#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher
1 messages · Page 4 of 1
for some reason, the latest update made my screen go black on startup
I tried to uninstall the mod, and clean up unused mods, but it didn't work too
i don't use any antivirus

Ok, i tested a lot of different mods and found out that it was LethalPerformance and ImmersiveVisor
i get black screen when i start modded with both at the same time
yoo i just went through the same thing you did
apparently version 0.4.1 is bad ??
i reverted to 0.4.0 and my game launched fine
Yeah the most recent update just broke on my end. Had to revert back as well
y'all got any tasty logs?
The logs end exactly at the [Message: BepInEx] Chainloader startup complete before Lethal Performance is able to save any configs
Same
I'll try and get the logs, problem is the game freezes before the logs even finish
Like the console just stays stuck at
[00:17:34.6393906] [Info :JacobG5.JLL] Successfully Registered 1 JLLMods and 0 LevelPropertyOverrides.
This is the best I can do for providing a log file
Okay so I disabled
https://thunderstore.io/c/lethal-company/p/JacobG5/JLL/
Along with all it's dependencies in my modlist and the console got a bit farther this time
Towards the end it just starts spamming
LethalPerformance.Patches.Patch_VolumeComponent.EmitAddItem (System.Type type, System.Reflection.Emit.ILGenerator il, System.Collections.Generic.List`1[T] codeInstructions) (at /_/Patches/Patch_VolumeComponent.cs:105)
Then it freezes and I have to forcefully close the game
Not sure what's causing the issue but I hope this helps 
Latest update makes my game unable to launch
Rollback to 0.4 for now and it should work
I've had no issues with the LethelPerformance update
🤔
@steady scarab @half magnet see if deleting and regenerating the config helps it might just be your configs became corrupted
It's a mod incompatibility from what I'm guessing
Or corrupted config
I already tried regening configs
Hmmmm
I'm just gonna have to do the 50/50 split method and disable one by one to see what it's conflicting with
Cause it's not config, that much I've tested
Welp
I found the culprit at least for me
It's immersive visor
It's officially incompatible with the new update for this mod
I knew it couldn't be the configs because every time a mod updates I delete it's config and regen. I'm that OCD about it xD
oh, I thought Immerive Visor had issues before with LethalPerformance
It was working fine for me until now
nope, both worked fine
But this latest update bricked something I just don't know how
But yeah its immersive visor
Honestly, i just use ImmersiveVisor because i noticed that the cracks on the visor causes my FPS to drop somehow... Got a better performance when changing for the screen crack from ImmersiveVisor
As ridiculous as it sound I suddenly feel kinda depressed now xD
I just really like how much better the visor was with the mod compared to vanilla visor
Idk if what i'm saying is true, it was just some tests i made while playing a lot of times, if LP had a option to disable those cracks, i wouldn't need to use ImmersiveVisor anymore 
wait so you're telling me that immersive visor doesn't work with version 0.4.1 of the mod, but it does with 0.4.0 ??
that's so oddly specific lol
cuz i play w/ immersive visor and lethalperformance, but lethalperformance is on v0.4.0 instead of the latest (0.4.1 as of writing this)
it works just fine that way
That's exactly the case yes. As to why I have no clue.
well i hope we find out, that'd be awesome
ImmersiveVisor is deprecated and broken anyways
Why were you still using it?
It’s a shame that it’s unapported
Yeah
Btw @polar willow we were never able to discover what might be sometimes causing the duplicated arms problem, I wanna guess it was one of the SCP mods but I wanna make sure it might not be a bug with the update for this mod
With this mod enabled, my game crashes upon reaching the WARNING: FLASHING LIGHTS splash screen.
There aren't even logs about it either, at least from what I've seen.
stop using deprecated mods (immervise visor): easy
Goodbye Lethal Performance !!
Nah don't remove LethalPerformance, just wait for DiFFoZ to push the update and disable any deprecated mods like ImmersiveVisor for now
Immersive Visor was deprecated for a reason cus it breaks in quite a few ways on V64
- downgrade (or remove) LP until next update
- remove IV for now
^
@patent sluice
Throws this at you
0.4.2
No changelog
Oof
is ReverbTriggerFix compatible/needed with this mod? asking since this mod does caching of said triggers
or does it make it obsolete/not needed?
