#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher
1 messages · Page 3 of 1
by "spam" i meant it's logged like 10 times 😅
but still - if you're saying it's readable meshes issue it's not something i'm gonna touch
no that error is different from the one i'm talking about
from the mesh one
the mesh one is the zero_surface_area
i've responded to wrong message 😆
but yeah, not planning to fix that on my end for now
it's not breaking anything and logneuter is more than capable of handling that
you mean there is no particle system in the scene because all objects that had it are destroyed?
How to reproduce: 1. Open the user attached project 2. Enter Play Mode 3. Observe the Console window Expected result: No warnings Ac...
ok. nothing we can do on our side then 😄. logneuterer it is
what about [Warning: Unity Log] PlayOneShot was called with a null AudioClip.
no one interrested in fixing this spam?
probably won't be fixed
solution is already there 😭
use log neuter for that
i mean that as the sub-emitter one is just a mis-configuration
well... i have this mod but it still keeps happening on my console
wdym add the offeding log, where should i add that on LogNeuter?
GenBlockAll?
#general-chat message
this is a nice starting point
oh, i don't actually know how it works lmaoooo
[Namespace.Type|Method]
This is a log 1 2 3
^This is a regex *.
okay, i see it now
add this into the main .cfg (so BlueAmulet.LogNeuter.cfg) and run the game
[UnityEngine.AudioSource|PlayOneShot]
PlayOneShot was called with a null AudioClip.
it should be applied normally
Probably this should block that log
if Logneuter handles multiple methods with the same name correctly
But my log wanted to have children :/
ah yes hudmanager my beloved
When I try to join a LAN lobby I crash with this:
0x00007FFC679F0A27 (UnityPlayer) (function-name not available)
0x000001AC71F8B655 (Mono JIT Code) (wrapper managed-to-native) Unity.Jobs.LowLevel.Unsafe.JobsUtility:Schedule_Injected (Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&,Unity.Jobs.JobHandle&)
0x000001AC71F8B553 (Mono JIT Code) Unity.Jobs.LowLevel.Unsafe.JobsUtility:Schedule (Unity.Jobs.LowLevel.Unsafe.JobsUtility/JobScheduleParameters&)
0x000001ACE9A23DFB (Mono JIT Code) Unity.Jobs.IJobExtensions:Run<Unity.Netcode.Transports.UTP.UnityTransport/SendBatchedMessagesJob> (Unity.Netcode.Transports.UTP.UnityTransport/SendBatchedMessagesJob)
0x000001ACE9A233CB (Mono JIT Code) Unity.Netcode.Transports.UTP.UnityTransport:SendBatchedMessages (Unity.Netcode.Transports.UTP.UnityTransport/SendTarget,Unity.Netcode.Transports.UTP.BatchedSendQueue)
0x000001ACC506B693 (Mono JIT Code) Unity.Netcode.Transports.UTP.UnityTransport:Update ()
0x000001ABF1B56C38 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFC66EAE274 (mono-2.0-bdwgc) mono_jit_set_domain
0x00007FFC66DEEB74 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007FFC66DEED0C (mono-2.0-bdwgc) mono_runtime_invoke
yeah, know issue
this is because of burst lib is locked by other process
I've made the change to not load the burst lib if another LC process is active
but that check is only in debug configuration
Ooh new update incoming? ❤️
I'm also thinking to reduce cache texture size from 16384x8192 to something 4kx4k
because it's uses almost 1gb of vram
or ram?
Lower ram usage is always good, as long as it doesn't affect anything with the game too badly
You could also try 8kx8k
I can add it to config option
Ye
Also, added this to config option to try
Noice
That's definitely gonna be enabled for me, HDRP is unoptimized enough as is, removing the useless stuff should provide a decent performance boost
Are you planning to have this update out before I stream later? Cus I look forward to testing it ❤️
I disabled Matty's patch for making meshes readable too, until Matty gets around to fixing the GraphicsBuffer leaking issue
I've made a lot of testing on your profile
and I don't see any exceptions
so probably today will be new release
Yeah I think the main issue before was mostly Diversity, I really hope Chaos comes back to recomp it at some point
It's still wild that it suddenly started desyncing the whole game but I have an idea as to why, s1ckboy told me the Walker's Dimension is broken so I wonder if it was related to it failing to spawn in maybe
Yeah
Same with the Bracken personal space if that's enabled and that would break a lot and cause weird issues as well
Also, I need to check LLL code for why it's trying to find the object that doesn't exists
because it was throwing NRE in your modpack
but for now I just check if component exists
LLL is a bit strange
Btw speaking of NRE's I know ModelReplacementAPI also throws NRE's Bunya said they'll push an update if a PR is made to fix it as they're taking a break atm
where
do you remember what class i was looking for
sure but like
I just wanna know
are you replacing all cases of findobjectoftype with the singleton reference?
wait is the walker breaking things?
should i turn diversity off?
btw last night my friend went right in front of the shy guy and he did nothing, no screaming, just kept crying
so i think the shyguy is broken
He's not
He works fine in my games you had something breaking his ai
He ramps up to his murdering spree fairly slowly
Yes
so like the walker doesnt send u to the dimension? it just breaks?
There’s several things broken about the mod
But he sends you to the dimension but the pits don’t kill you
You just get stuck
ah interesting
I think u mean the bracken one
the walker one, u cant die or escape
its just endless running down stairs lol
I really hope chaos updates diversity again
Which mod is this?
You don't need to worry about it, matty fixed it
My goat
Matthew Fixington
Does this cause frame drops? I was noticing a little drop in frames every few seconds and couldn't figure out what it was
maybe but the mod has been updated
wait so walker dimension works then?
im gonna leave walker on cuz i didnt notice issues with it yet
i think i asked this already but you've completely disabled Diversity for now?
yes, she is disabled diversity completely
Yes, until Chaos updates it I recommend removing it for now
kept tryna mess with it but kept getting random errors... i just want the darknesss ahhh
I stopped using the full darkness stuff in V50
Cus of the addition of Spike Traps
just wondering: did you get a bug where if the host leaves, the clients bug out/crash and have to restart the game?
ive been getting that issue and not sure if diversity is causing it
That's because of WeatherTweaks
i dont have wt tho
its very weird
logs needed to find the reason
ah fair
not sure if this helps
this previous one might help
you can send the full log from your mod manager folder
it will be called LogOutput.log
@ripe rock
IndexOutOfRangeException: Index was outside the bounds of the array.
