#BepInEx Faster Load AssetBundles Patcher
1 messages · Page 3 of 1
I mean Terbium fixes the issue with configs using a lot of ram
lol
It's it's whole purpose
Published v0.6.3
[0.6.3] 2024-06-18
Added
- Deleting of unknown cached assetbundles on start up (unknown means that bundle doesn't have a metadata info).
And updated readme to include incompatibilities with mods: IntroTweaks and XUnity_Autotranslator
waiting for the @grand coral RAM report 🫡
This won't affect ram usage, it just fixes the issue where it didn't auto delete cached assetbundles that aren't being used
Also I fixed my high ram issue by removing Lethal Resonance
lol
probably sound API should add compression option when loading a audio clip
or even streaming for background music
https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html
private unsafe void Start()
{
var path = @"";
using var stream = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.None, 16 * 1024 * 1024, FileOptions.SequentialScan);
var buffer = UnsafeUtility.Malloc(4096, 16, Allocator.Temp);
var span = new Span<byte>(buffer, 4096);
var hash = new Hash128();
int readBytes;
while ((readBytes = stream.Read(span)) > 0)
{
hash.Append(buffer, (ulong)readBytes);
}
UnsafeUtility.Free(buffer, Allocator.Temp);
var hashBytes = new byte[16];
var readableHash = UnsafeUtility.As<Hash128, ReadableHash128>(ref hash);
BinaryPrimitives.WriteUInt64LittleEndian(hashBytes, readableHash.u64_0);
BinaryPrimitives.WriteUInt64LittleEndian(hashBytes.AsSpan(8), readableHash.u64_1);
Assert.AreEqual(hash.ToString().ToUpperInvariant(), HashToString(hashBytes));
}
public static string HashToString(Span<byte> hash)
{
Span<char> chars = stackalloc char[hash.Length * 2];
for (var i = 0; i < hash.Length; i++)
{
var b = hash[i];
b.TryFormat(chars[(i * 2)..], out _, "X2", CultureInfo.InvariantCulture);
}
return chars.ToString();
}
public readonly struct ReadableHash128
{
public readonly ulong u64_0;
public readonly ulong u64_1;
}
IDK how to make hashing a file even faster
this implementation hashes a file of 100MB for 100ms
really that was it?
Yeah
@misty rock you may wanna look into these suggestions, it might help with the ram usage from LR
but going back to when you said 0.6 was using less RAM than 6.2 or whatever. Is that still the case even to latest?
Ram usage with 0.6.2 is the same as it was with 0.6 for me if I were to have LR disabled with 0.6 and 0.6.2+, I think the difference is that the new hashing method doesn't lower the ram usage of mods adding a lot of sounds at all, which is why DiFFoZ suggested Bongo's API needs to do it itself
Ah gotcha. Thank you for clearing that up for me.
Yeah I don't recommend using LR currently, unless you're okay with the game using up a lot of extra ram ☠️
been on the journey now for A WHILE trying to make my profile for lethal not use too much RAM for my friends with let’s just say, not a lot of RAM.
If i would make a modpack then I would just add a big warning system requirements, like 16GB of RAM and 8GB of VRAM
my rx580 with 8gb of vram is always full when playing with mods
on like 1050ti with 4gb you get a lot of ram usage
Yeah my friends struggle sometimes to run my pack with 16gb of ram, and after the Faster Load update seeing that LR was changing the game to use around 7.8gb of ram I was like "Eeesh"
"Maybe that's why some of them had trouble and I didn't before"
Lol
My guess would be the ones with high ram usage especially have lower vram
My card has 12gb
streaming doesn't help at all with that
compression: maybe
Yeah the compression stuff will probably help
Published v0.6.4. Just bug fixing
[0.6.4] 2024-06-18
Changed
- Internal size of stream buffer to speed up hashing.
Fixed
- Bundle with enabled flag
ShouldNotDecompressis not updating last access time. - Deletion of temp assetbundles called twice.
And I have decided to not publishing separate nightly package. Instead I will just update the main package, but all experimental stuff can be toggled with config option.
my modpack doesnt seem to launch with this mod enabled for some reason, it was working fine until this mod was updated the other day (todays update didnt fix it)
I tried to manually delete the cache and mod configs, and also disabled introtweaks, but it still didnt work
nope it seemingly does absolutely nothing
ok, found the culprit after actually looking at the logs, and its... GameyStew-HutchersonWhistle-1.0.3 that was causing the game to not load up when faster load assetbundles patcher is enabled 🤦♂️
lol not sure why
So it seems like GeneralImprovements is pretty unoptimized as a whole, are there any features specifically that stand out as the cause or would I be better off disabling it for now?
Since Shaosil is taking a break from LC modding
Probably better monitors are still unoptimized and causing lag spikes
Yeah even disabling those I noticed the game still performs lower than disabling it though while on the ship
So it's probably a number of things, those are certainly part of it though
I can try to enable profiling with GI
Yeah you might find some interesting stuff I'd imagine
may you send your profile code
01902e80-4b08-c068-393c-91f41955811d
yeah GI still causing lag spikes due to monitors
tbh i feel like the monitor aspect of GI should be its own mod and not a GI addition but I can also understand why they would want to just keep it all in one mod
Even with better monitors off? Eesh
Well Open Monitors and a few seperate mods are good alternatives to it
I guess I'll do away with it
Well I guess disabling Better Monitors would still improve performance enough
Sucks cuz GL has a lot of the built in quality of life shit
If you disable Better Monitors it helps a ton tbh, removing it entirely will net a bit more performance but if you're using a lot of it's features I don't recommend that
Better Monitors ruins frame time consistency across the whole game it seems
Disabling it helped so much
here top memory usage when in ship
please note that some mods will not show in profiler because of using unity api not at main thread
for example, sound api will not show here
fixed*
So it seems like lowering suit mods would help
lol
@tulip fjord btw why is the duck song included when you don't have the duck added yet?
XD
are the suits still a problem even with mods that remove the rack and stuff from the ship?
say thanks to LoadAllAssets
yes, because you still need suit texture to apply
suits mod doesn't load texture when needed
ic
I wonder which suits are the most unoptimized now
cuz
Does using a config like More Suits' and excluding them from loading reduce ram usage?