They're both needed
found out ReverbTriggerFix disables the light on custom enemies like Boombas and Lockers
I've not had this
I disabled it on my modpack
that can also be an option
Just for clarification you didn't have the experimental feature on right?
I don't know actually
let me check
nope
Okay cus I would have suspected that to cause it
@mellow shoal can you look into why The Locker's glow vanishes? I don't remember that happening in my pack but now I feel the urge to double check 
Do you guys mean the Locker isn't producing any light when aggroed? Cause it does for me and I have ReverbTriggerFix
Yeah I think it does for me too so I was right, Moroxide has a strange conflict
I will be writing here a bit less due to discord been banned in Russia by government
I do have a VPN and stuff to bypass the DPI (the system that blocks traffic) but still in case ill warn
man, I need to learn about crypto to easily buy VPN outside of Russia
Bruhhh did they really
yeah
That freaking sucks
in turkey is also got blocked
What’s the reasoning being given?
PDF, lgbt (yes, its blocked organization)
That’s about what I expected. Hooray government censorship!
Would alt clients work?
I don't think so
Well I imagine Guilded (and similar services) are gonna be getting a lot more users in the coming days
after the discord ban everyone started to search teamspeak and Skype
God I’d rather die than return to Skype
and team speak crashed - you cannot register or login
Geez
to get access to v5 beta, for v3 you can
I’ve never even touched Teamspeak tbh
v5 beta looks like a discord
Used Skype from maybe like
that's why I waiting to get access to v5
2011-2016
yeah me too
A mix of Skype and Facebook messenger
Shoutout to MSN Messenger/Windows Live Messenger tho
But yeah for social media that’s…essentially it for me
we just will be using telegram for now
Never had Twitter/Instagram/Snapchat/etc.
From what I know it’s a decent alternative if you’re looking for the messaging aspects
@polar willow Assuming you can still be contacted, I still would love to see that Faster Load update release
he's online now, so I think he bypassed discord block
@polar willow Incompat with More company
More company now lets you change your cosmetics in-game but having Lethal Performance makes it so you can't see your character when doing so
This is what it looks like without lethal Performance
Gonna put this in GitHub just in case
hmm, let me check diff changes in the latest update of morecompany
Okie, thank you<3
it just uses the same code as the one in the main menu (except from where it's parented and positions n stuff)
so idk why it'd be conflicting in-game but not in the main menu
it's because it using ui camera to render the player
but I disabled rendering opaque objects, so player doesn't render
Is there a way to make an exception for more company's doll thingy or?
I'll probably add button listener to enable/disable rendering
Button listener? Like a config setting?
no, when you click on cosmetic button it will automatically enable rendering
what are the issues with immersive visor?
there's no issues with immersive visor
note: i'll probably wait until some major mods will add support of changing cosmetics in-game
TME for example doesn't work well with the changing cosmetics in-game
TME's thing is minor and only affects the preview before emoting, everything else seems to work fine with it
Time to profile the game again
I have the opposite issue
My PC just won’t use its resources for Lethal, and I have no freaking clue why
Did you want my updated pack for profiling?
yes
01930ac7-aa49-da6b-c908-11fca610bfce
I have been going through removing quite a few things that were causing issues
lol
ram usage is because of building decompressed bundles
Been fun
We legitimately doubled my fps in her pack by just removing soundapi stuff. Not exaggerating in the slightest.
after that it's 5-6gb for me
Ah I have plenty of ram to spare. Had to get 32 GB for school stuff
You can also disable db logger in async loggers to reduce disk usage
I had readded LethalElements cus I was asked to by Mrov, but Alecks got low fps when we had Solar Flare
while it was smooth for me
so game won't use 100% disk when error spammed
I never knew it did this but that explains why it lags during error logging
I hope you like the large ship when profiling btw c;
I can't go back to tiny ship XD
I did earlier to test my modpack and it felt so weird lol
I tried to go back to tiny ship and keep the 3 floors and it still felt wrong xD
is this pc from diversity?