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::ChangeLevel>(StartOfRound,int)
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::SetTimeAndPlanetToSavedSettings>(StartOfRound)
at (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1993933086(StartOfRound)
at LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x00178] in <64fae9f52f324ab2a8065723b0759a64>:IL_0178
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-438491512(StartOfRound)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?522574662(StartOfRound)
at LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x0019c] in <64fae9f52f324ab2a8065723b0759a64>:IL_019C
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-785002132(StartOfRound)
Some mod breaks game
ChangeLevel 🤔
@dull quarry when LLL will try to deduplicate objects?
Could I please get more context on what your showing me
every lethalbundle duplicates scripts with all references
meaning that all that shit will be forever in the memory
that's happens for all lethalbundles
that happens for all bundles that contain the asset
I suggest they remove the asset
There's not much else that can be done without some pretty heavy handmade exporting tools and some heavy refactoring done on LLL's side
is it possible to modify those references in the prefabs after all the assets load instead? not sure if that would allow the runtime to GC the assets that are duplicates
same. almost anything that boosts performance and lowers ram usage is a plus for me
I have a question
not related to this mod specifically
why are some moons heavier than others (vanilla), like, Experimentation is the first one and my fps is lower than when i'm playing on Assurance or Vow
i don't understand why
The amount of stuff being rendered
I think
Dunno tbh
I should probably just not try to help with performance issues bc I never have low fps but I added this mod anyway
I think is just because Experimentation was a prototyping map for Zeekerss
so any left over models and stuff are still exists and renders regardless if it's under the map
Does this mod really do anything?
Yes
try and see
Btw DiFFoZ I told TestAccount to message you cus he caught some errors in his logs regarding me enabling Unsafe Rendering but I've seen no visual issues or anything
That's why I ask, my friends and I don't notice a difference in performance, maybe we're not seeing where we should, but what exactly does this mod improve? Overall performance? Or something specific?
Optimizations, and he's also adding config options to help lower ram usage
I guess depending on the mods you use the performance benefits could likely be very minimal to notice
The low ram usage thing seems fantastic to me, many have that problem especially with certain mods (I see you lethal resonance)
Lethal Resonance should be better as of it's latest update
couldn't you just... get rid of them? xd
no, they are combined mesh
so if I removed them, then some other meshes are also will be invisible
Should I enable unsafe rendering?
I'd recommend trying it
that's really depends on what the bottleneck for your friend
if it's gpu bound then only removing fog will improve the performance (or downgrading resolution if you have changed it to 1080p or higher)
LP is currently focused more on cpu bound problems
For me using the High Setting in ButteryFixes has gave the best performance with a slight bump to visuals, but 720p is also a safe spot to avoid being CPU or GPU bound
for me on default resolution (520p) I can get 120 FPS outside on Experimental with 60% GPU usage (RX 580) and inside of ship 75-90FPS
Matty was missing LCUltrawide though, so I need to test if it works better now with TestAccount's scan mod
Yeah the vanilla game resolutions are what the game is optimized for
on foggy weather outside and inside my GPU usage is 100%
Why is Foggy so intensive?
volumetric fog is expensive to calculate
Ah that's true
especially with all the lights that are needed for fog
Yeah, I didn't consider it might be Volumetric Fog lol
Buttery fixes? O:
I should try that one
Yeah and it works with LCUltrawide if you need it, just don't use the resolution scaling settings in LCUW
For me the High setting looks very similar to 720p tbh
Interesting
If you don't mind the way the High setting in ButteryFixes looks and you need LCUltrawide I would use LCUltrawide with Height set to 540p, keep ButteryFixes on don't change
Was doing some testing just now cus I was readding LCUW for Matty and found that that performs better
and looks a bit nicer
i can't know that their fakes/duplicates until I have the real version, which isn't always possible immediately
i do destroy the fakes that i can swap out eventually
thats moreso to help resources.findobjectsoftype and etc. from finding them but
Batby do u play the game?
lc?
yee, probably not as much as other people but my friend group plays in bursts
last night we did a 23 day run which was a lot of fun
That is a lot further than I’ve ever been
@polar willow is it possible for an AssetBundle to get corrupted during decompressing if the client has a memory issue or failure during the decompressing process?
I have been sending my cache folder in a RAR to my friends just in case
So they don’t crash from running out of memory just in case it can mess things up badly
any other specific mods that like to eat up ram?
moons and interiors
no
0190ddf5-e60d-38dc-753f-c39e3aaed740
can anyone help me, my modpack eats up so much ram
I only have 4 new interior mods, and 4 new moons
how much ram
thats not an amount
oh 16 gigs
how much is it actually using
let me check
im actually stupid, I realized I had unity open too, thats why so much of my ram was being eaten
Preview update
- Added compression of custom suit textures
Ooh
How much is that helping though
Btw, in regards to custom content like moons and stuff. If your looking for practical big gains theres probably a lot that could be done by just benchmarking and documenting unity asset optimisation in general
anyone know why i get go from 120 fps to 30 fps when entering facility on experimentation?
it seems to happen on all interiors not just facility
maybe VSync?
hmm i think it was the mod surfaced doing something
seems to be fine when i disabled it
only when you enter an interior?
