#BepInEx Faster Load AssetBundles Patcher
1 messages · Page 2 of 1
ah ok, good to know. thanks!
man when LLL moons can finally be cached by this.. i wonder how big they're gonna be
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
Ohh, so it's not like all the cache will be deleted, only the unused one
yes
Aaaa, so I misunderstood there. Thanks for the enlightenment
if I update mods, do I need to delete cache or something, or I leave it as it is
leave as it is
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
I don't think so cus I haven't had this problem
I have the loaf api and custom sounds
probs a bug with CustomSounds then
It was Remnants mod
is there any known incompatibilities?
nope
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.
LLL MOONS
FREE CRASHES
YESSIR
wait let me cook really quick 0.3.0
Yoooooo let's go
That's so great for exporting mod packs
Cache folder is now here: %userprofile%\AppData\LocalLow\ZeekerssRBLX\Lethal Company\
Is there a reason for this? Several of my friends have space limitations on their C:/ drive, and so they switched r2modman's data folder out of appdata to a directory on a drive that had more space. This was a convenient place for the several gigabytes of cache from this mod.
the reason to move cache folder is because of modpacks.
If C drive is really no space for caching then learn about Symlinks
ooo so using code can also transfer cache too thats great
I'm in the same boat C drive is a no no
same
I mean I'm also
any way to make it optional ?
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.
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?
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
I recommend to stop intro skipping anyways
It causes more problems than anything else
I had no issues with the autoselection before, I don't skip the bootup animation
Are you sure that symlinking appdata not gonna break entire windows? 😄
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
Waiting for LLL to load assets is now the main bottleneck for me when starting up 😂
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
“- Decompression is now happens in background (probably this will cause some crashes while loading the game, will see)”
now we see
lunx got hit with it 😔
It's the changing to global location in v0.3.0 that's causing problems
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
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
@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
Like what?
The mods not loading properly on launch issue with a broken main menu again
Also console error spam
I haven't had any issues the few times I started the game up with v0.2.0
What do you mean by broken main menu?
Why am I always the only one who doesn't have any common issues lmao
I updated the mod and everything works fine
I mainly had the issue with the GI selecting Online
Quite literally a broken main menu
Lethal Config missing
Version number saying
V5
Not had that
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
I'm just gonna keep it on 0.1.0
That one doesn't cause mods to break or throw errors on game launch
is there a problem with this mod?
Have you tried deleting all the cache before updating
Didn't help
I have no issues with v0.2.0 but @grand coral does. I'd just test it out and see if it crashes for you
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
Having the same issue dawg
Cleared my assets
had issues loading and people joining
downgraded to 2.0
had same issues
just gonna disable for now
Yeah
strange. I think MoreCompany failed to load as there isn't a logo replacement like there should be right
I just recommend disabling til a fix is done
or reverting to 0.1.0
@plucky stump assuming the issues happening with 0.2.0 and 0.3.0 are related to the background decompression, is it possible a config could be added with an option that has it set to false by default since it seems like it's a bit too experimental currently?
Pushing v0.3.1:
Fixed
- Silly check if file is closed caused assetbundle loading to fail 😛
file is locked?
Is that what was causing all the problems earlier?
👀
yeah
Oof
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
probably ok, still emotes will eat a lot of ram
How bad is TooManyEmotes in terms of ram usage?
also why shader of haunted harpist takes ~50MB
not sure, but I can test it later
maybe transparency related?
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
wait is TME using input utils?
is there any possibility to choose the cache location?
I think it's a soft dependency though cus it's not listed as a dependency
Someone told me a few days ago that this mod had issues with some LLL moons, is this still the case?
Gotcha, thanks :)
Probably config file will be also global...
or just make some file that will contain path to the cache
🤔
what do 0.3.1 do
hotfixing
hotfixing what happened above? . ,.
Yes
0.2.0 and 0.3.0 caused some mods to break on game launch
lol
0.3.1 fixes that
cache folder was moved to the global location
i forgor to make changelog 😦
Instead of BepinEx's cache folder
^
how dare you 🔫
-3-
so should I nuke the folder
or does the update automatically delete
you can now nuke folder BepInEx/cache/AssetBundle
so TME dont eat up ram? 😮
probably emote sounds are compressed in memory
or even streamed from the disk
Hm, need to investigate why Zeekerss set probe reflection atlas texture too high
like 1GB for that is too much
so delete the whole cache folder or just the asset bundle folder inside
only the asset bundle folder
if we dont delete it will it be automatically deleted after 3 days?