Yes
yes
for some reason it updates audio visualiser even if there's nothing to show
Fun
@proven marlin
You may wanna fix that
i really liked
my friends also
looks like we will play lethal again 🙂
Yeah the big ship is so cozy and once you get used to it it's really hard to go back to the small one
what embed is doing
for some reason it like every frame starts coroutine to find crew count UI
even if you're in game
Hmmmm
@sterile cove
Seems like Emblem has a bug
@karmic crypt Maybe this is why that menu patch has an issue with LobbyImprovements, an interaction with Emblem maybe?
If you want you might be able to confirm this, but basically I got really bad lag with LobbyImprovements 1.0.5 and 1.0.6 present, if Emblem is constantly calling stuff it could be why
Cus 1A3 traced it down to his menu patch
sure let me install LI 1.0.6
Btw I would guess the Emblem bug is something that was changed in 1.6.0 or 1.6.1 when Darkbrewery updated support for MoreCompany's update
Cus it didn't do that last time you profiled my pack with 1.5.4
even in menu it cannot find crew count
Fuuun
Oof
So is the issue with LobbyImprovements just that Emblem is constantly trying to locate the crew count stuff which is adding really bad overhead?
I wonder why with LI it lags so much worse though
Does it just exaggerate the issue?
I need to test if I lag on Flicker with Slaughterhouse without Emblem and readding LI in my pack now
Yeah it's fixed now @polar willow @karmic crypt I can successfully play on Flicker with Slaughterhouse now with no lag
I immediately felt the performance boost
LOL
that ship is a chonky boy 😂
We
our chonky boy
welp
Unfortunate typo @fallen ember
gotta love them
you just caught me going to bed so you're out of jail but do watch what them fingies are typing ehehe
Matty was being a naughty boy?
Tsk Tsk

that's what i get for refusing to use a autocorrector on my phone
flicker is a moon?
Flicker is a moon and Slaughterhouse is an interior
Yeah it's one of DemonMae's moons, I was using it to benchmark slaughterhouse on cus I could always repro the lag issue on it
hm let me check my fps on flicker
with LI present, I always would lose like 20 fps with Emblem present
without LI it was smooth
without Emblem and LI installed
it's smooth
I'm not saying LI might not still drop some frames, but it was definitely way better without Emblem constantly running that check
And disabling the MenuManager.Awake patch on LI seemed to fix it (which creates all the UI stuff)
Yeah and your ui does replace the crew count ui and move it to a different place, so the larger overhead from the 2 being paired together makes a lot of sense
Since Emblem was constantly looking for it every frame
Not really cuz it just makes it before morecompany
So it does the exact same logic for the CrewCount with and without LI
Weird
you can just do forcecredits with LGU
oh really?
Yeah
forcecredits then the amount of money you want I usually just do forcecredits 9999 during testing
looks like moon has a big hierarchy (or interior) causing GameObject.Find take too long
5ms/2(finds) = 2.5ms per find
But that doesn't explain why disabling my patch would fix it?
Cuz my patch runs once each time you enter the main menu
fuck shyguy is still causing issues with debug profile
let me try to disable the patch
Now I just wonder why SoundAPI causes clients to lag, I would assume cus of UniTask?
@arctic ether Fix Attached component logic to remove this component instead of plugin component (which is not exists on that gameobject)
Cus the host never has issues, only clients do and idk why
unitask cannot lag, because it's not initialized
Got you, I do wonder if it's just cus clients have to load the sounds on top of handling rpc's
I only thought maybe UniTask cus I know barch really wanted to remove it from Mirage
just tried to disable your patch, but it causes not to able to create game
confirm button throws nre
Ah ye I fixed that whilst testing but the fix isn't in the latest thunderstore version
and removing LI still doesn't help, embed is still causing lag
So the issue is purely on Emblem
Good to know cus I nuked it
lol
I'll readd it if Dark fixes it
Lmk if you find anything odd if you add SoundAPI, cus I'm thinking now that almost all the lag boiled down to Emblem
Honestly as much as it hurt, cutting out soundapi, and by extension lethal resonance, reduced ram usage for my modpack by 2 gb. Wish it wasn't so resource heavy 😩
Once soundapi v2 comes out I can hopefully reduce it a decent bit. Still shocked that it's using so much for everyone, because when I work on LR it uses at most a gig
What? Does this not work and also any reason?
performance reason
Yeah, ill fix this over the weekend.