Okay yeah it does
I disabled all the ones added by More Suits in it's config, and I just removed More Jammies
that helps
Maybe set it so it doesn't load for now to free up ram usage? lol Or add a config option
So are there any mods btw that showed up as unoptimized that aren't listed in the profiler?
maybe next update
here some major GC allocation
LethalEmotesAPI having fun huh
Unfortunately til SoundAPI gets fixed I have to use it right now cus TooManyEmotes' emote audio won't loop lol
I do wonder if there's a way LethalEmotesAPI could be optimized though
allocation per frame:
AudioReverbTrigger.OnTriggerStay [LC]
StartOfRoundPatch.Update [Diversity]
PlayerControllerBPatch.FixCriticallyInjuredState [TestAccountFixes]
PlayerControllerBPatch.Update [Diversity]
PlayerControllerBPatch.ManageBodyReplacments [ModelReplacmentAPI]
PlayerControllerBPatch.Update [GeneralImprovements]
Patches.Player_Update [NiceChat]
GeneralPatches.ReadInput [LC-Vega]
HUDManagerPatch.UpdateScanNodes [GeneralImprovements]
HUDManagerPatch.Update [GeneralImprovements]
HUDManagerPatch.SetValueForCorrectType [InsanityDisplay]
MeterHandler.EnableCompatibilities [InsanityDisplay]
PlayerControllerBPatch_C.Update_patch [BetterItemScan]
AudioMixerSetFloatPatch.Prefix [MoreCompany]
MoreCompanyCosmeticManager.RefreshCosmetics [ModelReplacmentAPI]
NullReferenceException every frame [ModelReplacmentAPI]
DependencyChecker.IsTelevisionControllerInstalled [TestAccountFixes]
NewStaminaMeter.UpdateMeter [AccurateStaminaDisplay]
CobwebChecker.IsPlayerValid [TestAccountFixes]
CobwebChecker.HandleCobweb [TestAccountFixes]
Patches_Enemy.Fix_NearActivityDead [LethalFixes]
ChangeMidDay.MoveTimeOfDayPatch [WeatherTweaks]
DissonanceVoip.WaveFileWriter [called by Mirage]
NiceChat is allocating per frame? 🤔
yeah
@grand coral do you use r2modman? i know you tinker with your config a lot and i do too, have you ever noticed high ram usage after tinkering for a while? i just noticed that i swapping between config, online mods and installed mods tabs doesnt free up ram and just constantly consumes more and more till a restart
for some reason it updates character limit of input field every frame
Okay so I wasn't crazy when I thought the game ran better with HideChat instead
This also may explain why there's a performance gain at times with GI full on disabled
Although Better Monitors is what affects it most
did someone say performance 
Btw why is scan nodes allocating when I have it's scanning stuff turned off?
Wha?
Maybe cus of this?
FixCriticallyInjuredState and Patches.Player_Update was unexpected
i was about to ask if you had that on, could be
I'll turn that off then
same
i know nothing so dont take my word for it LOL
For TestAccountFixes
doesnt hurt to try
That was for the Player Speed Fix which @queen heath made to fix players being stuck permanently crippled
Which is a bug that happens from mods sometimes
I can check the code later to see why
Like the Shockwave Drone or Lethal Doors Fixed
i don't have neither of these mods, so it would be safe to disable it?
Also the thing for BetterItemScan makes sense
Yeah
Cus I noticed ScanTweaks performs smoother
@pastel hound What's the ReadInput patch for?
@queen heath lmao CobWeb checker having fun it looks like
if dev needs more info which one causing allocation, ping me
Also HudManager.Update
I'm guessing is for Lightning Warnings?
I had theorized that might be causing hud manager spikes
here example
That's what I use for the activation hotkey
Yeah for Hud Manager looking at GI's github it seems it would be the Lightning Warnings and hiding empty subtext of scan nodes
Ah well I don't even have that feature on D;
So shouldn't it not be allocating per frame if disabled?
it's still calling that function I guess even when set to not be used
That needs fixed probably
Yes, because it still gets patched. I made it that way so you can change the config mid game if you want to
Ahhhhh
I guess I could add an option to disable it if need be
Yeah that's a good idea
Just so it's not allocating per frame
@plucky stump btw is Elads more optimized than AccurateStaminaDisplay? I kind of wanna keep InsanityDisplay I really like that mod lol
it's for lighting warning AND updating current hp text
every frame if hp is not even changed
I knew it
I knew the hp text made fps worse
I
knew it
lol
uhh idk
Was I right about the empty text of scan nodes being used for UpdateScanNodes btw?
yeah
Okay yeah I figured lol
If Elads is more optimized it'll also work for replacing the hp text
Lol
For insanity display
it looks like Treys Health Text is automatically compatible, so I can use that and disable it's compatibility patches
@languid raft I wonder if you could maybe optimize this, so it's not always calling that function per frame but only when it needs to update
For AccurateStaminaDisplay
cus I really like it
Cus it seems like rn it always calls that
Even if you're just idle or not sprinting
looks like F# is allocating a lot of garbage
@median lintel Looks like it's time to switch Mirage to C# XD
@grand coral maybe
i can take a look at what it's allocating
i havent really messed with accuratestaminadisplay in forever
i need to update the stamina meter every frame though
because otherwise, the vanilla code will update it and it will look wrong
i can't get around that
Yeah I was about to say that lol
i suppose there is the option of just removing some code from vanilla with a transpiler but it would still require a considerable rework of my code to take advantage of that sort of optimization
it is true im probably doing a lot of work per frame though
and it might not all be necessary
If that just showed up for LethalFixes then it might have been called cus an enemy was near the door
hellnah i aint switching back to c#
if that specific part of the code is causing all those extra allocations i'll rewrite that part though
btw diffoz how are you profiling the game? i was using dottrace to profile content warning before, but i outta just use the standard that everyone uses here
not sure why WaveFileWriter itself would be causing allocations but i'll look into it
here call stack
you need dev build of UnityPlayer.dll to profile
you can find it here
C:\Program Files\Unity\Hub\Editor\2022.3.9f1\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_player_development_mono
Just copy UnityPlayer.dll and WinPixEventRuntime.dll
nope
no enemies and still allocating
could you check my profile too if it isn't asking too much = )
01903364-a5dc-dce0-752e-5408dfc8c0ad
omg why weather tweaks spam about that it got some data
no sorry, profiling takes time
ok = (
2 MB per second to write that
probably because of sqlite logger
Interesting
Lol @frosty meadow
ah reflection moment
it causing gc allocation
not sure why reflection used, because game libs on BepInEx nuget server already makes everything public
I have a lot of respect for him lol
Dunno
btw just for expectations sake @grand coral any optimizations will probably have to be done after the release of v2
I was making some jokes but still lmfao
yeah ik i just meant cuz i actually do plan on optimizing it
was already planning to b4 this post
Are you able to maybe optimize some of these things before V2 though?