ýes
hmm not sure what would cause that
is it surfaced or solidlib? can you try downloading solidlib standalone and seeing performance
i have solidlib already for shockwave drone
hmm
just disabling surfaced fixed the fps issue but let me try again
yeah ty
well now after trying 2 different interiors i get no fps drop anymore
lol
i still get that starlancerai error tho
@polar willow looks like lethal performance is causing a major issue for ship gameplay right now
any coded objects (landmines, turrets, spike traps, and secure doors) don't display their codes on the ship camera
this applies regardless of if unsafe rendering is enabled or disabled
you can get the codes for secure doors by looking at the doors themselves and going back to the ship (or communicating with the ship player in some other fashion)
but this makes all of the traps basically impossible to disable
i confirmed that just turning off lethal performance was enough to make them display again
i can double check if this happens with only lethal performance
okay yeah
this is my entire modlist and i was able to recreate the issue
Also the unsafe rendering option seems to throw a lot of errors in the logs
only used imperium to teleport to turrets and place a radar booster
then checked the cams on the ship
i was getting this error in multiplayer earlier without using imperium
so i'm pretty comfortable saying it's not caused by imperium specifically
Ok I know the reason will fix today
from the exception it looks like lights return null data
Yeah clients were getting a different error, TestAccount showed me it before
This one
My group was saying they saw this in the logs a lot today
it's not my mod cause that
I wonder whuch mod is causing that
Oh it might have been Coroner
We found out Coroner was causing a ton of issues
Yes
[0.1.1] 2024-07-24
Added
- Config option
Experimental.Mods::Compress custom suits textures, by default is disabled.
Changed
- Make caching to run before of all mods.
Fixed
- Terminal accessible objects code names are not rendered to the map camera.
So if you don't mind me asking what does the suit texture size get reduced down to?
1024x1024?
That's gonna be so nice regardless especially if you have a lot of suits
"compression" doesn't necessarily refer to shrinking resolution
it might be full resolution with some other form of compression
depends on what type of "compression"
also from a non devoloper pov, should I download ur other mods Diffoz? spefically the harmonyXtransplier and bepinex mono mod.
no
compression by how color bytes are formatted
less bits for RGB -> less vram usage
Ahhhhh
that log is also can be because of BetterEXP
iirc it's uses unsafe unity api in other thread
Interesting, but why is it doing it specifically for clients?
The thing that sucks is the dev almost never responds to issue reports so if it is cus of BetterEXP I can't report it, I wonder if a fork of the mod could be made
Do we know what it's license is?
unlicensed
Fun
and no source code provided
https://thunderstore.io/c/lethal-company/p/Swaggies/BetterEXP/source/ Yeah the source is available on the page, idk why it's not on the Github
that decompiled source
That is true
what's the issue exactly? i DM'd him last week and he responded
Yet he doesn't respond to issue reports on his github
You can ask @polar willow what the problem is then dm him DiFFoZ's response
It'd be better if he was in the modding server
he's on the Unofficial Lethal Company Community server
a moderator there too
i joined that server and then privately DM'd him
i can DM for diffoz if he dont wanna join that server to contact him
actually nvm, would be better if diffoz directly communicates with him about all the technical stuff
this was on TS page of one of his mods
what's the difference? i keep seeing this technicality pointed out as though decompiled source is basically useless
very surprising bc the modding community there is super super dead
that he wouldn't be in this server
yea hes like one of the main admins
i only joined that server just so i could contact him lmao
before i found this server i would stare at #mod-support channel in that server hopelessly while nobody sent a single message for like 9 hours straight
dang
i didnt even know it existed until i saw this
its very active for LFG and chit chat but not modding
swaggies hates me for making this sticker
not that he would know me by name
but he hates this sticker
does not think its funny at all
decompiled source isn't licensed and by default mods are licensed under "all rights reserved"
so it can't be (lawfully) forked or modified by anyone apart from the original developer
also decompiled source isn't 1:1 with original source code
some things like comments and local variable names are irrecoverably lost when source code is compiled
it is functionally identical (and usually close enough to not matter) but it's never exactly the same
i learnt
thanks
u learnt me
also it’s not like the BetterEXP dev has disengaged from the game
i guess they just don’t check github often, but they are active on discord on another LC server
ping them and say whats up
are u planning to ever fix ur mod
i’d rather diffoz contact him directly
since tbh i don’t understand what’s the problem & solution
He will if he's in the server possibly, he said he's hit his server limit
he is not
then maybe diffoz should send friend request to @swaggies to be able to DM
i’ll let swaggies know
classic big-discord-server rivalry probably
idk if you play Stardew Valley but the dev of Stardew Valley Expanded is not even in the Stardew Valley discord server
he has his own giant discord server instead
lol
idk the reason but he’s not gonna join
he said it’s okay to send a friend request tho
bro doesnt wanna be a commoner
@polar willow send friend request to swaggies so u can DM him. i already gave him the heads up.
also baseless speculation, but i think some people got turned off from this server when the whole AC drama happened
The mod support channel sent me 🤣
Vanilla modded
ah yes vanilla modded
My favorite way to play LC
I get the vibe the average age is probably a lot lower in that server since it’s effectively the official discord since the official discord doesn’t really have any community stuff
Which is why the support channel is flooded with really stupid questions
Which is why it’s dead
do you guys know why someitmes whena friend joins it says, error, but it works in the second or third try
This will stop if they host an empty lobby after launching and wait for their RAM allocation to settle down a bit. Then quit to main menu and join the MP lobby
AFAIK it’s from the game trying to finish initialize a bunch of mods from memory at the same time it’s trying to do the networking shit
diffoz u ever end up DMing swaggies?
Alr, reported to them the issye
what you're cooking for the next update
getting anxious because every update my fps increases a bit 
I would love to jobify the AI pathfinding
but that could cause some issues with the mods
What's the new update include?
Looks like that reducing the reflection probe cache texture causing log spam
so I increased from 512x512 to 2048x2048
Noice
still not the original values
16k x 8k yeah
that was YOU
[22:02:59.4139317] [Error : Unity Log] No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
[22:02:59.4139317] [Error : Unity Log] No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
[22:02:59.4139317] [Error : Unity Log] No more space in Reflection Probe Atlas. To solve this issue, increase the size of the Reflection Probe Atlas in the HDRP settings.
@cobalt goblet that log was happening on custom moons?
yeah lmao
when i think of a probe i think of 1 thing and 1 thing only
while set reflection probe atlas to high values
@untold berry
No changelog for v0.1.2?
so what exactly is the problem
lethalperformance
need update
update out
now
@dire shuttle
It was a minor update is why
what's your concern
BetterEXP updated 5 hours ago 👀
https://thunderstore.io/c/lethal-company/p/Swaggies/BetterEXP/changelog/
any mod that fixes it, if u gotta host your own world, might as well jus try joining the second time
Not as far as I know. And I just do it that way cuz it seems like it would decrease the likelihood of some sort of desync
First time seeing the mod that uses Unity, mod and patcher at the same time
Now i need to rework CI
CI?
