#BepInEx Faster Load AssetBundles Patcher

3449 messages ยท Page 4 of 4 (latest)

grand coral
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I tried setting it to 0 before but it reset to 30 lol, so has to be -1

languid raft
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yes, startingmoneyperplayer should be -1

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to skip

slim silo
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General Improvements is literally a jack of all trades, but a master of none

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Just keeping it because it has features that other mods doesn't have

grand coral
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That might explaion why there's lower performance inside interiors with GI

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It's doing it without using reflection

plucky stump
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that reflection usage it's only when needed

grand coral
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Ahhh got you

plucky stump
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so not every frame

grand coral
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๐Ÿ‘

plucky stump
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but yeah it can be optimized to remove that reflection entirely

grand coral
plucky stump
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๐Ÿ‘

thin perch
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question if u donโ€™t mind answering. what does it mean to use reflection within unity?

plucky stump
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reflection is c# thing to get/set value to the any field, property or even call the method

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mostly used to get access to the private stuff

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but reflection is not cheap to use it

thin perch
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ohh okay

plucky stump
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that's why game libs that modders uses already makes everything public, so they don't need to use reflection

thin perch
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thanks for the explanation ๐Ÿ‘

grand coral
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If you check it's source

plucky stump
grand coral
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So dunno if it's actually using it or not beyond that

plucky stump
grand coral
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both are good then

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c;

thin perch
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so reflection is only a really big problem when itโ€™s being done often like every frame with Update

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is that right? a few reflection is okay

grand coral
slim silo
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you're probably overthinking at this point, it's just a flip in the fire exit door

grand coral
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Now I just wanna see if either of these are compatible with the patch Starlancer uses for his Warehouse interior

slim silo
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why bother which one does it better

plucky stump
grand coral
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๐Ÿ‘

grand coral
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Cus I did remove SoundAPI

plucky stump
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I think there's no performance heavy mods in your pack

grand coral
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๐Ÿ‘

plucky stump
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only rendering is now taking a lot of CPU time

grand coral
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Yeah so basically LCUltrawide then

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Idk what else would increase rendering

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Maybe some of the moons and interiors might

grand coral
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c;

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1792x1008 seems to work really well for this game

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So if anyone wants a hidden resolution that performs better and you use LCUltrawide try this out

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^^

thin perch
plucky stump
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it's just... cursed

grand coral
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lol

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I tried 1664x936 interestingly enough

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and it gave me some weird input delay

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I wanted something that the game liked that wasn't as performance heavy as 1080p but also didn't give me eye strain lol

amber marsh
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Game liked?

grand coral
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HDRP is very strange

plucky stump
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odd input delay is probably more driver issues

amber marsh
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Doubt. Seems like it's down to hardware.

grand coral
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I have a high end system so it's definitely not that lol

amber marsh
# grand coral

You do know that you don't need to touch width, right?

grand coral
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What do you do with LCUltrawide?

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;o

amber marsh
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Width adapts to height when kept at 0.

grand coral
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Ahhh nice

amber marsh
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If you change it and then share the code with someone who isn't on the same aspect ratio, they'll have a scuffed looking game.

grand coral
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So you just recommend changing the Height?

amber marsh
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#modding-general message

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Yes, leave width at 0 and only change height.

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As for number, try 720 or 900 I guess. At least those aren't as cursed.

grand coral
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Lmao

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Fair

azure rune
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You should probably have it as a multiple of your screen resolution too

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To avoid weird upscaling stuff

grand coral
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Yeah the resolution I mentioned was a 16:9 resolution

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Weird with height at 1080 and width auto adjusting it's smoother than having width set manually

azure rune
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I dont mean the aspect ratio, I mean you should have the rendered resolution be 1/1, 1/2, 1/3 e.t.c. of your screen resolution

amber marsh
azure rune
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I guess if you have a high DPI you wouldnt notice

amber marsh
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Unless you find a number that divides both 1080 and 1440 evenly. But IIRC that's 360p, which is quite low.

azure rune
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Well your own config doesnt have to account for other resolutions

amber marsh
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Well, it gets shared through a code.

grand coral
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Half of 1080p would be 540p which would be pixelated and give eye strain

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I get bad eye strain even at 720p with the way this game renders things

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lol

amber marsh
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900p then.