the specific part that diffoz screenshotted is something i know is doing a ton of allocations that i can definitely reduce
This likely explains why some people used to mention they experienced a performance hit from Mirage
nah people who talk about performance hits has always been from log spam in the past
Ahhh
Yeah I was gonna say, any optimizations you can push as an update for V1 while we wait for V2 would be appreciated
c;
every time i've seen someone complain about mirage having a performance hit, their logs are filled with errors (that's not even from mirage actually), probably an incompat
the thing is, i don't wanna hold v2 back so i'm prob not gonna look into it until after v2 is released
v2 is already coming out waaaaay later than i planned
so i just wanna get it out first, take a break, and then start doing optimizations

yeah ik im just saying for transparency
just so u know that optimizations are something i'm gonna look into eventually
I think that's stuff Mrov logs that he just hid with WeatherTweaks beta btw, I remember when I first started using Beta seeing that same spam in the actual logs
Back when it was just me helping test it for him
God that feels like ages ago
XD
You could try testing StableTweaks and seeing if it does the same
@candid gale Any chance you may be able to look into some of these things, the NRE's every frame especially?
You might want to consider adding some context.
@queen heath why is TestAccountFixes constantly looking for Television Controller per frame?
@plucky stump can probably give you the additional info you need
Basically that is stuff being called constantly per frame, which introduces lag
Idk why NRE's are being thrown though
The other stuff I consider minor but NullReferenceException Errors need fixed
here call stack
Oh that's extremely helpful, thanks.
I wonder if this explains Model Replacers not despawning when paired with More Company too
Only time will tell.
I guess we'll see ^^
I hope that might be the cause of it
It's interesting how this only showed up through profiling
I could never get anything through logs
this is because of try/catch using
Thanks for the info, that's just what I needed. I've stepped back from modding recently since my mod is in a functional state, and I've got other life related things that require my attention, but I'll see if I can't get this fixed in the week.
wait so ct, ship windows and more suits tank performance?
I wonder btw if for issues like this in the future if you can add an option for extensive logging so errors like this can be debugged easier
That way we can enable the logs that would normally be hidden by try/catching
CT can a bit tank performance
because it using HDRP realistic sky
More Suits if you don't use any of it's suits
exclude them
I set them all as excluded lol
I use suits from other mods but none of the ones from More Suits itself
more suits is the only suit mod i got lol
Ah then you can just set the ones you never use as exclusions
oh true
It will prevent them from being loaded
like, does it tank only when ur in ship/orbit? or the whole time ur playing u think?
in ship only
Because I'm an idiot
not a huge deal to me then ig
but if you're running out of VRAM I would suggest to remove CT
why
Lol you'll hotfix it you aren't an idiot
Also is there a way some of those other things can be set to not constantly update or no? Gonna guess not
because if not enough of VRAM then game will use slow RAM
Sometime today
Like?
@queen heath you can look through this
CobWebChecker and the Player Speed Fix stuff
oh that's probably part of the problem with accuratestaminadisplay
it uses reflection to pull "hinderedMovementPrev" or whatever it's called on PlayerControllerB
The Spider Web Fix needs a fix anyways, cus clients get zoomies when walking through them atm lol
Well, wouldn't know how to make those fixes work without.
If there's an update method with a less frequent call rate, I'd love to know
*Sometimes
It's not always like that
It's been like that for Wesley everytime
Ahaha
So far, I have only run into this issue once so far, so there has to be a trigger.
I might have an idea on how to fix that
sorry im ignorant. do u think disabling some moons should help my game run better and crash less often? i play on laptop and sometimes it crashes when i play with a lot of mods
My friend and I checked it just yesterday, we had stable crashes but we have a very large modpack, ~30 planets and dozens of interiors + JJ suits + Anime Suits that take up a lot of memory.
The crashes were very different
- when a mob kills
- when the moon loads, but if I launched it solo and then in the lobby then everything is ok
- random when interacting with scrap
But as soon as we got rid of 15+ planets, all crashes disappeared
I don't know what exactly influenced it, but everything suggests that reducing the modpack will lead to a more stable game.
@plucky stump It looks like PlayerControllerB stuff for GI also includes the AutoChargeOnOrbit feature which is disabled by default, I'll use OrbitRecharge by Mrov instead cus it doesn't mess with that, and also the FlashlightFix stuff as well
thanks
wait whats CT
Celestial Tint
The mod is extremely good, in my case after several launches it reduced the loading time from 2:30 to 1 minute (with already deleted some moons)
And for a friend from ~6-7 minutes to 2
ive got 4 gigs of vram total
💀
the game itself using 2GB of vram
1GB for OS and other apps
What's calling the PlayerControllerB stuff in Diversity?
DressGirlIsolation maybe?
I have the player conditions and fulldarkness stuff disabled
- checking conditions
- saving the last used flashlight id item
- interaction stuff (with door and centipede)
Ahhhh
Late to the party but also ignoring the fact it’s setting always even if it’s the same tmp has a SetText function which doesn’t allocate iirc
Yeah that stuff all explains why GI was making my game perform worse than disabling it, I turned off all that stuff that was constantly allocating
I'll disable the Centipede revamp, I don't really find it to be super useful anyways
Flashlight makes sense, cus of the Bracken stuff, which sometimes bugs out
@crisp hinge maybe you can add an option to allow disabling the Bracken flashlight stuff? Cus half the time I get bugged with a super dull flashlight anyways cus a bracken dies near me or one kills me lol
I do like the Flashlight features though
I think having it flicker alone does the job to let you know there's a bracken though
General Improvements just keeps getting worse each time we dig deeper, guess i'll have to disable it 😭
You can disable all the features that are causing issues
So the problematic features are
i thought it was just the better monitors?
Better Monitors, OnlyAllowingOneFlashlight, AutoChargeOnOrbit, LightningWarnings, ShowHitPoints, HideEmptySubtextOfScanNodes, and all other Scanner Related Features such as ScanFix, ScanningTools, Dropship Scan Node, etc
Nope
it's all that I just listed
how badly does it affect performance?
Does LightningWarnings have any substitute?
Not that I'm aware of, but it causes hud manager spikes so I'd recommenmd turning it off
F
Perhaps @errant mulch could add an alternative to HotBarPlus
Similar to the energy bars
.
It's constantly calling per frame, so you'll get frame time inconsistencies, stutters sometimes
etc
tl;dr?