No idea what that is but that seems like a wholesome memory so im happy for you
The cartoonians, and cartoon island, for those who dont know, were a standard pop-culture class i made about a year ago.
This island began as a fun idea, a cool thing to do when trendians originally died, i had fun making it, and the first 2 updates were a blast!
But eventually, update 3 came around. I'm gonna be honest, I was way too ambitiou...
Exposed configuration of atlas texture resolution
It's devops thing to automate building and publishing new releases
So DiFFoZ we ended up removing the ShockwaveDrone today after it's been causing a lot of desync issues and noted a performance boost after it was removed from the pack, did you ever find anything with it while profiling our pack?
It also fixed the issue of clients getting dced when trying to join for the first time and having to join again
I already pointed out in your discord server that SolidLib is using reflection in footstep event
Yeah this is true, but SolidLib was still enabled at the time but I guess Solid should be told to remove the reflection from his lib
I wanted to add Surfaced but I suppose I should wait til Solid hopefully removes the reflection stuff
Btw did you talk to zeals yet?
;o
I'm gonna guess this is because SolidLib wasn't being used for anything after removing the drone, since it's a dependency btw
He might still be, idk if he's back yet
I guess you could always dm him about what you found ^^ just incase
decided to not being lazy and deleted all my testing discord servers
+5 free space now

but still I need to go through all discord servers and leave them
because 1Gb of ram is used by discord
damn, discord nearing wesley moons in usage
YOOOO????
@acoustic loom
God damn what an annoying lil bug
I dont have that in my pack
Oh
0190ef9f-65c4-3990-f3ad-468945de2911
🥲
is there any mods that you know of that you would reccomend removing tho
Do u have surfaced?
alr thx
Hi, saw this mod back when it released, what is the status of it right now? is it still in Beta/testing? or would you say this is fine to run without too many problems
should be fine
awesome. Cant wait to try it out
def optimizes the game well
@dull quarry LLL is already fixes spatialization warning? If so I can then remove that safely.
yee
👍
Lobby Control does too 😅
Coderebirth does that too (it doesnt)
LC_API does too guys
Will having that turned on in multiple mods give errors
Wonder if part of that is an issue with the Canary build, mine seems to only be using around 631 mb
¯_(ツ)_/¯
Does someone would love to get keybind to Player.log? For example pressing Ctrl + Shift + L it will open the folder where Player.log and Prev_Player.log are stored
I've implemented that in preview update, but currently only for debug configuration
That would be great tbh, I know my friends have a hard time trying to get to those sometimes
👍
Probably today will push the update, it will be small, only keybind is needed for me (or more it for my friends 😅 )
💜
Keybind?
@polar willow do you happen to know what this "trampolines" are?
mmm this is all inside managed code tho not from a patch
if i'm not bothering you , do you mind if i ask a couple of questions about optimization?
eg: apparently Component.gameobject is expensive... is it worth if i cache the result somehow?
shouldn't be? isn't it accessing a cached reference? 🤔
i didn't update the mod yesterday because I fell asleep after work
Rimworld has something like this
Its very very good and very helpful with alot of diffrent information
https://docs.google.com/spreadsheets/d/17tPtoOW4AmQYjdQqAyvZrGW7jlN-xmaL0CukEJXw8Yw/edit?gid=0#gid=0
would go hard if we could get something as big as it on lethal (the most notible tab being alternatives on the sheet)
TOC
General Troubleshooting Guide For Rimworld
This is a very general and basic collection of information for (mostly) troubleshooting-related questions around Rimworld - vanilla or modded - including links to helpful resources and other relevant stuff that makes solving issues in Rimworld easi...
ooo
[0.2.0] 2024-07-30
Added
- Keybind to open the Unity logs folder with
Ctrl + Shift + L. - Patching of BepInEx configuration to reduce memory allocation.
CookieAtlasResolutionandReflectionProbeCacheResolutionconfiguration options.- Patching camera initialization to remove debugging window registration.
Fixed
- Caching was not working before Awake was called on the component.
does this mod add more RAM to my PC?
yes, by using freeram .org website
BepInEx internal configuration rewrote in progress
Ooh
thanks downloading now
Getting some users from the VR mod having issues with Lethal Performance due to Burst issues.
I know basically nothing about Burst, but if I had to guess, it's caused by the fact that the compiled burst data included in Lethal Performance doesn't include any of the 4-5 (can't remember exactly) of the Unity.XR.*.dll packages.
So follow up question if my guess is correct: can I ship my own (additional) burst compiled data (either within the VR mod or in a separate compatibility mod), and make these errors magically go away?
your guess is correct
yes, you can ship your own burst compiled data and it will fix that issue
but you will have to also include all LC used packages into your burst
I can include XR burst code into my mod if you message here XR libs that you use
Alrighty let me check real quick
Unity.XR.CoreUtils 2.2.3
Unity.XR.Interaction.Toolkit 2.5.3
Unity.XR.Management 4.4.1
Unity.XR.OpenXR 1.8.2
UnityEngine.SpatialTracking 2.1.10
👍 ok after the work I'll include them to the burst lib

Included XR, testing rn and pushing new release
[0.2.1] 2024-07-31
Fixed
- LCVR mod fails to load because of missing OpenXR burst code.
Taa, BepInEx save/load configuration now uses Span to reduce gc allocs. Will post stats before/after later today
Now I need to find the largest config file that mod can create
Probably GI will be good for testing
idk LLL seems quite chunky 🤔
ye, but it's only when you have a lot of moons and dungeons
and I don't want to load inf time to test that
oh actually terminalstuff creates a large config
Before / After
Mods
LP
HarmonyXFix
OpenLib
TerminalStuff
Oof lol, glad to see you optimizing this 😄
Async save of configuration ✅
❤️
Are there any concerns with async and binding and utilising those configs (writing and then reading) in the same frame that now might be problematic?