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Although at that point might as well go for 1080.

grand coral
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Yeah

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1080 with width set to 0 seems to run better

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Which is interesting

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For what it's worth I have a 3060 and 12900k XD

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HDRP definitely seems to prefer 720p

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Input is smoother but I also have my mouse set to use a high dpi lol

grand coral
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but 1080 performs better with Width on Auto so I'll probably keep it on 1080

grand coral
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That way it can just automatically scale

amber marsh
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It won't scale height that way. It will always stay vanilla.

grand coral
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Got it

primal radish
grand coral
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I know LQ is the most commonly used option for things like this though

grand coral
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@plucky stump Finally flat out removed GI cus it feels like it's been a domino effect of it causing me issues recently lol, and it made the Ship feel quite a bit smoother

languid raft
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not to step on shaosil's toes but i'm planning to implement a lot of the bug fixes into butteryfixes and auto-disable them if generalimprovements is added

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i probably won't add any major features and it likely won't ever be feature paritous

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but some of the small things like landmines disappearing on the terminal after exploding

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or the "n" on screen when you use view monitor

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etc

grand coral
languid raft
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well those probably fall more into the realm of "new features" which im more iffy about

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fixing the flashlight toggle when you put it in a cupboard will probably make it in though

grand coral
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Yeah that's what I care about the most, as far as I'm aware Reserved Slots fix the other main issues

grand coral
lyric owl
tulip fjord
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Is that wally West???

grand coral
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Lol

steel quiver
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test knows his stuff Iโ€™m sure itโ€™s good

grand coral
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@plucky stump If you can manage to test out the new SoundAPI update, it might be worth profiling to see if the issue you discovered before is fixed. I say if because the update has a problem where some people are unable to update it in R2

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I was able to personally but I'm waiting until that problem is fixed before I readd it to my pack for my group to try again

plucky stump
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Also, don't really sure why everyone started to getting path too long issue

grand coral
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Oh I might know

plucky stump
grand coral
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There's a path feature that's disabled by default, I manually had to enable it before lol

plucky stump
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And many people didn't report any issues with path too long

grand coral
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So it could just be that

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Yeah idk

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Could just be something is slightly too long lol

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I had to enable that before cus I've made mods for Cyberpunk and WKit said I needed to enable support for that

plucky stump
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I know that installing devs tools (Python, Visual Studio) enables long path by default

grand coral
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Noice so that may be why you didn't need to manually enable it through Powershell then

earnest turret
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So this explains why I couldn't send a code to my friends...

Godamn it ZString

grand coral
mint pond
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Hello! just saw your message, could you link me to some mods that don't work so I can improve the compatibility? :D

plucky stump
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v55-beta support tag added

grand coral
# mint pond Hello! just saw your message, could you link me to some mods that don't work so ...

https://thunderstore.io/c/lethal-company/p/XuXiaolan/CodeRebirth/
https://thunderstore.io/c/lethal-company/p/XuXiaolan/ChainsawBasher/

The main 2 I know of for sure, I also know it was hard to scan some vanilla enemies and hazards like Spore Lizards and Landmines

mint pond
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Although since both mods are from the same person I assume the second one should work too now

grand coral
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Hope so lol

lucid root
steel quiver
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so does caching not work in the latest beta?