The Show player names feature has a lot of bugs
what are frame time inconsistences
Basically you may notice a lag spike that will last for around 20 seconds
sometimes 30
etc
Inconsistencies means it's random
Basically: Disable half of GI to get rid of lag 
GI's feature for Lightning Warnings is doing a no no and always calling on the hud manager lol
have you experienced those before? was it something really bad or something your barley noticed unless you REALLY paid attention
So I was thinking you might be able to implement an alternative to Hotbarplus, it's been bothering me that GI's feature never worked for extra slots or Reserved Items anyways
I've been noticing it, it's why I asked DiFFoZ to profile my pack
I wanted to finally optimize it
Oh, for lightning warning. Possibly. I'll think of a proper implementation, and if it doesn't sound too bad, I might do it sometime. I can't promise a timeframe lol
@grand coral
Okay ^^
is GI the only mod causing major issues? this thread has a lot of messages rn so I don't wanna read through all of them
It's hard to say tbh, there might be others that I don't have in my pack
The good thing is all those features that are problematic can be disabled, and @frosty meadow's OrbitRecharge can be used as an alternative to the GI feature cus it doesn't constantly call stuff
oh fire, glad there's an alternative mod for that feature
also, zeekers made FoliageDetailDistance to leaking material every frame
Weird, is that being caused by a moon?
Ohhhh I see
Ty Zeekerss
experimentation
6 days until half of the mods break
every second*
I for some reason have doubts
It's mostly gonna add content like the car, a new enemy, maybe Liquidation as a moon
Probably Bug Fixes
for car he probably changed player movement
Hard to believe liquidation is coming in v55, probably in v60
Some things might break but I don't think it will be as drastic as V50
that may cause patch issues
Would be cool if he did optimizations, but that is unlikely
Possible
he did optimization - reduce resolution to 480p
Oh yeah and it looked like a new emote was added too, he showcased it in the trailer
😂
Next big update: Graphic settings 🤯
LethalPosters leaks textures
every new moon I guess??
and also textures are readable so memory usage doubles
Oof so I guess I'll remove that then
tbh under the assumption v100 would be contextually 1.0 it would make a lot of sense to do a bulk of the optimisations abit later
For LethalEmotesAPI you can enable Dont Show DMCA Prompt in global config to prevent GC allocation
see here
Sadly that option is not visible within lethal config
I'm not seeing it in R2 either hmmmm
this is because it's global config
check it here
C:\Users\USERNAME\AppData\LocalLow\ZeekerssRBLX\Lethal Company\LethalEmotesAPI
I've never actually seen it popup tbh but I set it to true, dunno why that option got added when you can just set it to DMCA friendly mode anyways, guess for people who don't have it set as a reminder if they're streaming
@mint grove any chance you can possibly fix this soon and have it show up in LethalConfig?
looks like the toggle created but not passed to lethal config init
or that toggle it's for internal config manager idk
https://thunderstore.io/c/lethal-company/p/souper194/HDVanillaPosters/ I wonder if this might be a good alternative to LethalPosters, the thing is I've not seen anyone use it so I'm skeptical of it lol
I just hate the low res posters the vanilla game has
XD
Did Diversity's poster leak textures at all btw or was it fine?
;o
Oof
and plus texture is readable
Ye
diversity poster?
Yeah Diversity adds a poster to the ship, although with my pack the terminal hides it
looks like fine
👍
accessing terminal lag spikes 20ms and generating 250KB of garbage
Does it say which mod is causing that? I do have a few that touch the terminal
LethalEmotesAPI.dll!::BoneMapper.UnlockBones() /home/runner/work/LethalEmotesAPI/LethalEmotesAPI/CustomEmotesAPI/Core/BoneMapper.cs:1273
ES3Reader [save preferences]
there's a lot of mods that subscribes to terminal activation
Yeah
I know GhostCodes could probably cause some terminal lag, Darmuh's terminal stuff might
GeneralImprovements also has a patch for the Terminal
go figure
Lmfao
I still don't know why LethalEmotesAPI hits it so hard
probably because of external call to get an array of bones
https://github.com/Wet-Boys/LethalEmotesAPI/blob/main/CustomEmotesAPI/Core/BoneMapper.cs#L1278
3 times per bone
can't say without testing
That would make sense
wharg
DiFFoZ is profiling my pack and found something with SoundAPI
yeah i meant like more specifically 😭
Can you give Bongo the call stack?
He should be able to post the call stack, I know he did earlier for Bunya so Bunya can fix a long standing issue with MRAPI
@misty rock
oh yeah that stuff
String manipulations expensive?
Yep it looks like it
no im just being stupid
Ahhhh
Yeah I figured lol, that'd be weird if it was
That's the second time someone said that today lol
@queen heath said the same thing earlier
Hehe
It's good he found this while you're working on an update for the API
I use the LC nuget for the GitHub build only (mainly cuz I don't want to rely on that being updated to be able to update the mods)
here profiler data of me opening terminal
I'll probably change my reflection stuff to use the harmony ___ fields (not sure if that'd actually improve the performance though)
yeah it should improve performance
The reason why I said I'm not sure if it will is since I guessed that it'd probably use reflection too
i have no clue how to use profilers lol
Technically you could publicize the Assembly yourself in that case 🤔
time to google
Btw @plucky stump Would setting this to false fix InsanityDisplay calling SetValueForCorrectType?
Cus if so I'll disable it
OH NO I DIDN'T 😳
what are these gifs 😭
oh 😳
well
I have some things to fix
weather tweaks made by zeekerss confirmed???
that's why the game runs badly!
disabling the accurate meter won't stop it from being called because the mod is not optimised 😔 so it's ran every frame (it's also not related to that setting)
LethalPerformance mod when
you got thjis, i believe in you
Ahhhhh
I hope you can optimize it soon bud
^^
I love the mod a lot
lol
i'll do my best 🙏
🙏
Btw @tulip fjord Can you look into why the ambient enemies from CodeRebirth can't be scanned when using ScanTweaks?
I don't know why they can't be
who made that mod before i make a guess and blame the likely culprit?
Saradora
oh i have no idea who that person is, ill look into it ig
thought it was test account
He is the one that recommended it though so you can still blame him
it's fine lol, but i also have no idea why it wouldnt work, you'd need to ask that dev
@mint pond i handle components for those enemies the same as any other scrap/enemy as far as im aware, not sure why they wouldnt work
will probably work on this mod
performance tweaks
Helloo!
I'll see what i can find later today when i'm done working c:
that'd be nice, ty
Pfff
changed in v1.1.4 https://github.com/1A3Dev/LC-LethalFixes/releases/tag/v1.1.4
so from what I see it's because your scan node colliders are marked as Trigger whereas the vanilla stuff is not.