@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
BepInEx cannot report crashes
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
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?
Where does that come from lol?
Probably tomorrow I will push an update that will allow for other devs to control should their bundle to cache
anyone havin problem with 0.3.1 ? 🤔
Everything works fine for me
Starting to analyzing why my VRAM is leaking
well, vram is leaking because of copying the original assets and then bundle them so 2 copies of texture in memory 😦
Soooo disable this mod for now then to resolve vram leaking?
Lmk when you get the memory leak issue fixed
Ahhhh
v50 tag added
upstream change:
- LLL moons should load even faster 👀
Will this speed up LLL loading each moon? When you sit on the black screen (to be more specific)
yeah
Why
no?
plus your Application.streamingAssetsPath + is overriden by the assetbundle path
have you checked if custom moons load corre tly
last session with my friends and all custom moons loaded correctly
hmm
You can try to experiment on your side
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
#1199836228858675330 message
And also found out some fps spikes
plus HUDManager.Update spikes every 1 second
But I still didn't found the mod causing that
ok 👍
how stable is this right now? also shouldn't the [WIP] prefix be removed from the post 😮
the upstream should be now stable
is this anything lll or lll dependant related
because decompress was on other thread and Unity didn't like that
lll dependant i guess
currently moon devs reuse textures in other bundles
ahh
causing to load many textures
handling that kinda issue is abit of a pain tbh
yeah..
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
I could probably do some patching and rerouting to use Resources.Load but eeehhh
can you elaborate on that
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
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
skinwalker?
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
need to check what is doing in that method
Removed caution about being unstable in readme. But mod will still be WIP
keep up the great work man, your doing wonders to to the modding community ❤️
damn i need to start learning how to use this profiler
does that mean it doesnt cause any bugs anymore?
does that mean u cant use this mod and diversity together?
im asking if this mod cause any issues with the game. You still title it WIP so im curious
so it works fine with diversity then?
No, it doesn't cause any issues
so WIP just cuz youll add more features then?
yeah
ok cool
imo removing the [WIP] makes more sense since having that tag makes it sound like it hasn't done its first release yet
yeah i'd change it to [BETA] or somethin like that
Hmm, alright I will change the WIP to BETA when I will publish 0.4.0 or 0.5.0 version
Thanks everyone for 12k downloads
Do you have space on your C drive?
Would it be possible to have a config to set where the bundles will be made?
when bundles are made are they removed after game or is that where my space keeps going?
Sadly I need to make config global, but I don't know how to make it user friendly
i cleared a bunch of space earlier and only thing ive done since is boot lethal a few times now i have no space
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
bundles will stay on your cache folder, but if 3 days was past without using it then mod will delete them
how do i delete manually?
i think this is what keeps filling my c drive i also only like to use it for os
well r2modman cache takes more usage than my mod
So I would recommend to firstly delete r2modman cache
Yea i have my r2 on another drive as well
my thunderstore is also on e drive
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
Modpacks
Its better because the cache doesnt have to be remade everytime you change/update your profile
I see
Suggest not using it as well. Unfortunately
You can manually delete the bundles its in %appdata%/../LocalLow/ZeekerssRBLX/Lethal Company/
still have to find the file so i can re free the space it ate 😦 i have 0 bytes on cdrvie
Assetbundles folder iirc
imo you should revert this change alot of people only have c drive for os
Oh yea i didnt think about this. Ill probably do this so i can still use it. Thank you
this is making my damn brain hurt i cant find the file for the life of me
also great idea actually
thats insane that freed up 27 gb
found it btw
👍
is there a plan to make that configurable in the future?
Only if someone will make config mod but for global settings
global settings?
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
100% that
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
I assume it will delete the old cache in AppData?
yeah, I will delete it
Use the clean cache setting
Do not manually delete files from here
realized that to late currently in progress of starting fresh 😦
[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 😦
It’s a manager cache which is used to
- Resolve mod conflicts
- Store icons
- Store versions to prevent using the internet when you redownload a version
so in theory this should fix itself after first launch if i manually deleted everything?