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@plucky stump

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i have 115 mods and they arent in here ig

earnest turret
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that's when mine are stored

steel quiver
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ah gothca found it

plucky stump
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v56 tag added

plucky stump
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Will be slowly working on 1.0.0 release. Currently made project restructure that will allow me add LethalConfig dependency ๐Ÿ™‚

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also that longy class name lol

plucky stump
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oh and also LethalConfig will be hard dependency, because I'm will be making an global config instead of modpack config, so yeah..

pallid goblet
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Any ideas on how to fix these errors

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i could send it in text if that helps

plucky stump
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mod trying to load bundle that doesn't exist

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you should report it to the the Dev of the mod

pallid goblet
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It took me like a whole ass minute to realize u meant the dev of the bundle mod and not urself

pallid goblet
plucky stump
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I mean you can disable the LethalConfig and patcher will still work

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but you will have to find the global config manually to change settings

earnest nimbus
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this mod maybe can fix my pc freezing when loading the game?

plucky stump
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If your memory usage is high then it might help you

earnest nimbus
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k thx

runic steeple
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i mean i dont think id ever need to mess with this mods config, so i guess thats fine

plucky stump
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๐Ÿ‘

plucky stump
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no loadstone anymore

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1984

dusk atlas
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๐Ÿ˜”

manic marten
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damn it not again

tawdry sage
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Is loadstone incompatible?

proud sorrel
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The name of this mod really rolls off the tongue

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Really flows from the keyboard

dusk atlas
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lol

plucky stump
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I can add BFLAP to the description

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so anyone can find it by that

proud sorrel
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Thatโ€™s smart

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This is why we pay you the big bucks

fresh whale
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BepInEx Faster Load AssetBundles Patcher goes hard

proud sorrel
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BepInEx_Faster_Load_AssetBundles_Patcher

dusk atlas
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lol

steel quiver
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@plucky stump am I correct that when looking at the asset bundle file sizes, for example a 500,000kb bundle would be 500mb of ram used from that mod?

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or is that not how that is

grand coral
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Yes pretty sure it's showing how much is usually loaded onto ram

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But I'm not certain

steel quiver
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I always thought that was how it worked but wasnโ€™t sure either

plucky stump
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+- yes

clever fractal
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when i send the code to someone, do my friends also get the asset bundles too?

proud sorrel
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they need to be generated upon launching the game

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and it can take several minutes

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a progress bar in the game UI or BepInEx console would be handy honsestly @plucky stump

plucky stump
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no

proud sorrel
plucky stump
proud sorrel
plucky stump
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welp, that was better solution for everyone

proud sorrel
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works for me

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The progress bar would just let you know when itโ€™s done but itโ€™s a soft suggestion just wanted to see what u thought

plucky stump
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because from user perspective installing that mod would cause a very long start up for the first time, so they would report that

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but now I don't get any reports of long start up

proud sorrel
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Makes sense

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What about something in the log that just notifies when itโ€™s 100% complete generating the assetbundles folder?

plucky stump
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just no

proud sorrel
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I made this today

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Youโ€™re a double-feature

proud sorrel
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TRIPLE

plucky stump
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just add all my mods

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๐Ÿคฃ

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hmm

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@proud sorrel will you able to test a preview update of BFLAP?

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rn

proud sorrel
plucky stump
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alr

proud sorrel
plucky stump
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@proud sorrel Install that mod and then delete all cached bundles (but before that save the size value of every bundles). After decompresion check the size again

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and report here

tulip fjord
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LZ4 compression is the default compression no?

proud sorrel
plucky stump
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LZ4HC is the default

tulip fjord
proud sorrel
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BEFORE:

proud sorrel
proud sorrel
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its way smaller overall @plucky stump

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went from like 14.5 to 8 gb for the folder

proud sorrel
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is this everything u needed?

plucky stump
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yeah

proud sorrel
plucky stump
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who knows

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Also, you can safely send them that cache to your friends

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and it will load just fine

proud sorrel
steel quiver
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trying to figure out the most convenient way of sending my friends the cache

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ig just google drive

ebon crater
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@proud sorrel where do you find the cached bundles?

proud sorrel
plucky stump
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nice โ˜บ๏ธ

proud sorrel
proud sorrel
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But itโ€™s worth it

plucky stump
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yeah compression with compression will not work best as uncompressed to compressed

plucky stump
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BFLAP new version release soonโ„ข๏ธ ๐Ÿ‘€

pine raptor
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LETSGOOOO

thin perch
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BFLAP new version now preloads the entire game with mods on pc boot

raw basalt
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Hi, just downloaded the mod, If I understand correctly, when first opening the game, the mod will unpack all the asset bundles from the other mods and store them close for the next boot. I have a few questions hope i'm not too much of a bother, love what you're doing, it cuts my load time by more than half!