The collision check in the vanilla code doesn't specify if it should hit triggers or not and honestly I don't really remember why I do 🤔, but it didn't cause any issues since none of them are triggers in vanilla
they're marked as triggers? thats odd
ill give them a check
this is for the snailcat
yeah, "Is Trigger" is checked
nope 😄
probably that collisions with the ScanNode layer is disabled entirely for the player so it doesn't matter in the end
you'd be surprised
but I suppose it is a bit counterintuitive :D
the player is filled with the most random layers ever that they are considered
im pretty sure the player has some railing collider layer embedded into them
it was something stupid like that last i checked
as in their box collider is put into that layer i believe
it might not be railing, might be "placeable ship objects"
mm i admit i didn't really look too much into the player or the physics haha
yeah sure
that's just a thing i started making in case i did other mods but there is basically nothing in it lol
it's mostly shortcuts for layers, tags, and prefabs
icic, the decompiled code... confused me quite a bit as it was just a million const strings lmao
lmao
whats the unity mdk for though?
when does that prefab stuff in lethalMDK collect
it doesn't, it collects when I use the Debug version of the "mod", but the Release version doesn't have the collection code
a few utilities for patching objects for Unity games in general, I can basically spawn a component on any prefab with just a few lines of codes
i feel bad for being a dick here but you'll have to do that collection post LLL initialization
otherwise you might get fake prefabs
I'm sorry what is "LLL"? 😭
also no need to feel bad, I can make mistakes like anyone else and if I do I'm interested to know haha
lethallevelloader, predominant custom content api
due to assetbundle reasons you might accidently collect asset rip versions of the prefabs you want
Oo ok ok, well I basically just run the mod once when the game updates in full vanilla to avoid that
huh
no
this call will give you results you dont want
if you don't call it at the right time w/ LLL installed
it's technically a risk if there are modded prefabs with the exact same name as vanilla prefabs yeah
otherwise it just won't do anything to those prefabs
but this is the only way that I found to collect prefabs, since some of them don't get loaded until you are basically inside the ship!
sure but if you collect the modded one instead of the real one
and then i destroy the modded one..
I'm not sure what you mean, sorry D:
youll be grabbing the wrong object
which will be destroyed
and it will break your stuff
i haven't really used LLL so i admit i have no idea how it works, why would the prefabs be destroyed?
@grand coral i should be able to at least remove the reflection call from accuratestaminadisplay which should help with gc alloc
i can take a look at a few other changes i might be able to make but i'll probably just release that one change as a hotfix in the meantime
im still sitting on updates to butteryfixes and enemysoundfixes and don't want to spend time rewriting ASD at the same time
custom content references asset ripped versions of basegame content
I have to replace references to asset ripped versions with the real ones at runtime
but like you i can only do that when i can actually access them
Sounds good 🙂
@plucky stump it also looks like GeneralImprovements might cause HudManager spikes if using the LbstoKG option as well so I'm disabling that
from the code it doesn't seem to can cause any lag spikes
Ah okay good
I just saw it inside of the HudManager entry and got worried it might lol
Transpiler patch just happens at start up
Ah okay good
from the code it does a lot of overhead to do the patch but after that it will be fast
https://github.com/DiFFoZ/RTLC/blob/main/RTLC/Patches/Patch_HUDManager.cs#L22
Can be really simplified to that code
Yeah, I wonder if any of the other Kilograms mods might do it without so much overhead
We also really need a mod that improves the scanner that doesn't spike the hud manager or allocate constantly, I liked ScanTweaks but it breaks scan nodes for so many mod items
what mods are you using to replace the features you used with general improvements
You mean with the stuff I disabled? I just added OrbitRehcharge by Mrov and @errant mulch is gonna look into doing a proper implementation of Lightning Warnings for HBP
Treys Health Text to replace HitPoints
And if you want stuff for the scanner that don't provide issues
These are all good
I recommend never using the ScanFix feature in GI
it is heavily unoptimized
@plucky stump Just wondering since there is no way to fully disable the FlashlightFix feature in GI, but is that also causing problems? The most I could do was Disable OnlyAllowOneLight to lower it's gc alloc stuff
for some reason, Treys Health Text is buggy when you join a lobby the second time (at least in my modpack)
🤔 you likely have a conflict did you get any errors?
Oh also if you use InsanityDisplay
didn't check the logs, but i will do that rn
Disable all the compatibility patches if you don't use any of the stuff it tries to find compat for
I'd also just recommend temporarily removing it
ik, i disabled
The dev has said it's unoptimized and plans to optimize it soon
ok
But disabling the compatibility patch stuff alone should reduce the gc alloc stuff a lot
AccurateStaminaDisplay should be much better now
Since Buttery pushed the fix to remove it using reflection stuff
i don't use AccurateStaminaDisplay
InaccurateStaminaDisplay is my cup of tea 
I honestly like AccurateStaminaDisplay for the color changes cus I have MoonSwept in my pack, so it's nice watching the color change from the TZP drone lol
But yeah it's not essential
what’s moon swept
i played too much LC, i'm too dependant of having that extra chance of getting away with the invisible extra stamina 

Oh yep lol
@queen heath the shutter switch vanishes if you leave and reenter a lobby
XD
LGTM
LGTM?
from code it looks like fine
Looks Good To Me
Okay good ^^ so the OnlyAllowingOneLight feature was all that needed disabled then
Good
Drug drone.
Nuh uh
Everytime I try reenabling that thing
LOL
It's so buggy
Getting shot through a wall
Lmaooooooo
I love MoonSwept but the Turret needs some love
XD
Ah okay so you keep GI still just disable the unoptimized stuff. Is everything you said in that message regarding replacements what you disable in GI
Yeah don't use any of this stuff in GI basically
got it thank you so much!
I don’t have it wall hack personally
It’s movement is a little weird
But I haven’t had it wall jack
Hack*
tried somethings to get any log of what's happening but no progress
treys doesn't show any errors
but the HUD should be like this
The only mods i have that messes with the HUD are:
NilsHUD, VoiceHUD, InsanityDisplay, Oxygen, PingDisplay, HideChat, HotbarRD, JetpackWarning, LCBetterClock, ToggleMute, EnhancedIcons, ShowCapacity and other minor mods, i will test disabling some to see if i can find the incompatible one
If you're using Treys I would remove NilsHud tbh, Nils is pretty buggy
let me test
I need to look into the others
ShowCapacity I know is a bit buggy as well and hasn't updated in a long time but idk if it'd conflict
why is ShowCapacity buggy?
