iron edge
thin perch
iron edge
plucky stump
#

.

#

finally found my own thread xd

plucky stump
#

and looks like it works fine??

#

eh actually no

#

game just freezes, starting to eat memory up to 32gb (all my memory) and then crashes

plucky stump
#

hm, probably it crashes because original bundle was made in .16f1 while game is using 9f1 🤔

#

Looks like im correct, regression found in .14f1. Probably it cannot decompress uv1 data and crashes the game

iron edge
iron edge
plucky stump
#

probably

iron edge
#

well, just gonna stay on 0.4 to be safe for nowagony

plucky stump
#

Pushed a bit of hacky fix, just do not load bundles that are larger than 4GB

#

¯_(ツ)_/¯

plucky stump
#

Hmmm

#

Or I can try to use other compression type

iron edge
#

how should i know if the bundle even gonna reach 4gb 😭

plucky stump
#

decompress > check size > frick go back

plucky stump
#

Ok probably I fixed it without the hacky thing

#

yippie no crashes

#

but still they eat a lot of memory when you switch costumes multiple times

iron edge
#

imhuhimwuh what suits mods have like 10 page

plucky stump
#

ok i understanded why it eats a lot of ram

#

16Kx16K texture xdx

#

my gpu cannot handle that, so that why ram usage is so high

plucky stump
iron edge
#

wtf is that imhuhimwuh

#

*mod

plucky stump
#

4GB textures and 1GB meshes

iron edge
#

sry i mean from what mod are those

#

the modelreplacement pack ?

plucky stump
#

wait a bit, gale crashed

iron edge
#

😂

#

it still fetching mod let it cook dont rush

plucky stump
iron edge
#

oh ofc that one

plucky stump
#

it's probably ok to use when you don't switch costumes multiple times

#

as it requires to load everything

plucky stump
#

here changelog for v0.6.0 that will be released today

[0.6.0] 2024-06-16

Added

  • Big size assetbundles (larger than 300MB) are recompressed with LZ4 instead of uncompressed. This should fix crashes with very unoptimized mod assets.
  • Deleting temp files on game start up.
  • Deleting assetbundle metadata if uncompressed bundle was deleted.
  • Pre-check to not recompress, if original assetbundle is already uncompressed or compressed with LZ4.

Removed

  • Deleting of the old cache that was introduced in v0.4.0.
thin perch
#

awesome

#

why the heck they using such high textures on anime girls of all things

#

good thing i dont include anime girls in my pack 😎 so i never ran into that issue

plucky stump
#

probably for v0.7.0 I will do some experimenting with preloading stuff that will probably decrease start up time

thin perch
#

anime girls are cool and all, but i wanna keep the company aesthetics

thin perch
#

even faster would be better

#

if u need testers maybe u could do separate Experimental/Nightly release like mirage and loadstone has done

plucky stump
#

👍

grand coral
# plucky stump 👍

Any idea when the new update will be out? ;o I look forward to trying it out today c;

plucky stump
#

probably in 1 hour

grand coral
#

Yay c;

plucky stump
#

Published v0.6.0 to thunderstore

[0.6.0] 2024-06-16

Added

  • Big size assetbundles (larger than 300MB) are recompressed with LZ4 instead of uncompressed. This should fix crashes with very unoptimized mod assets.
  • Deleting temp files on game start up.
  • Deleting assetbundle metadata if uncompressed bundle was deleted.
  • Pre-check to not recompress, if original assetbundle is already uncompressed or compressed with LZ4.

Removed

  • Deleting of the old cache that was introduced in v0.4.0.
#

currently startup bottleneck is getting hash of a original assetbundle

#

~5 seconds for 300MB

plucky stump
#

Hmm I found other hash algorithm to use that x2 time's faster, but it will require to recompress all bundles again

iron edge
#

🤔

plucky stump
#

I'll probably publish v0.6.1 with the new hash algo

#

if something will gone wrong then I'll rollback the version

plucky stump
#

Published v0.6.1

[0.6.1] 2024-06-16

Changed

  • Algorithm of hashing assetbundle from SHA1 to Hash128 (spookyhash).
#

^^
Changing hash algo requires recompressing all bundles, sadly. So first start up time will be too long

sullen igloo
plucky stump
#

Currently no

#

Just in case of emergency I can rollback the version without to recompress bundles again

#

If no issues will happen then mod will manually delete it after 3 days due to not used

plucky stump
#

uhh looks like unity implementation of spookyhash (Hash128) is very unoptimized

#

unoptimized by memory usage*

#

hmm what if i pass nativearray instead of byte array

plucky stump
#

Published v0.6.2

[0.6.2] 2024-06-17

Fixed

  • Finding assetbundle metadata by hash failing.