  1. When a mod updates, is a new cache file processed to adress it?
  2. What if a mod updates only it's code, not the assets, is a new cache file generated?
  3. I read that the cache stays valid for 3 days. Does that mean that all benefits are lost after 3 days?
plucky stump
raw basalt
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Thanks for the quick response! Would be cool if the cache invalidation time was longer. I usually play once a week. But just for quick game restarts this is amazing!

plucky stump
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๐Ÿ™‚

steel quiver
plucky stump
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it does it on every game start

plucky stump
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v60 tag added

barren ridge
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what is this mean? should I just ignore this?

System.IO.FileNotFoundException: Could not find file "D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Zaggy1024-OpenBodyCams\openbodycams"
File name: 'D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Zaggy1024-OpenBodyCams\openbodycams'
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <787acc3c9a4c471ba7d971300105af24>:IL_019E 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
  at BepInExFasterLoadAssetBundles.Patcher.LoadAssetBundleFromFileFast (System.String& path) [0x0000b] in ./Patcher.cs:81 
[11:38:36.7990475] [Error  :OpenBodyCams] Failed to load the asset bundle, some features may be missing.```
#
System.IO.FileNotFoundException: Could not find file "D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Piggy-Piggys_Variety_Mod\piggyvarietymod"
File name: 'D:\Gale\lethal-company\profiles\SoLethalEssence\BepInEx\plugins\Piggy-Piggys_Variety_Mod\piggyvarietymod'
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <787acc3c9a4c471ba7d971300105af24>:IL_019E 
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
  at BepInExFasterLoadAssetBundles.Patcher.LoadAssetBundleFromFileFast (System.String& path) [0x0000b] in ./Patcher.cs:81 
[11:41:03.7316844] [Error  :PiggyVarietyMod] Couldn't load assets: Object reference not set to an instance of an object```
plucky stump
barren ridge
#

yeah, Zaggy said it's Gale thing

plucky stump
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o Gale doesn't move files without extension?

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I guess is now reported

barren ridge
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yup, I might ask this in the Gale thread later

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thanks for the answer tho

steel quiver
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ive been lowering my mod packs moons to make sure my friend with 8gb of ram can play

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you think lethal running at 7.1gb of RAM at the peak allocation time joining a server, would be fine for them?

plucky stump
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probably would be fine if Windows will use pagefile

steel quiver
plucky stump
#

let windows automatically do it

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but I made it to manual, because 32GB of RAM is not enough for me ๐Ÿ˜…

thin perch
#

nice ram size, but check out my ram speed ๐Ÿ˜Ž

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from an old laptop. no clue why the speed was saying that, but it definitely wasnโ€™t running that fast. xD

thin perch
#

oh man that gif ending xD

random storm
#

What do we have here? ๐Ÿ‘€

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Does this speed up LR load times? perceive

plucky stump
#

LR?

random storm
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Lethal Resonance

plucky stump
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oh uhhh - no?