Ill just update to all latest versions and giver a clean.
Hoorah
Ya, i'll just listen for when the host button is clicked and then recolor if present after a delay
Update pls? Performance important
Hey this might be something worth looking into, but if you can profile YesFox I would love to know why when the Fox is grabbing clients it lags the host so badly, there's also some other lag issues with the mod as a whole and I wonder if you might be able to give 1A3 some insight on fixing it
does lag happens if fox capture the host?
I don't remember ever lagging that badly when it grabbed me, but if it was pulling on a client you would know cus the frames would drop til it let go of them
Yeah cus I would assume that's something weird with rpc's potentially but there could be more to it
devs of imperium completly broke it for dev build
welp trying to downgrade it until it will work
Tbf you can adjust the settings with YesFox to make it spawn easier too
0.2.0 worked yay
I got you, I’ll see what I can do
Ye it's gonna be important, although I was told by Glitch I didn't need the mod to move the magnet since Mel's mod moves it already
and I tested and it indeed does
XD
Interesting
@karmic crypt @agile oyster maybe this will help you both fix the fox mod
lol
i thought lethalperformance (am i thinking of a different mod?) already fetched and replaced FindObjectOfType<VehicleController>() calls with a reference to a static instance
i didn't added vehicle to the cached list, so no
i see
well, that's an issue with like, every single outdoor monster
it's probably just worst for the kidnapper fox because he does it in Update() instead of OnCollideWithPlayer()
So basically the fix is to cache the vehicle stuff?
Right Mel’s stealing my mods 
i can add vehicle to the cache
if there aren't any plans for fixing this
but I need then list of mods that adds 2 or more vehicles support
let me know and i guess i could commit something to yesfox to try and handle it on our side
this is the sort of thing that i think would be better to have "external support" for - this affects tons of scripts (not just the kidnapper fox, not just enemy scripts - there are finds everywhere for VehicleController)
though
i think there's only one mod on thunderstore that supports having more than one company cruiser at a time and that's already going to cause buggy behavior in vanilla since it never expects more than one to be spawned at a time
well, only one mod except imperium, anyway
i think zeekerss' debug menu also lets you spawn trucks
First magnet moved now ship inventory moved 
Did she move the Ship Inventory?
🤔
O wait you said magnet
so i think trying to account for more than 1 cruiser at a time is sort of a fool's errand
Yeah lol
but i also tend to be pretty closed-minded about these sorts of things
so that may just be me
Yay she only steal 1 mod
Ah yeah it's the Ship Inventory mover that needs the optimization update
I already told her it was fine she felt so bad about it
Is this literally all I need to do? Add 3 lines of code to destroy it
just object.destroy(this)
https://thunderstore.io/c/lethal-company/p/JacobG5/MultiCruiser/
https://thunderstore.io/c/lethal-company/p/4902/Cruiser_Additions/ (supports buying the cruiser again on the same day if the previous one was destroyed)
ATM im not aware of any others to account for, but others might know more?
instead of your logic
multicruiser is fun blobcatcozy
So how soon do you think we might get the LethalPerformance update? Caching the vehicle stuff is gonna be so nice I need my cute, derpy fox back 
not sure how fast the updatw will out
@arctic ether Is the ShipInventory mod gonna be updated soon?
buh
Yeah we've noticed Solar Flare can be kind of laggy
@fleet aspen Maybe this might help you out some
nothing found to that might cause constant frame drop
rendering is still one of main problem of performance
Btw @vague belfry is the white list option stuff still working? Cus I never see Heatwave anymore
half of time is just rendering
Makes sense, and Emblem's update is good too? Does it still create that coroutine on lobby reload?