^^
⚠️ Also, if you having low free disk space then manually delete cache. Due to this bug it may created a lot of same cache that never may deleted!

grand coral
grand coral
#

it is better with 0.6.2 though

#

0.6.1 was using over 9gb, with 0.6.2 it's a little under 8gb still not as good as before

#

My game used around 5gb before

#

This might be cus some mods on my end need to cache again though, I deleted the cache folder as suggested

steel quiver
#

so is 0.6 the best rn?

plucky stump
#

yeah after creating cache your memory usage should return to default usage

steel quiver
#

oh nvm

#

the asset bundles all in the one folder right?

plucky stump
#

yeah

plucky stump
#

Here the list of top mods that takes a lot of time to load

steel quiver
#

would that include using a lot of ram mod s

plucky stump
#

here sorted by GC (ram) allocation

slim silo
#

Yo

#

How did you do that

grand coral
plucky stump
#

yeah

grand coral
#

😄

#

I recognized a lot of the mods lol

plucky stump
slim silo
#

Could you please show mine modpack too yoiled

#

That's sick

plucky stump
#

sure send your modpack code

plucky stump
slim silo
#

Ok wait a bit

#

01902373-c88b-2188-fd16-abf47b5c42b5

granite ravine
#

😔

plucky light
# plucky stump here sorted by GC (ram) allocation

oh yeah, been meaning to ask, do the size of the decompressed assetbundles in the cahce folder represent how much ram the mods take up? trying to make sure my modpack doesn't completely eat all my freind's ram when they run it

steel quiver
#

0190236d-40fc-9930-290f-dd2664434143

granite ravine
plucky stump
#

some mods just load assetbundle and then all assets inside

#

meaning that all assets are stored to the memory and will be only cleaned after sometime (only if mod dev doesn't hold reference to that asset)

plucky light
#

ah icic

#

alright well thanks for clearing that up

plucky stump
grand coral
plucky stump
#

iirc probably due to configs

grand coral
#

Eesh

plucky stump
#

bepinex configuration manager do a lot of stuff

grand coral
#

Yeah that makes a lot of sense

plucky stump
#

so if mod has a lot of config options then yea it will take gc allocation

grand coral
#

GI's config could use a rework at some point

#

It's pretty bloated

plucky stump
#

don't want to mess up with AC

slim silo
#

Didn't expect Custom Death Penalty to take a lot of time

steel quiver
grand coral
#

lol

pastel hound
grand coral
#

That would likely make sense actually

plucky stump
#

isn't because of using native voice recognition API?

grand coral
#

Could be that too

pastel hound
plucky stump
#

and then registering a lot of respond actions

granite ravine
grand coral
#

Yeah it's probably the stuff DiFFoZ said

plucky stump
#

all 10mb of gc allocation is because of configuration

#

and time to load

grand coral
#

LGU is huge

#

XD

pastel hound
plucky stump
#

o, um GI looks like search for some mods, so that's why there's high GC allocation

grand coral
#

Fun lol

grand coral
plucky stump
#

yeah

slim silo
#

?*

grand coral
#

If it has a lot of config options it adds to memory usage

slim silo
grand coral
#

I've been saying I think GI is a pretty bloated mod, I mostly still have it for the monitor features

slim silo
#

GI needs optimization, i have it for other features

#

But it's crazy that GI takes more than More Company + LLL

plucky stump
grand coral
#

If you want you can test and see if it makes GI and LGU use less ram

#

Yeah it's fine now, idk why I had issues with that one setting for Vega before

steel quiver
#

@plucky stump could you check my profile whenever you aren’t busy? 0190238d-b2d3-9e17-a1c8-262ddff9701d

grand coral
#

01902400-161c-3af2-3f7f-b1bd9f5756c1 @plucky stump updated version of my pack with Terbium readded

plucky stump
#

yeah ill check later

plucky stump
#

welp, im happy with this result

#

|| now I need to P-rank act 2 💀 ||

iron edge
#

what am i looking at

plucky light
iron edge
steel quiver