Well if you using config file as expected then no problem
Could you elaborate more please
no
Generally I think he means most configs should be fine, and problems will only arise if some configs are handled differently. The only edge case config I can think of that may cause issues would be Scarlet Devil Mansion's
As that one is handled quite differently
Could be wrong though
Respectfully you don’t know the answer I’m asking him about and I’m having no issues understanding him
I mean that was generally what I got from it, but I'm going off my past knowledge from back when I used Terbium
So yeah I likely don't hehe
This is probably quite different
as the change is async writing i'd guess that the only issues would be if a mod was manually reading the config file with c# file api instead of using bepinex config 🤔
and there is some mod that doing that
that's horrifying but that already breaks any compatibility with other config mods in itself
so no reason to care about that
(and it's GI)
but you can ignore that, because exception only will happen if you don't have GI config file
Ah okay
Good lol
Shaosil should still probably be told to not do that though
Bad Shaosil XD
does increasing this setting affect my performance too much?
i'm tired of seeing No more space in 2D cookie texture atlas being spammed on console, every time i increase this option and it still appears
i don't believe i'll have to increase it to the max
If you're seeing it above 2048 you have a mod you really need to remove
End of story
yeah
the problem is
idk which mod is
it only appears on my long runs
i'm not a psycho that keeps looking into console while playing with friends
I would be more concerned about mods changing config values or binding options while the thread is reading from the config representation in memory to write it to the disk
if that's taken into account then I doubt there's much to worry about
Just ram (or vram) usage will be increased
2d cookie currently used in vanilla for flashlights
so probably some mod creates new texture for flashlight (example spectate enemy mod that adds feature to enable flashlight in spectator)
Taa, new release
[0.3.0] 2024-08-07
Added
- Optimization to reduce memory allocation of reloading/saving config file.
- Async saving config file.
Just in case I'm recommending to remove Terbium mod.
Taaaa,
[0.3.1] 2024-08-07
Fixed
- Patcher assembly file included twice.
Taaaah,
[0.3.2] 2024-08-07
Fixed
- String value with backslash are parsed incorrectly.
looking to try me some LethalPerformance, did the stuff with BetterEXP get sorted?
how come the moresuits compression is a config? does it potentially cause issues
have u turned on the hdrenderpipeline config, and does it work fine too
i have not noticed any difference visually so yes id say it works
though keep in mind i do not use any custom levels
so idk how well it works on custom moons/interiors
alright thanks
although this isn't the right channel about this mod, i got curious because it's marked as a "performance" mod and it has a weird description
so I came here to find out what you think about what this mod makes just in case it doesn't break something
This is currently in testing
@trail jacinth
yeah sorry its very unstable but i needed to be able to allow people access to it
currently mod in alpha testing. If mod will be released then it will give some CPU performance (less draw calls)
boo IL code
Trying to expose ISpanFormattable from mscorlib to allow me reduce memory allocs even more
or i could just do easy way and implement my own spanformattable abstraction, oh well
Span<char> t = stackalloc char[4];
MonoSpanFormattable.TryFormat(15, t, out int charsWritten);
Console.WriteLine(t.Slice(0, charsWritten).ToString());
[Info : BepInEx] Loading [Lethal Performance Unity 0.0.0]
[Info : BepInEx] Loading [LethalPerformance.SpanFormattable 1.0.0]
[Info : BepInEx] Loading [LethalPerformance 0.0.0]
[Info : Console] 15
Nice it works

Not sure if I should be using these together or not
Yeah BetterEXP has been fixed
In fact it's most recent update aims to improve performance more while using it
Cus the dev cleaned up the code a little
Cheers for the info!
Everytime I scroll, I get this ._.
lol, some mod saving config file every scroll??
thats crazy
Welp xd
what purpose could that ever serve i wonder
None, probably
chat are they trying to steal private data of how much people scroll in lethal company

I wonder which one, eeesh
Would be funny if it's GI
XD
¯_(ツ)_/¯
Idk what mods TestAccount is testing pun not intended
@outer pawn What mods are you messing with?
lol
Is there an option to show what files are being saved?
Now I need to make it instead as a patcher, because all config patches are on patcher side.
Or use ILRepack instead 🤔
oh wait i forgot that launchers can copy libs to core directory
Lethal Performance & HarmonyX Transpiler Fix
bruh why changing the thread name moves thread to the end of the list
Discord be fked sometimes, it'll fix itself at some point
ye happens to me too
I gotta clean up my threads too
HarmonyXTranspilerFix will now also include some optimization for harmony
What is that ?
Is it intended that the link to the github repo (https://github.com/DiFFoZ/LethalPerformance) on Thunderstore for LethalPerformance is private or doesn't exist?
yes it is intended
Taaalk,
HarmonyXTranspiler
[1.1.0] 2024-08-10
Added
- Fixes and improvements from upstream:
Noiiice
Update soon?
¯_(ツ)_/¯
I've noticed that something I use in the VR mod doesn't render properly in the pause menu, looks like its this piece of code, to be specific the "Disabling OpaqueObjects on UI Camera" part.
What do you think is the "proper" way to prevent disabling this when VR is present? I can just make a little patch for it in the VR mod if need be (Postfix on the DeleteUnusedStuff where I re-enable the OpaqueObjects flag on the UI Camera).
I can just simply skip this part if your mod is loaded
Alrighty, I won't modify anything on my end then
LethalPerformance
[0.3.3] 2024-08-10
Changed
- Do not modify UI camera settings if LCVR mod is loaded.
At what point should I be looking to increase the resolution settings in LethalPerformance? Is there a particular log error? I'm not running custom moons or scrap, just a couple of custom monsters
something like this. if you're not using custom moons it should be fine
Cheers bud
@visual flame
- Use mod manager
- Use latest version of Lethal Company
Probably because im on v50
Because you don't own the game.
v60 tag added
You've got some mod breaking your game
Yeah, but which one?
You should probably check your log and see what the first thing that errored was
it likely caused everything else to die with it
I'll check if I can. The log gets so spammed that I can't scroll to the top fast enough
It's not LethalPerformance cus I use it in my pack without problems
Alrighty
How do I do that?
If you use Gale, File > Open Profile Directory > BepInEx > LogOutput.log
I forget where you find that in R2
Removing Lethal performance fixed my issues

I can tell you it's not LethalPerformance that's the issue though, you have something conflicting somewhere
Yeah
It's easier to just remove performance for now rather than looking for the conflict
Addon fusion was also preventing the game from loading moons
Finding the conflict is better cus anything breaking a simple mod like this is gonna give you way more issues down the line
@fickle crater This is because of using antivirus. Antivirus deleted essential file that will cause this error to throw
(or you have bad mod cache)
How do I clear mod cache?