I know I ran into some oddities with it, can't even remember what anymore cus it was so long ago
Unless you have DiFFoZ profile the mods you use it's hard to say
Also you can use WeatherTweaks stable instead of Beta if you want WeatherTweaks to not use gc alloc, it's the patch in Beta that's used for Progressive Weathers doing it
i also don't use BetaWeatherTweaks, so i'm safe
what's his profile?
Meaning you send him your pack code
and he'll profile it
for you
a
well, i tried yesterday but he said it was hard profilling
but it's okay, i do suspect some mods that could cause gc alloc
Btw @plucky stump would the HidePlayerNames feature cause any PlayerControllerB spikes? Since it shows them while in orbit and hides them when the ship is landed? It doesn't look like it would
nope it wont cause any lag
👍 Yeah the patch looked very simple so I didn't think so
I'm currently learning how HDRP working underhood
so I can try to find some options that I can disable to reduce render time
Noice so you really are working on that Optimization mod 😄
The first thing that will be in LP (LethalPerformance) is enabling burst in rendering code
and in other parts
So how did the lightning warnings work with GI? I haven't actually used it, but was it just a texture that flashed over item slots that had a metal object?
Pretty much
Yeah basically ^^
It would highlight the hotbar when an item was about to be hit by lightning, but it was never compatible with your mods properly, it would never work with Reserved Items or any additional slots just the original 4 lol
Do you plan to release this soon? So we can get this feature since it seems to help a lot :3
how much of a difference does burst make?
👍
no measurements wasn't made yet
Just noticed by Why does Celestial Tint load an 8k texture?
☠️
No wonder it's ram hungry for people low on VRam hoooly
nah it's just name
it's actually x2048 texture
but 0.5GB is for skybox
Ahhhhh
update got delayed, but we will get more things in the next update
Ahhh I wonder what else he's adding
Btw @plucky stump I wanted to ask since I have a friend that is pretty convinced of this, will using things like LCUltrawide lower performance due to increased resolution since the game uses HDRP?
Cus in my case I haven't experienced that, I'd say it runs better capped at 1080p
ofc increasing resolution will decrease the performance
What would you cap it to personally?
For me meh, use the original game resolution, but my friend with 4k he really needs that mod
because 480p on 4k monitor is reallly bad
Yeahhhh
It's 520p actually.

1080p half render = 540p ☝️🤓
updated lunx profile to the latest version and here some results:
- ModelReplacmentAPI doesn't throw NRE every frame (but still do string.ToLower thing)
- loaf sound api still do string allocation
- TestAccountFixes still allocating due to checking dependency of television controller
- MrovLib is still binding config option every log 😭
Why is TestAccountFixes checking that 
TelevisionController causes issues with the Grab Fix.
And that check exists to fix that.
I'm guessing it's about this:
[HarmonyPatch(nameof(PlayerControllerB.SetHoverTipAndCurrentInteractTrigger))]
[HarmonyPrefix]
[HarmonyBefore("com.kodertech.TelevisionController")]
// ReSharper disable once InconsistentNaming
public static bool BeforeSetHoverTipAndCurrentInteractTrigger(PlayerControllerB __instance) =>
DependencyChecker.IsTelevisionControllerInstalled()
|| HandleSetHoverTipAndCurrentInteractTrigger(__instance);
I did improve the DependencyChecker though. It's no longer looping through all mods every frame
Nevermind... I just realised that I'm dumb
Next Update actually improves the DependencyChecker 😅
Turns out, checking for TelevisionController was unnecessary anyway...
Lmao
GJ Testy
At least you fixed it though
i know, didn't get around to do that yet 😭😭😭
@candid gale @misty rock lol
I believe in you, do it today pls 🙏
I will try
The skybox is 2k, but the planet is 4k, right?
@plucky stump could you tell @misty rock what he needs to change to fix SoundAPI's issues? Maybe you could push a pr on his github since he doesn't know how to profile it himself?
Bongo is a baka confirmed?! 🤯 🤯 🤯
Or hes sleeping
😳😐
why would you say it like that 😭
Bongo said before he doesn't know how to profile his mod in this thread
Like just yesterday
XD
😳
eternal skill issues 😔
just fix this other guy's mod for me please
Lmao
Maybe Bongo will figure it out we'll see but pr's don't hurt
Skybox is 16k(?) and texture of the planet is 2k
I cannot see the size of render texture from profiler
Skybox texture needs to be reduced sheesh
That explains the ram usage
ShipWindows' Skybox is 2k, optionally 4k if you download the 4k one
Idk what I said wrong there tbh, I felt I was wording it pretty nicely 😭
If I worded it wrong probably an Autism moment x.x
I slightly edited the message, I think I saw what I did lmao
Hope it sounds better
🙏
Okay yeah disabling SoundAPI helps quite a bit for performance
I hope Bongo manages to optimize the string allocation stuff soon
@plucky stump Would this be why I had lag on Auralis earlier after a bunch of dogs spawned in? I noticed it was quite laggy
Did you manage to test how much SoundAPI was reducing performance?