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LR doesn't use bundles

random storm
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Worth checking. Hey man I just make sounds, the technical side is SoundApi agony

plucky stump
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soundapi is also don't use bundles

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so BFLAP cannot speed up LR & soundapi load time

lyric owl
plucky stump
plucky stump
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@grand coral actually i can publish the update that adds compression

grand coral
plucky stump
#

sure

pure swan
grand coral
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So they'll use up less disk space and less vram

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@rocky elbow maybe this will help for the next time you play :3

plucky stump
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Not less ram or vram

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only disk space

grand coral
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Ah got you

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That still is very useful

grand coral
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@plucky stump Are you still gonna be updating this soon? ;o

plucky stump
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ehh probably not soon

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just taking a break from the modding

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and playing Core Keeper and Frostpunk 2

grand coral
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Fair :3

karmic spade
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Core Keeper has been looking cool

plucky stump
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I'm thinking to add config option (for modpack devs) of RAM check, so if user has less than or equal 8GB then decompression happens on main thread (slower but allows to boot up the game without crashes)

final monolith
plucky stump
#

then you have unsupported mods installed

final monolith
#

wdym

final monolith
plucky stump
#

no it doesn't

final monolith
#

oh is it only XUnity_AutoTranslator. Tracked by issue #9.
[IntroTweaks]. No fix will be made.

plucky stump
#

[0.6.5] 2024-10-26

Changed

  • LZ4 compression is now used instead of uncompressed.

Fixed

  • Potential fix for Wine that it reports wrong free disk space.
thin perch
#

how did bro circumvent the russian government??? ๐Ÿคฏ

plucky stump
#

goverment doesn't know that I have DPI bypass and VPN

ocean portal
dusk atlas
next nymph
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Is this normal

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or is my new hardware just ass

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After doing a fresh install of LC, it's taking like more than 5 min to have this mod do whatever it's needing to /w LLL

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10 min on average

errant pier
#

If it's your first launch, it's normal that it takes longer

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Depends on how many content or mods you're using

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After the Cache gets created in your LC folder, that shouldn't happen anymore

next nymph
#

Ahh

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Figured

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Good to know

grand coral
#

Btw @plucky stump I know you mentioned disabling the Sqlite before but honestly this is the setting that should fix the lag from sqlite logging right?

plucky stump
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I don't think so

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disabling db logger would be better

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plus it would then make finding the source of the problem harder without stacktrace

grand coral
plucky stump
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well my ssd just dies when writing db

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probably because it's cheap ssd without cache

grand coral
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Honestly

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I had a time recently where my game error spammed so bad the game hitched bad, and when I tried to open my file explorer to check logs it crashed and rebooted my windows explorer, my whole taskbar then became unresponsive until I force closed the game with Steam

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that was fun

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Probably from that

plucky stump
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yeah when game spamming error my ssd usage is always 100%

abstract gate
#

tbh writing to db should be cheaper than the writing the logfiles. and for sure you'll get a 2 to 3 times increase in performance if you disable logging altogether

grand coral
grand coral
abstract gate
#

this collects an extra stacktrace each time you get a Error or higher

grand coral
#

or is it both?

abstract gate
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keyword extra

grand coral
#

If I had to guess, considering the way most of your mod works

#

It disables them in the normal log and puts them only in the sqlite

abstract gate
#

currently only the dblogging stores the trace but Asyncloggers will collect it even if DBLogging is off

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that's not how it works. it's extra it's for when the error does not have a trace ( eg: the active agent/navmesh ones )

grand coral
#

Ah got you

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I will say turning that off should help then, cus navmesh errors are almost unavoidable half of the time

abstract gate
#

you should disable it if you have tons of errors. but like what i said in the AsyncLoggers thread if you have something throwing errors each frame you have bigger problems than FPS ๐Ÿ˜…

grand coral
#

"SetDestination" errors earlier

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But I had none

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Not too sure what could cause that

abstract gate
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if you have the sqlite db you can see who threw them . if you disable this you'll have no debug info

grand coral
#

Lemme see

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I'm not too sure how to find that

grand coral
#

I still don't completely know how to fully utilize it

abstract gate
#

is this yours?