Do you using Gale or other launcher?
Gale
ok then uninstall Lethal Performance, then press File > Clear unused mod cache after that install Lethal Performance and Gale should redownload it
orrr
@fickle crater wait until new patch version
Alrighty
I will push the new patch to fix LAN crash issue
Can you ping me when it's available?
yea sure
[0.3.4] 2024-08-19
Fixed
- Pressing join by LAN crashing the server [thanks @robust dock].
This is why I don't recommend using alternative Antiviruses tbh, the one Windows comes with is best and almost never false positives anything while third party ones always seem to be way worse in our experience
I use it just incase
Kaspersky perchance?
Yep
ah
hopefully that's resolved, I had to submit Burst data to get re-analyzed to fix that for CullFactory, and there's a good chance it will be resolved for Lethal Performance by that as well
Does LethalPerformance store files anywhere outside your mod manager profile folders?
not currently
if it would needed then I will update readme
https://opentip.kaspersky.com/9326F553AB261DBDEB676ECCEB5F434BF0215B5D34DE7E524BBE556413A4B45D/
It should not trigger now
nice, was it still triggering a false positive for your burst dll? I'm wondering how effective whatever they did on their end is regarding any changes to the binary, if it still triggered for yours then it might recur still for both of us
¯_(ツ)_/¯
note: EnemyAI.ChooseNextNodeInSearchRoutine is slow. I'll try to move it from the main thread to job instead (if it would be possible 😅 )
Ooh 👀
DiFFoZ cooking more optimizations makes me happy
Already love how much your async config changes reduces ram usage lol
it's probably not async changes rather that using Spannify for config saving + not saving on every bind
Yeah probably, cus LR no longer uses a ton of ram for me like it used to, which I was super impressed by
what part of it is acgtually slow
cant say for sure
didn't wanted to use deepprofiling
probably it's more of CalculatePath calls
From what i've looked at with some testing of looking at ai nodes in lethal company I saw a lot of potential in developing a way to cache and store the data of the nodes in a way that would make it so much more performant to search for the right place
cuz rn all the ainodes in the map have no context of eachother
gotta find more photos of it but @polar willow this is a test i was doing where i was trying to create data to make a web of the nodes
so instead of doing more bruteforce, contextless searching for ainodes like the basegame does you could use this data to help easily lookup where you might wanna go
im sure doing this in jobs would help a ton aswell but it honestly might be worth looking into something like this
could have big gains in just removing a lot of the work needed vs. just making that work happen faster
more info i was messing w/
ooo
i can send you the source to this if you want, it's not performant whatsoever as it was mostly editor stuff but the results i was getting were super interesting
(the original intent is i wanted to see if i could basically weight the maps navmesh based on how important the area is so you could do random spawns depending on that area eg. big boulders away from the main path or the fox shrouds in the middle of the main path)
I've got this error, what is that mean?
@sly sun not related to my mod
but it means that you're using old version mod (LobbyCompatibility) on newer version of LC OR newer version of mod on old version LC
@dull quarry @robust dock @thick falcon I've made FixPluginTypesSerialization mod to work on development builds
. As you can see CSync doesn't throw InvalidOperationException: Entry container has not been assigned. exception.
But it doesn't work if you use it on non-dev builds :/
Will publish the mod after the work.

I'm truly impressed with how much you cook lol
Aye sick
amazing work mate
HarmonyXTranspilerFix updated Taa
yikes
After a lot of experimenting to move part of the EnemyAI code to jobs was ehhh... not for production. For now I'll return to simple fixes I can do for now

but still a lot of code will be reused in future
Still appreciate all the hard work and optimizations you've been doing
just made a base for that
Just wanted to let you know this mod causes both ReverbTriggerFix and the Vacuity moon to not create their respective configs.
I made sure to test in a separate modlist with just this mod (and it's dependencies) and those two mods and the configs only generated with this mod disabled.
thanks will look into
alr, found the reason why, i will fix it at the end of day
I haven't had this issue which is strange lol
I have the latest version of your modpack downloaded and in your configs you don't have either config so... xD
I can see why you wouldn't have noticed since with that many configs it can be easy to overlook any that may be missing
just got back home like 10 mins ago, after hour will fix and push the fix (probably idk 🙂 )
the issue is that it currently doesn't create config file if the mod provides very basic configuration (lol)
so you can just disable LP mod, let it generate config and then you can reenable the mod back
Nah they show up in LethalConfig and the settings and everything register so I just didn't notice lol
Vacuity's stuff even saved and remembered that I went there
Just noticed a bunch of these errors in my console which I've never seen before. Not sure what caused them as I wasn't looking at the log while playing. I found some references to SetHoverTipAndCurrentInteractTrigger in the chat history here from mid july so just wondering if it might be related to this mod? (+this was my first test run after installing the mod)
This was also happening with LethalLib, is your fix global? @polar willow
my mod doesn't patch that method. IIRC NullRefException in that method may caused by bugged item or interaction object
It's my mod causing new config file to not show up
Also, LethalLib doesn't have configs
not true
[0.3.5] 2024-09-01
Changed
- Increased default config value of reflection probe texture atlas from 1024x1024 to 2048x1024.
Removed
- The option to compress suit textures, as it is now enabled by default.
Fixed
- Config files for new mods are not saved if they contain only booleans [thanks sweetbale].
Yeah that config wasnt generating, but yeah just extended logging
Probably today will push the update that will contain the caching of AudioReverbPresets
Ooh 👀
More AudioReverbTrigger optimizations I'm all for it
Your mod, Jacob's mod, and GI are all essential now for the AudioReverb optimizations lol
what's GI?