- Is important because files may have to be re-applied. It’s not the case for LC but it does happen for some games
- Is important because icons are in a manager-controlled location
- Is important because some people have “metered” internet which means they have a data limit
or should i just rebuild the pack at this point
Deleting files from the manager cache folder shouldn’t affect game launching for LC
yea but the cache should rebuild itself right? or do i need to reinstall everything
In fact if you just export and reimport then it’ll refresh the cache
No, it’s not a game cache
thanks
can u ping me when the update comes out
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
newest version too
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
Cache conflicts cannot be happen, because there's a check validation
There right now a poll that to move cache folder to the game installation and looks like everyone want to do that
give the user a friendly way of clearing the cache
Sadly my mod is very generic and not specific to LC, so I cannot add like LC warning about save combabilities warning
independently from that, having it as a config option to choose where to put the cache might be a good idea
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
?. config for the profile
yeah local - config for profile
yeah why not have it local? so if i want one of my profiles to use a different cache i can
because of Modpacks I cannot do that
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
Also, iirc steam doesn't delete folders that are generated on runtime, so if you delete LC the cache will still be staying here
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.
Probably after 2-3 hours will publish 0.4.0:
Here code changes so far
https://github.com/DiFFoZ/BepInExFasterLoadAssetBundles/compare/0.3.1...master
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
Peak
@plucky stump My game doesn't quit anymore after the new update, it just freezes on exit
any exception?
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?
Hmm i checked my game installation but there was no cache inside?
This is because of your filter (.exe)
OH
set to everything or open with explorer
owait ur right lol ok nvm im just dumb braindent
Okay everything works well 👍
I can finally use this mod again yay
@grand coral here like my profiler data
like every second lag for 3ms
Yeah I may just remove it from my pack entirely tbh
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
ACA works fine for me
Okay got it ^^
Someone please just make Boombas be a seperate mod
LethalThings is too broken
ill make a turret on a roomba joethumbsup
I do plan to do that but like the uhhh I cant code only model lol thats why I made a mod collaboration post
ooo LT is with MIT license
So yeah we can fork and delete everything except of scraps and enemies
the scrap is also problematic due to not being optimized
iirc
¯_(ツ)_/¯
include the trap too imo its neat
I just dont use it because its spawnrate is nuts without a config
I also like the electrify mechanic it adds to the item charger
Unfortunately that feature is so buggy
curse of being the first big mod on the thunderstore
It's buggy with custom scraps iirc
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? 💜
the problem is that I don't have assets of Boomba
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
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
yea they should be
https://github.com/EvaisaDev/LethalThings/
no Unity project :/
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
Are you sure that's the case? I'm pretty sure I've seen them spawn on custom moons multiple times
Heck, I disabled them because there were way too much
One of the recent LT updates probably broke them spawning on custom moons
same
idk bout custom moons tho
I doubt this is your fault lol
Unless you mean for the V50 update
XD
no its possible when ll and lll is installed, lll just disables some of ll's randommapobject code
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
that might be an LE
Possible
in fairness v50 will mostly bring that down to just LT and LLL
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
the voices are so loud
its so hard to keep track of stuff during a convo
LC LT LE LECore LL LLL 4G LTE
whats wrong with lethalthings
Buggy and some parts unoptimized
whats buggy, never had any issues with it before
I don’t know the details but a lot of features just have issues iirc
These guys know more than me
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
from others:
- Network overhead usage
- Shop items are still registered even if disabled in config
- Feature to charge metallic scrap is broken with custom scrap + cannot be disabled with config
- Unoptimized
- Some items are not dispawned after firing animation
- I did see some weirdness in the dev branch with networking that i honestly dont understand.
- 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".
- charging metallic scrap detects an IsConductive property for every item but i havent seen the code for it personally so maybe.
- Again, this one makes no sense.
- 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
@brave mirage
why?
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
do you mean with "working bad with harmony " how it always runs before Harmony?