grand coral
#

That was the client one

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That had all the "SetDestination" errors

abstract gate
#

CodeRebirth

#
  at System.Environment.get_StackTrace () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at AsyncLoggers.Patches.LoggerPatch.WrapLogs (System.Object sender, BepInEx.Logging.LogEventArgs eventArgs) [0x00044] in ./src/Patches/LoggerPatch.cs:43 
  at BepInEx.Logging.Logger.DMD<BepInEx.Logging.Logger::InternalLogEvent> (System.Object , BepInEx.Logging.LogEventArgs ) [0x00000] in <fe49c90fe8e24102b42489c11910c71c>:IL_0000 
  at BepInEx.Logging.UnityLogSource.UnityLogMessageHandler (System.Object sender, BepInEx.Logging.LogEventArgs eventArgs) [0x00000] in <fe49c90fe8e24102b42489c11910c71c>:IL_0000 
  at BepInEx.Logging.UnityLogSource.OnUnityLogMessageReceived (System.String message, System.String stackTrace, UnityEngine.LogType type) [0x00000] in <fe49c90fe8e24102b42489c11910c71c>:IL_0000 
  at UnityEngine.Application.CallLogCallback (System.String logString, System.String stackTrace, UnityEngine.LogType type, System.Boolean invokedOnMainThread) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.AI.NavMeshAgent.SetDestination_Injected (UnityEngine.AI.NavMeshAgent , UnityEngine.Vector3& ) [0x00000] in <adf06e45d93c42328787a65c0eca6390>:IL_0000 
  at UnityEngine.AI.NavMeshAgent.SetDestination (UnityEngine.Vector3 target) [0x00000] in <adf06e45d93c42328787a65c0eca6390>:IL_0000 
  at CodeRebirth.src.MiscScripts.SmartAgentNavigator+<SearchAlgorithm>d__44.MoveNext () [0x0006e] in ./src/MiscScripts/SmartAgentNavigator.cs:465 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.MonoBehaviour.StartCoroutineManaged2 (UnityEngine.MonoBehaviour , System.Collections.IEnumerator ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at CodeRebirth.src.MiscScripts.SmartAgentNavigator.StartSearchRoutine (UnityEngine.Vector3 position, System.Single radius) [0x0001b] in ./src/MiscScripts/SmartAgentNavigator.cs:442 
  at CodeRebirth.src.Content.Enemies.RedwoodTitanAI.WanderAroundAfterSpawnAnimation () [0x0001a] in ./src/Content/Enemies/RedwoodTitanAI.cs:650 
#

redwood

grand coral
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Oh fun, so the Redwood even though it pathfinds just fine constantly throws that for Clients?

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Lovely

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@stable jacinth Can you inform Xu about this?

abstract gate
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yup all CR errors

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xu should be back in this discord

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nvm

grand coral
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She left again

abstract gate
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left again bruh

grand coral
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She's taking a break for a while I spoke to her

grand coral
abstract gate
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only the first one mentions redwod the others are just loops over the generic CR pathfinding component so not sure what monster are from

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still 100% CR

grand coral
abstract gate
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at least it's not every frame XD

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~50/60 frames between each call

grand coral
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Yeah but still bad for clients lol

abstract gate
grand coral
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DB Browser for SQLite

abstract gate
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or the full query:
Select * from Logs where message like '%SetDestination%'

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obvs replace the SetDestination with what you want to search and the % signs are the wildcards

grand coral
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Also

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It also throws it for the StickyNote

abstract gate
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yeah not too problematic

grand coral
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It's cus GI turns them off

abstract gate
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the corutine system will be superseded soon anyways in RuntimeIcons

grand coral
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Ye

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Why is this thrown by AdditionalNetworking?

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๐Ÿ˜†

abstract gate
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i'm as confused as you are ๐Ÿคฃ

grand coral
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I bet that's when he sits down the first time and his audio gets caught in that weird loop

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Oh wait @abstract gate I bet the other thing in CodeRebirth causing issues is the Microwave

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It's the only hazard that moves

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@stable jacinth More info to add

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Shy Guy throws a lot of errors

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Might be time to remove him ๐Ÿ˜ฆ

plucky stump