;o
I got very similar fps loss from a Thumper seeing me yesterday which was funny tbh
Was convinced it was LR but that might be a red herring lol
Especially since I got the same frame drops from dogs today
Btw Mrov should have the issue with MrovLib fixed now
He pushed an update earlier for that
@misty rock is probably looking into optimizing that to fix this I'd imagine it shouldn't be lagging like that
Those optimizations better put my game in 1000000000 fps 
Well in the meantime I would recommend to temporarily disable it
Chilling 
Oh and Terbium hiding username from logs also causing gc allocation
so if you have a lot of debug logs then it will cause some performance drop
GC allocs:
mscorlib.dll!System::String.ToLower()
ModelReplacementAPI.dll!::PlayerControllerBPatch.ManageBodyReplacements()
GeneralImprovements.dll!GeneralImprovements.Patches::PlayerControllerBPatch.Update()
UnityEngine.CoreModule.dll!UnityEngine::Object.get_name()
LC-VEGA.dll!LC_VEGA.Patches::GeneralPatches.ReadInput()
mscorlib.dll!System::String.ToLower()
UnityEngine.CoreModule.dll!UnityEngine::Object.get_name()
HotbarPlus.dll!HotbarPlus.UI::EnergyBarManager.UpdateEnergyBars()
WeatherTweaks.dll!WeatherTweaks::ChangeMidDay.MoveTimeOfDayPatch()
mscorlib.dll!System::String.Join()
mscorlib.dll!System::Int32.ToString()
ScanTweaks.dll!ScanTweaks::CustomScanNodeProperties.Update()
FOLIAGE MATERIAL LEAK
yeah
it allocs on every sound that game requests
Call Stack:
UnityEngine.PhysicsModule.dll!UnityEngine::Physics.Query_SphereCastAll()
UnityEngine.PhysicsModule.dll!UnityEngine::Physics.SphereCastAll()
DMDASM.39357E4E.Cecil.dll!::DMD<HitShovel>?-1820379992._Shovel::HitShovel()
DMDASM.BD662577.Cecil.dll!::DMD<>?-1820379992.Trampoline<Shovel::HitShovel>?58948300()
Nyxchrono-DoorBreach.dll!Nyxchrono.DoorBreach::Hooks.Shovel_HitShovel()
DMDASM.56843B9D.Cecil.dll!::DMD<>?-1820379992.Hook<Shovel::HitShovel>?1832997512()
Assembly-CSharp.dll!::<reelUpShovel>d__14.MoveNext()
UnityEngine.CoreModule.dll!UnityEngine::SetupCoroutine.InvokeMoveNext()
Yeah I took out ScanTweaks
I use no scanner mod now
DoorBreach? That's unexpected
DoorBreach I've seen error when trying to hit Snare Fleas
wait looks like it's game code causing allocation
DoorBreach always worked fine with me never noticed fps drop
WeatherTweaks shouldn't do that according to Mrov
If all progressive Weathers are disabled
MeleeFixes.dll!MeleeFixes::MeleeHelper.FilterDuplicateHits()
DMDASM.39357E4E.Cecil.dll!::DMD<HitShovel>?-1820379992._Shovel::HitShovel()
DMDASM.BD662577.Cecil.dll!::DMD<>?-1820379992.Trampoline<Shovel::HitShovel>?58948300()
Nyxchrono-DoorBreach.dll!Nyxchrono.DoorBreach::Hooks.Shovel_HitShovel()
DMDASM.56843B9D.Cecil.dll!::DMD<>?-1820379992.Hook<Shovel::HitShovel>?1832997512()
Assembly-CSharp.dll!::<reelUpShovel>d__14.MoveNext()
UnityEngine.CoreModule.dll!UnityEngine::SetupCoroutine.InvokeMoveNext()
MeleeFixes alloc a bit
@languid raft ☠️
there probably isn't much that i can do about that
or, at least, i would have to hyper-complicate my approach
What is PlayerControllerBPatch from General Improvements
im pretty sure the shovel already allocs by default anyway
AutoChargeOnOrbit and OnlyAllowingOneLight as far as I'm aware
Possibly the Flashlight Fix integration itself
Hitmarker looks like instantiate UI stuff on every hit(?)
I disabled anyway
that cause loaf API to kick in
@hardy patrol Anyway you can optimize this?
I like Hitmarker but not enough for it to cause ui spikes
I guess I gotta part with it
Blud is gonna blackmail every modder to optimize his mods 😂
Yeah
it's just a matter of not over-allocating when it's not necessary
Exactly
SoundAPI was causing lag due to this
Which that lag was recent for me
I'm guessing with SoundAPI disabled HitMarker should be fine most likely
The Energy bars should be fine, as far as I'm aware they only alloc when the Energy bars are updating right?
Basically while holding a flashlight or walkie
yeah
Yeah they should be okay then, they probably alloc on the same level the vanilla ui does then for updating that
As long as it's not constantly allocating per frame or over-allocating lol
The duality with this, performance drop or slightly more ram usage from configs
I guess slightly more ram usage for now is more ideal
true but i think for a lot of these cases its mostly string related and easy to modify to improve it
just due to all the non-alloc based string options available
Yeah most likely
kind of a thing where it's not really a problem until it is
@plucky stump just out of curiousity not asking for any specific case, but are you familar with how unity's canvas dirtying works?
@errant mulch I wonder if the Energy Bars need to alloc or if they can use a non-alloc based string option like Batby suggested
I only know the reasons of why canvas getting dirty, so no
thats kinda what i meant yeah
had to do a bunch of research on it last year
wouldn't be suprised if a lot of ui stuff, basegame and mods are triggering canvas rebuilds way more than they need to
iirc game uses Animator to animate some UI stuff
and animator is kinda bad for this due to causing canvas rebuild
from what i was told 2022 is recent enough to where that isn't a problem?
i could be wrong
i know what your talking about tho
at the very least tho it would be causing rebuilds of stuff in the canvas that isn't moving every keyframe tho which isn't ideal
Just checked and it still a problem
With Animator / Without Animator
0190435b-dffc-b193-c94e-16ba61e936c0 My current pack if you wanna test it out
I took out Terbium and SoundAPI
I did test BetaTweaks with all the progressive weathers off again after that change and there's still some weird performance issues compared to StableTweaks so I let Mrov know about it
Yeah, I probably can hehe x3
🙂
Real
You might be able to use a non-alloc based string like Batby suggested
im not doing string comparisons
Fair
I mean if your mod is only allocating a little it probably won't really hit performance much
FilterDuplicateHits is creating two empty lists (for IHittables and EnemyAIs), then returning it back to the shovel script before it calculates damage
Ahhhhh
I mean I guess if people are really concerned about the allocation stuff you could make that patch a config option I suppose
on each IHittable I have to check a boolean property (to see if it can actually receive damage) and then I have to check if it's an EnemyAICollisionDetect, and if so, check if that enemy wasn't already added to another list of EnemyAI (to prevent the same enemy from having two colliders registered and damaged)
the problem is probably me allocating two empty lists but I don't know any other non-complicated way to do that sort of work
Hmmmm
Yeah that's why for the time being you could make it a config option I suppose
i suppose, but is it actually causing a perceivable performance impact, in practice?
like, have you tried with the mod enabled and disabled and noticed a difference?