Yes
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.)
wdym with native methods and else?
native methods with extern
oh, okay
else managed methods
True I do think a lot of people would like standalone Boomba tho shrug
Configs disabling other stuff >>>
@plucky stump dw bby it’s moving to LLL soon
Hmmmm
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
That seems so cursed
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
Huh, set value to config entry takes ~80ms
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
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
Tried to use debugger with FixPluginTypesSerialization and game just dies
Why CSync is now using it
pain
[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
Does this mod break things? I've been hearing that on other channels
it only breaks if:
- You have LLL and LLLFixed enabled (fix: disable LLL)
- When attaching debugger (fix: requires coding)
Thanks, I'll relay that to the DramaMask dev, I might have worried him 😅
no problem
Ayyyyy I didn't even know Faster Load was causing an error with CSync currently
nope, it's again because of debugger, not my mod
Ah
😆
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)
here's my dependencies
everything works fine after I disable this mod
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
Hmm, try to disable mods that auto skip intro, if you have
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
I use GI to skip ONLINE or LAN mode selection
yeah, so it was introtweaks
Last updated: 3 weeks ago
Well dev will probably won't update the mod anymore
Not really a great idea to skip the intros regardless, pretty sure it can mess up other mods too
General Improvements has an option to auto-select the mode, Online or LAN
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
I have mine set to online and it never causes issues, pretty sure it skips nothing. Just auto-selects the menu option
yeah
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 😦
LLL will be using it next update too btw
welp I have already code for CSync
and probably LLL soon i guess
is it something that could be put inside that mod specifically?
unfortunately it do be neccasary at times
that mod makes unity unhappy
I sent every log that I can caught to the lord, but he's on holidays
in fairness we use it because unity's already unhappy 😛
I assume since the problem is running both LLLs the updated version wont have that issue?
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
Hi, jeb here
I was sleeping
@high pecan
holy shit jeb has a command for pinning/unpinning now? BLESSED
Jeb is Xu at home
what happened to jeb?
So does this make modpacks faster?
it makes your game launch faster
Well yeah
But is it a huge difference?
Does it like
yes
Does updating the mods cause issues???
no
Good to know! Thanks
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
it is for me
LLL is being worked on rn for v50 compatibility, Faster Load AssetBundles Patcher was already compatible, as it doesn't really touch anything inside the game
Working on v0.5.0
Mods that use ModelReplacementAPI are now cached 👀
cant wait to test it out, great work!
https://github.com/DiFFoZ/BepInExFasterLoadAssetBundles/compare/feature/unmanaged-bundle-caching
current changes
Looking to release an update today
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.
BepInEx Faster Load AssetBundles Patcher
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
It only affects loadings after the first one
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
even after the first load the booting time is the same
if not slight slower than before
may you send logs?
where exactly can I find them?
because last time I checked there were 2 types of logs in the game files
from the logs it does load faster
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
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
hi, glad to see a new update! does this incorporate the feature of caching mods that use ModelReplacementAPI?
if i wanted to delete my cache and make a new one due to removing mods where would i find it
@plucky stump
You can find cache folder in game installation
hello, yes! All mods that use MRAPI should now cached
and Emotes API
[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
bad mod
every asset bundles names should be unique
your checking for variantname too ye
it's unity by default checks it
any idea what mod it could be from log?
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
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...)
it seems like this particular mod is making your mod freak out ?
yeah, you can send the cache folder to your friend and it will load fine
may you send the mod link?
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
this is because of this mod
and probably unity crashed because it cannot handle bundles larger than 4gb?
fat32 looking ass
i wonder if
its not built for 64bit
iirc its one of the assetbundlebuild settings
like the mod i mean
ooooh yeah
welp sadge
will probably add safe guard to check the uncompressed asset bundle size
from 500MB to 4.5GB
buh

thanks for confirming! it didnt seem to work for me so maybe ill try making a new profile
added safe guard and warning log:
[CRASH SAFE GUARD] Escaping crashing because uncompressed bundle XXX is larger than 4GB!
i think the reason why is that the assetbundle doesnt have the unique mod id name
should i delete these and try again?
i think even if u delete itll happen again on v0.5
the two model mods that didnt get its own unique id were:
they are pretty big so im not surprised
looks like unity just doesn't even decompress it properly and left it in invalid bundle
modelreplacement pack in general
they don't get the unique name it's because of how it's loaded
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)
i just gotta figure out these two mods:
what-you-mean . . . .,.
I gotta leave the game running for a while?
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
[Error :ExampleEnemy]
someone didn't rename their mod 💀
men stalker mod is still named as example enemy so
if you have that, its probably one of the reasons
@steel current
Ohhh
are there other mods that have the same asset bundle name?
menstalker for sure
he got a page in this discord?
tbh menstalker is very buggy
i havent even seen him yet
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
I believe the creator is in this server
No page though
Hopefully they make one
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.)