General Improvements
ehh my caching will just replace GI caching
Ooh noice
I look forward to the update, I know with how much cooking you do you'll likely find some edge cases and stuff that GI's missed :3

do you think gpu instancing could have a beneficial effect on performance inside the mineshafts
since the cave tiles are repeated so much + all use the same material
im not a performance wizard but i'm curious if it'd have a positive impact
mineshafts are probably the worst part of the game for me in terms of performance
only profiling will show if it does improve performance
huh, really? it's seemed fine for me as far as I could tell
maybe just placebo but they feel pretty bad for me
i also get worse lag on surface when mineshafts generate which is weird because cullfactory should help with that yes?
my frames dip to like <60 on artifice + weather + mineshaft
when i usually run closer to 120
it certainly should, maybe another possibility is that you're getting some issue with AI
the newest version seems to cause a black screen when cullfactory is enabled too
@barren patio Disable Kaspersky then uninstall mod and clear mod cache
after that install mod again
the game now just crashes at the start
Send mod list
one sec, ill try to launch using the r2modman instead of gale
but it works in r2modman 🤔
make sure that lib_burst_generated.data exists
Does't exist
Hi, sorry but I, for some reason, gave you the logs from Player.log instead of bepInEx'es. Here are the logs with lethal performance 0.3.5 + cullfactory, where the black screen happens:
[Message: BepInEx] BepInEx 5.4.21.0 - Lethal Company (4/15/2024 11:32:02 PM)
[Info : BepInEx] Running under Unity v2022.3.9.15351836
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] Loaded 1 patcher method from [HarmonyXTranspilerFix 0.0.0.0]
[Info : BepInEx] Loaded 1 patcher method from [LethalPerformance.Patcher 0.3.5.0]
[Info : BepInEx] 3 patcher plugins loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Warning: BepInEx] Plugin [Lethal Performance Unity 0.0.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Info : BepInEx] Loading [CullFactory 1.3.5]
[Info :CullFactory] Loaded CullFactory's Burst assembly.
[Info : BepInEx] Loading [Lethal Performance Unity 0.0.0]
[Info : BepInEx] Loading [LethalPerformance 0.3.5]
[Fatal :LethalPerformance] Failed to find "lib_burst_generated.data"
[Info :LethalPerformance] Disabled StopNan and enabled DepthPrepassWithDeferredRendering globally
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.HDRenderPipelineAssetOptimizer::Initialize()
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.OpenLogsFolderKeybind::Initialize()
[Message: BepInEx] Chainloader startup complete
[Info :LethalPeformance.Patcher] Saved 3 config(s)
And now here's with LethalPerformance 0.3.4 + cullfactory, without any issues:
[Message: BepInEx] BepInEx 5.4.21.0 - Lethal Company (4/15/2024 11:32:02 PM)
[Info : BepInEx] Running under Unity v2022.3.9.15351836
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] Loaded 1 patcher method from [HarmonyXTranspilerFix 0.0.0.0]
[Info : BepInEx] Loaded 1 patcher method from [LethalPerformance.Patcher 0.3.4.0]
[Info : BepInEx] 3 patcher plugins loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Warning: BepInEx] Plugin [Lethal Performance Unity 0.0.0] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update
[Info : BepInEx] Loading [CullFactory 1.3.5]
[Info :CullFactory] Loaded CullFactory's Burst assembly.
[Info : BepInEx] Loading [Lethal Performance Unity 0.0.0]
[Info : BepInEx] Loading [LethalPerformance 0.3.4]
[Info :LethalPerformance] Disabled StopNan and enabled DepthPrepassWithDeferredRendering globally
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.HDRenderPipelineAssetOptimizer::Initialize()
[Info :LethalPerformance] Initialized static void LethalPerformance.Utilities.OpenLogsFolderKeybind::Initialize()
[Message: BepInEx] Chainloader startup complete
[Info :LethalPeformance.Patcher] Saved 2 config(s)
You could've just posted the file.
yea maybe I should have 🤔
this little patch fixes missing Burst-compiled functions causing exceptions at runtime, what are your thoughts @polar willow ?
it would mean we don't have to worry about having every package included anymore
if you have no objections, I can throw this into CullFactory, although it will make it less obvious when our Burst assemblies are unused obviously
up to you, but it would have saved you the trouble of including the VR packages :^)
if anyone else needs packages it might come back
but yeah, I'll add it and see if anything explodes
cool
ahh, everyone's been running into that for hours now :(
although.. the file is loading for me in-browser now, so it should work again I would think
unless it's intermittent, but it hasn't loaded for hours on my end
What the hell is that 😅
here is >10
I have a question, could this feature ever be added in Lethal Performance?
HDLC has been deprecated but I find this feature very useful in my low end pc because volumetric fog can't be processed, so it keeps spamming the logs with error
And it decreases the usage of CPU/GPU
isn't this mod already do this?
It does I'm a very bad way because inside the facility the volumetric fog is still present in the valves and lights
Also the config to disable ALL types of fog makes the game have some lag spikes most of the times
- the sky background is the Google Street View
you can still use it even tho its deprecated
.
I know HDLC is usable even through is deprecated, but I use it only because of that feature
oh i thought u meant you couldnt use it cuz it was deprecated
Also, the resolution config is weird, lowering the Shadow Quality actually lower the FPS?
The LoD option is actually good
I'm probably will just force disable volumetric fog if the system doesn't support it
so unity won't spam your logs 🙂
do this please 🙏 🙏
port to urp when
activate windows
deactivate windows
blow up
cool down
lame up
cool down
warm left
wind up
Has anyone experienced crashes with this mod on the new update? 😦

I imagine it's some kind of incompatibility issue, it just happened to me but I'm already hanging out with a friend. For now I'll have the mod disabled later I'll investigate a bit more.
But yes, this specific mod causes it. I read something about "HarmonyXTranspilerFix" causing something in red text. 

This mod hasn't crashed my game at all and my modpack has over 200 mods so I doubt it's this mod.
Ok, this error only happens when I have Lethal Performance enabled. It doesn't crash the game directly, it just freezes and it's hard to interact with the computer afterwards unless I force close the game. (sorry for taking so long to give more details but I just finished playing with my friend)
could i see your modpack perhaps :>
It's not this mod, the error is coming from Better Lobbies
Oh, maybe it's a new incompatibility from the new update? Because the game was playable with Better Lobbies enabled as long as Lethal Performance was disabled.