Honestly no, idk if DiFFoZ did though
that function* is what prevents shovels from dealing double damage to certain enemies as well as other players
I've never noticed Hotbarplus causing performance issues either lol
Yeah although for some reason it seems clients can still double hit enemies sometimes
Idk why
XD
i havent noticed that issue but my friends havent played the game a ton recently
blame GSG cuz i've been mostly busy with DRG season 5 loll
I almost wonder if it's a DoorBreach problem
it's why this next buttery fixes update has been so fuckin delayed
Since that's the other mod that really touches shovels
maybe, it's not something i've used before so i'm not sure what it is doing
I tried to keep my changes relatively lightweight, the duplicate hit filter is the only part that should be causing issues, if any at all
but I think it would take a much more complicated approach to optimize what I'm currently doing with it
Yeah I guess personally if people don't mind the bug a config option can be added, I never really personally minded Hoarding Bugs being 2 hits for example lol it was mostly the issues with players dying to 1 hit that bugged me XD
@languid raft A Hashset would be better for this kind of thing, no?
they don't allow for duplicates
Ooh
im pretty sure trying to use .Add with a duplicate just safely fails
oh that sounds perfect actually
faster lookups too
I need to update meleefixes to fix some bugs with the knife
I was actually gonna ask if you had suggestions I'm glad you just popped in naturally cus I didn't wanna ping ya ^^
it is worth clarifying that, regardless, I have to send a list back to the shovel function for it to iterate through targets
unless I use a transpiler to rewrite a significant portion of the shovel's damage logic
i don't think it would be a problem as it is right now but in theory you could collect the IHittable's in a hashset on a prefix to their creation or something too to avoid the tryget
yeah i don't know the context of whether any of this matters or not
so making it a hashset and then using tolist (if that's supported) might make the benefit negligible
btw if your looking for more stuff to look at for your fixes mod there's a pretty gross findobjectsoftype call in AudioPresetTrigger that could be avoided by collecting references on a awake prefix
it looks pretty notable tbh but i haven't benchmarked it
also, part of the problem is that I'm checking a separate list for duplicates - I'm not adding unique IHittables to the list that I'm returning to shovelHit(), I'm adding IHittables that point to unique EnemyAI instances
it is kind of a complicated approach
I think that a hashset might implement better into the shotgun damage pre-process in butteryfixes though
where I don't have to fool around with two separate lists
actually
lol yeah zeekerss has a lot of find calls in bad places
if its being casted to a list anyway
i wonder if you could just cast it earlier then remove from it
then you don't need any new list right
that's what im thinking about
right now, what I'm doing is creating a new list, then iterating through the existing list that gets passed into the function
mostly because that was just the simplest way to do it
I think that I could sort of easily fix that by instead just removing stuff from the original list, which would reduce some of the allocation
yee
although the shovel's targets are sorted by distance, and removing from the list would require iterating through it twice, or iterating through it backwards (meaning i need to reverse the sorting of the list)
why?
sorted means sorted homie
well, removing from a list in the middle of a foreach iterator is bad
2m, 5m, 7m
if you remove 5m it's still gonna be sorted right
but I think a for loop is fine
you can just for loop it then use RemoveAt(i)
the conversation is funny tho
because this is all probably worthless compared to the findobjectsoftype call it uses for the sound thing
ye
for the shovel's audible noise
I didn't look too deeply if there's anything else I could replace like that
relating to the shovel
what are you referring to here?
i'm not seeing AudioPresetTrigger anywhere
ah
i was going to say that seems probably ok, since it only happens with teleporters (entrance doors or actual teleporter furniture)
but it apparently gets called every physics timestep by AudioReverbTrigger.OnTriggerStay
So!!
I will try to optimize it 👍
you'd just have to manage your own list of them via patches on awake and ondestroy
will probably move further discussion back over to my thread, but just to follow up on earlier convo, new version of meleefixes utilizes a hashset and removes items from the initial list rather than allocating 2 empty lists, which should minimize performance impact as much as possible
still need to add some fixes for the knife and test that everything works ok with the refactor before i can release it tho
Looking forward to it 💜
I mean two empty lists being allocated when you hit an enemy is basically nothing
@languid raft I knew there was something weird with how enemies take damage especially hoarding bugs since my Hitmarker mod shows that two hits were registered when hitting once
It's really weird
yes many enemies have multiple colliders attached to the same hit detector
and each one will call the damage function
That's also why I removed hit detection from players because it was showing 4 messages
players are kinda even dumber
players only get hit twice but the damage function gets called twice by each hit
Someone should report this to Zeekers if nobody has already
this bug, im nearly certain, is also why "Sustained the most injuries" desyncs in multiplayer, btw
at least it is one of the reasons
Okie
@plucky stump Hey are you cool with sending me a friend request? There's something I'd like to ask in dms, sorry for disturbing if you're busy lol
(Dms locked and friend requests locked lol)
@hybrid finch It's been a while since you updated DoorBreach, but maybe you can look into fixing this c;
sent request
if other modders looking at this thread, probably look at ZString library
https://github.com/Cysharp/ZString
Zero Allocation StringBuilder for .NET and Unity. Contribute to Cysharp/ZString development by creating an account on GitHub.
here that lib on thunderstore
https://thunderstore.io/c/lethal-company/p/dotnet_lethal_company/ZString/
And also at Unity ListPool implementation
fyi all HDRP rendering is just get the list from the pool, do something and return the list to the pool
maybe
no promises, I'd have to download the latest vers of the game and decomp and figure out what I gotta do to make it work again 
I mean the mod works it's just more so fixing that issue lol
There's also been a long standing issue where if you try to kill a snare flea while it's on your head with a shovel you can't and DoorBreach gives an error
lol
https://thunderstore.io/c/lethal-company/p/4902/No_Console_Spam/ @plucky stump thoughts on this mod? ;o
why can i hear the text
lmk if you ever test that
If only Zeek learned from this
hey so I grabbed the code to see if I could improve my modpack based on any of your configs and...
Lunx where's the console?
What did you do to it? Did you eat it?
Yw
btw do you guys know which sounds are the most taxxing in terms of ram usage for lethal resonance?
I already disabled footsteps and ambient sounds
They ate it x3
yummy ram :]
LR isn't really the issue atm it's SoundAPI itself
I don't think it should be causing high ram usage, since those strings are noy kept in memory for very long. It's more a performance problem due to the garbage collector having to scoop them all up
LR is what increases ram, SoundAPI causes performance issues
Btw please update LR to remove the reused Vanilla Sounds like the Breaker Box sound when you can
So it's not wasting extra ram just for a sound reused from the base game XD
hey @grand coral what’s your current profile code for lethal!
Later potentially, I think I'm gonna full on remove GeneralImprovements from my pack
The Terminal patch likes to nuke itself sometimes
This one specifically, and @abstract gate has stated it can't be disabled
any mod that does the SnapObjectsByDegrees?
"SnapRotateFurniture"
Dunno, I use LethalPipeRemoval to have a set position for the Terminal and Cabinet
controls are different but it still works
ok, and LockCameraAtTerminal?
Yeah from what I understand that Terminal Patch can be disabled I think
I need to test though
you can disable the auto-adjust credits
and the code causing this exception will be skipped
Yeah it needs to be set to -1