Oh yeah, I'm bummed about it being so clunky because it's like the best stalker type modded enemy in the game design wise, I'm not a big fan of slender and the scp stuff
@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
@tulip fjord I don't think so that my mod causing networking issues
try instead check other mods :/
No Xu was asking if their mod TheGiantSpecimens was causing Networking issues
Not your mod lol
Btw @plucky stump what mods are creating files like this?
only by checking the logs
[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"
Lol there it is
Is there a way to upload the stuff that loads it faster into a modpack on thunderstore?
thats one way to quickly fill the server with uncompressed files 
it's possible but not practical
Why
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
my current pack takes a billion years to launch and i have a feeling its this mod
will send log once game boots fully
you can check time to launch without my mod and see if it's really my mod issue
Its been like 8 hours and his game hasn't loaded fully, clearly its this mod smh
50k downloads, thank you 🙂
Thank you so much for creating this mod!
Got into a disagreement with my wife had to take time to resolve that forgot all about this
Hello! Does anyone have issues (like player being stuck on Grab (E) when spawning in the ship) with this mod?
No, this mod is not the one causing this
Actually yes, it is the one causing this. I'm trying to figure out if there's a known incompatibility
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
Have you tried cleaning your cache
I don't use that, idk
It modifies the way the cache is handled
I'll try clearing the cache, then redoing it without that mod
Thanks
Lmk if it's the problem
Well, it still won't work.
Clearing the cache is deleting the contents of the BepInex/cache folder, right?
Dunno, probably
It's in the game's folder
Doubt it's autohookgenpatcher tho btw
It works for you?
Steam\steamapps\common\Lethal Company\Cache
Should I delete AssetBundles directly?
Or only its contents
I delete the AssetBundles folder yeah
Got it
I'm not having the problem u are, but I'd be curious if autohookgen caused anything
I'll start with AutoHookGenPatcher for now
People complaining a lot about load times, so I have to do all this x_x
It works.
But now, I'll restart the game and check again.
It still works
That's odd, but thanks a lot!
One of my group is having this problem, what exactly did you do to solve it? My brain can’t process the conversation
as the dev of AutoHookGenPatcher, I can say it shouldn't change anything compared to HookGenPatcher
Well, the problem happens again
But it isn't linked to your mod
Deleting the content of Steam\steamapps\common\Lethal Company\Cache
But it's only a temporary fix, and it started occuring again.
I'll check that tonight
Will there ever be a situation where it's recommended/necessary to remove the files within the cache? . ,.
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
yes
I think no
Everything starts well, except soumdmanager: True; False gets spammed and lobby is stuck on "Grab (E)"
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.
send log here
I'm not sure how to increase free disk space for steam proton
I'm looking to release v1.0.0, suggest ideas that you want to see 🙂
did u find out the cause of that 4gb modelreplacement assetsbundle cache tho
cuz 0.5.0 doesnt work for them and some people might not wanna miss out the new features too 
I'll add workaround for that in v1.0.0
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
i believe they're stored in your lethal company game folder so no they are not sent over code
What is that error?
^
Currently my mod doesn't work with XUnity_AutoTranslator because of how it works under the hood.
https://github.com/DiFFoZ/BepInExFasterLoadAssetBundles/issues/9
@plucky stump
I seem to get hangs after some asset bundles uncompress.
No errors it just does not continue to load at all
not sure but it can be because of LLL v1.2.3
oh can it?
https://discordapp.com/channels/1168655651455639582/1193461151636398080/1241923933108830298
It's currently hangs when selecting online or lan option
I don't have this somehow.
Plus this happens before the client opens up
Only the Bepinex command window is open
hmm
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
Oh just noticed that LLL got hotfix
Yes it did c;
Interestingly enough your mod fixed the bug with 1.2.3 but not for everyone lmfao
Dunno why
ye it fixes only if all bundles are uncompressed
if one of bundle is not then LLL just dies
Makes sense lol
Man without this mod I would never played with more than 100 mods. Almost 14gb without this mod and 6gb with this mod
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)
i think it depends on what mods u have too
hi I have an issue with these suits not working with this mod https://thunderstore.io/c/lethal-company/p/MK_MODS/BlueArchivePlayerModelReplay/
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
go back by 1 version if u want to use big sized mod like that
ohh okay thank you! it works now 😄

is that the only issue? havent really seen anyone talking about any problems recently..