I'll do some tests tomorrow because it's too late now. 😵💫
Thanks for the answer btw.
probably better lobbies are searching for symbols that I replacing them
@dire shuttle Actually no, it's Better Lobbies are broken from v62
1A3Dev made PR to fix it, but I think this mod is dead and will be deprecated in future
so I'm recommend to use MoreCompany instead
Btw are you still gonna be updating LethalPerformance soon for the ReverbTrigger optimizations?
ugh, and i should have named my HarmonyXTranspilerFix to TranspilerFix
so anyone seeing HarmonyX error would not send me errors
yeah, maybe today or tomorrow
Hooray 
I mean be glad it's not as bad as the mess UDA is atm 😦 mod authors keep getting reports cus UDA blames mods I finally just took out UDA after Matty was getting frustrated with it falsely blaming stuff
It got prompted as being an essential mod way too quickly
I'm glad that UDA doesn't show patched by transpiler methods
Yeah me too
it would just LethalPerformance everywhere
Lol yeah that wouldn't be fun
Better Lobbies and More Company are not really related. They do different things.
really?
Are you thinking of Bigger Lobby?
I unfortunately stopped using Better Lobbies a long time ago cus it always gave me some issues
oohhh bigger lobby
yeah i through about that
You had use for it?
Yeah I liked it for the lobby code system
Disabling volumetric fog too? 
tbf im tempted to just add the lobby code stuff to morecompany
especially with the upcoming ability to join vanilla lobbies whilst MC is enabled
somehow I ended up creating a working lobby list for LAN 
but yeah for online it supports putting a lobby id in the tag search to join then ofc it shows the button in the pause menu to get the lobby code
taa
[0.4.0] 2024-09-09
Added
- Caching of
AudioReverbPresetsthat will help to prevent lag spikes when entering/exiting ship. - Auto force disabling volumetric fog if the hardware system doesn't support it.
Caching of
AudioReverbPresetsthat will help to prevent lag spikes when entering/exiting ship.
does this mod obsolete ReverbTriggerFix entirely, or just the caching function?
i guess to be more specific, does lethal performance also change the exclusion layers of the triggers to fix unnecessary OnTriggerStay calls?
LethalPerformance is caching the same ones that GI covers and maybe some ones that GI missed
So not the same stuff as what ReverbTriggerFix touches
I think ReverbTriggerFix still (possibly) still improves performance by changing the collider mask
that's what i was thinking too, but i wasnt sure
ReverbTriggerFix also still has an experimental option being developed for reducing reverb stuff every frame while inside of interiors
yeah, I haven't tried that feature to know what issues it can cause, but if it's stable and doesn't change any behavior it would definitely be good
Idk how stable it is but I know @mellow shoal did say he fixed the error spam problems while using it
So might be worth testing
Caching the reverb presets was an afterthought that I added because of some suggestions. The bulk of my mod is the layer mask overrides.
would you say reverbtriggerfix is an essential performance mod
I haven't done any research or benchmarks, so I couldn't say really
default settings seem like they would have no downside though, so it can't hurt
no bugs caused or anyhting at least?
yea thats what i was wondering, ok
tank u
but vanilla moons fix isnt really essential right? since it gets rid of ambience i believe?
not sure, but if it's the one I'm thinking of that also messes with reverb triggers, I think it's going to prevent some stuff from running
ok
VanillaMoonsFix is unnecessary yeah
wait so this is built into the mod?
that's what i wanted to know
oh my bad
no worries
i haven't done any formal benchmarking but it at least feels better for me
i tend to get pretty terrible framerate on artifice whenever weather is active
and the improvement has felt noticeable to me ever since adding it
Btw @polar willow Would there be a benefit from also caching WindTriggers?
it would be
Yeah I was gonna say, cus no mod has optimized the WindTriggers yet
Ohhhhh okay
Got you
I just had confusion cus I see them labeled seperately sometimes
windtriggers are AudioReverbTrigger that searches for AudioReverbPresets, so i'm caching ARP to fix lag spikes
no need for caching ART
finally got rid of bepinex in unity project and i can open the project now within 30sec
Ooh
Made VolumeComponent to not use reflection for searching volume parameters, lag spike still exists because of initialising components but should a bit better
/shrug

oh you mean FindParameters? recursive reflection is crazy
how'd you manage to avoid it? not sure what the alternative to that is for that type of functionality
override OnEnable() in each subclass of VolumeComponent?
generating dynamic method for each volume component
Lethal Performance & Transpiler Fix
@polar willow lethalperformance seems to be preventing this mod from generating their config entry? https://thunderstore.io/c/lethal-company/p/Theronguard/Emergency_Dice/
well both of these actually
this is all i have
this is the dice config when lethalperformance is on
this is the config when i have it off
turning on the mod again made the config like this
technically the config is useless at this point unless i turned off lethal perfformance again
hm i'll look into later
It seems like I was accidentally calling
in 2 different places
removing one of them seems to make it work fine now
oh yeah 2 configs that are pointing to the same location will cause this issue, because of async saving
first config will create binds and immediately save to the file and then second config will read the file to restore binds and resave after that. And because of async saving the second config will read 0 binds, so config will be empty
Ahhh yeah that makes sense
I can make a workaround to copy all binds from the old config, but it's probably would be better to ask the dev to fix on their end
I maintain the Emergency Dice Updated mod, so I already published a new package, but for the original I will tell the author what the fix is, so he can fix it on his version.
there's a stutter when some music tracks start playing and also when the dropship starts arriving when delivering the Company Cruiser, any chance of caching those?
can look into, but can't promise of performance improvement
probably it's more of audio lag spike when unity preloads audio
This explains a lot of why I get stutters actually
as expected, the lag spike is because of unity preloading a audio when tune the radio
and when dropship arriving there's lag spike because of creating the vehicle

[0.4.1] 2024-10-03
Added
- Dynamic method compilation of the volume component for searching options to remove reflection usage.
- Enabled persistent history flag for ship cameras.
- Audio spatialization warning disabler if LethalLevelLoader or LobbyControl is not installed.
Changed
- Modified the mod to not wait until Loadstone and LCVR are loaded.
- Lowered priority of patches to minimize breaking other mods.
Sorry for long pause in updates, college (and part-time work) taking all my free time
and I finally made a really simply change for dev version to show who is server or client
first time i've seen it||