honestly
unless the problem is really subtle/outside the game itself with 140+ mods that i used,
yea thats the only issue that i faced so far 
Hm, currently trying to repro on my end
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
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
😂
does that mean the modelsuit guy need to fix it on their end ?
probably
well, just gonna stay on 0.4 to be safe for now
Pushed a bit of hacky fix, just do not load bundles that are larger than 4GB
¯_(ツ)_/¯
how should i know if the bundle even gonna reach 4gb 😭
decompress > check size > frick go back
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
what suits mods have like 10 page
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
plus 15 mipmaps count 💀
4GB textures and 1GB meshes
wait a bit, gale crashed
oh ofc that one
and here other BA models mod https://thunderstore.io/c/lethal-company/p/Delete/Blue_Archive_Model_bundle/
it's probably ok to use when you don't switch costumes multiple times
as it requires to load everything
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.
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
probably for v0.7.0 I will do some experimenting with preloading stuff that will probably decrease start up time
anime girls are cool and all, but i wanna keep the company aesthetics
Faster load timesss
even faster would be better
if u need testers maybe u could do separate Experimental/Nightly release like mirage and loadstone has done
👍
Any idea when the new update will be out? ;o I look forward to trying it out today c;
probably in 1 hour
Yay c;
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
Hmm I found other hash algorithm to use that x2 time's faster, but it will require to recompress all bundles again
🤔
I'll probably publish v0.6.1 with the new hash algo
if something will gone wrong then I'll rollback the version
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
Will it delete the old bundles?
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
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
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!
It seems even with 0.6.2 the game is still using more ram usage than with 0.6.0
really?
Yeah it's a bug atm that's happening since 0.6.1 that DiFFoZ is trying to resolve
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
so is 0.6 the best rn?
yeah after creating cache your memory usage should return to default usage
where is the cache folder?
oh nvm
the asset bundles all in the one folder right?
yeah
Here the list of top mods that takes a lot of time to load
would that include using a lot of ram mod s
here sorted by GC (ram) allocation
Ooh are you testing with my pack? ;o
yeah
made unity to think this is development build
sure send your modpack code
note: this is already with cached uncompressed bundles
😔
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
could you do mine too... lol
0190236d-40fc-9930-290f-dd2664434143
Depends on the dev aswell 😛
depends on how mod loads assets
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)
I will say why does GI use so much ram compared to everything else? 🤔
iirc probably due to configs
Eesh
bepinex configuration manager do a lot of stuff
Yeah that makes a lot of sense
so if mod has a lot of config options then yea it will take gc allocation
sorry I cannot check your modpack
don't want to mess up with AC
here without AC 0190238d-b2d3-9e17-a1c8-262ddff9701d
@pastel hound Any idea why Vega likes to load so slowly?
lol
55 mbs of audio more or less, that's probably why
That would likely make sense actually
isn't because of using native voice recognition API?
Could be that too
That too yeah it needs to load the engine
and then registering a lot of respond actions
55 isn’t much
Yeah it's probably the stuff DiFFoZ said
here
all 10mb of gc allocation is because of configuration
and time to load
Also @tepid plank LGU could probably use a config revamp too at some point, to lower ram usage :3
LGU is huge
XD
Yeah, it loads the asset bundle, generates the config, loads the speech recognition engine, registers the phrases and some more stuff
o, um GI looks like search for some mods, so that's why there's high GC allocation
Fun lol
I'm guessing for LGU it's mostly the config
yeah
What options increase GI ram usage,
?*
The config itself, plus the mods it looks for
If it has a lot of config options it adds to memory usage

I've been saying I think GI is a pretty bloated mod, I mostly still have it for the monitor features
GI needs optimization, i have it for other features
But it's crazy that GI takes more than More Company + LLL
isn't this helping with configuration overhead https://canary.discord.com/channels/1168655651455639582/1236679733689716870 ?
It caused some bugs with Vega for me, but I can try readding it and see if it works okay after saving Vega's config stuff
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
@plucky stump could you check my profile whenever you aren’t busy? 0190238d-b2d3-9e17-a1c8-262ddff9701d
01902400-161c-3af2-3f7f-b1bd9f5756c1 @plucky stump updated version of my pack with Terbium readded
yeah ill check later
what am i looking at
it's ok I got 2 hours my first try
i have more questions than asnwer now 😂
is the first image for the game to load and second ram?
yes
sick