yes embed doesn't cause constant frame drop
Noice
I took out the the mod that moves the chute for now btw til Atomic updates it, since it does cause some stutters on the ship
I think the 3199's cause a lot of lag when they run around btw
I notice performance will drop until I kill them
XD
check your logs - all possible weathers are there
here memory usage idk
Yeah don’t worry it’s coming I’m just not at my pc for too long
@molten light @polar willow Updating it now and i see why this might of caused performance. I wish GameObject.Find() wasnt so bad
well it's better than FindObjectOfType 😅
on big hierarchy it will take like 1.5-3ms
tbh, i don't understand what is the problem from that screenshot... @polar willow could you elaborate? it seems like the spikes are caused by the garbage collection
@polar willow Zombies Plush seems to cause some really bad lag when you have a bunch of them, might be worth looking into why cus it's something with one of the recent updates for it
@polar willow I'm trying to set up profiling again, but running the game from Gale rather than installing mods manually, is that how you do it as well? I placed all the stuff in boot.config based on dnSpy's guide, but I'm not seeing the game instance in the editor still
oh wait, I might have gotten the wrong executable
oh, I hadn't seen that thread, tyty
sure will test it soon
idk why lunx pinged you because of mentioning solar flare
from the profile image it doesn't tell anything to you
Oh I thought you found something related to why Solar Flare is kind of laggy
@molten light
it searches an object every second
so yeah if you have a lot of them then it will cause lag spikes
storing them in the ship storage (idk what the name of it) will remove that lag
it searches for nearby enemies
why the heck people dont use triggers for that kind of stuf 😭
and looks like only for server, client doesn't check for nearby enemy
at least it's using sort mode none lol
I wonder which would be cheaper though, sphere trigger collider or hooking enemy start and destroy
I would hope a collider would be but who knows
memory wise, trigger, performance wise probably the hashSet
tho having to keep a set updated adds complexity while the trigger is super simple
or that
RoundManager.SpawnedEnemies
oh right, true
also, trying to profile high cpu usage of audio system
and i don't know why other cpu takes half of cpu
DSP CPU is like mixing audio and decompressing audio
Looks like if a lot of audio clips are loaded then other cpu increases
1.26k audios / 1.5% cpu / 106MB total audio memory usage
1.55k / 1.5% / 160MB
2.09k / 2.1% / 308MB
@feral eagle This might help you with Zombies Plush
It was profiled
Thanks
I'll switch it to use a trigger
@polar willow I updated part of my mod and Lunxara is stuttery do you know if it my end or not?
Nevermind apparently messed up terminal command, so wasn't me :3
@polar willow Btw any idea why the game freezes for so long when saving?
I ask cus I would really like to fix it, but removing ButteryFixes in testing didn't help
It wasn't working with Imperium but I guess switching it back to using this list is the easiest fix
again it's combination of mods
ButteryFixes is the only one of the problem
Hmmm, any idea what all the mods are that are causing it?
Cus I would love to reduce that freeze when the game is saving
One I could think is alot of items in ship inventory
@agile oyster Are you still thinking of adding those save optimizations into Buttery Fixes?
Game
ButteryFixes
MoreShipUpgrades
CoreRebirth
GeneralImprovemets
LethalModDataLib (lethal level loader)
CustomStoryLogs
TooManyEmotes
HotbarPlus
CruiserImprovements
SaveItemRotations
and more...
here the list of mods that are saving data
i took a look and zeekerss doesnt use es3settings
so it would actually be way harder than i anticipated to do the caching thing i mentioned before
so i sorta changed my mind
maybe in the future but im not actively looking into it right now at least
Yeah whichever ones are adding the most overhead should probably be addressed
@untold trench btw I wonder if TME could not do this when I am a party pooper is checked, I also dunno why Hotbarplus needs to touch save file stuff
Isn't it for the extra hotbar slots purchasing option?
Yeah but I don't have that enabled
Tbh, I thought I only saved values when purchasing emotes was enabled. It should be that way at least, but I can check this weekend and see if I can fix something
Alrighty cus I noticed it logs that it's saving data lol
Ah, then it could be lol. Thanks for letting me know, though!
Ye cus it shouldn't be doing that as you said when they aren't buyable XD
I'm guessing something that would help outside of mods adding Overhead would be to make a mod to optimize the Vain Shroud stuff saving, cus the freezes when saving mostly started when the fox was added
@polar willow Does the SCP3199 mod show anything in profiling? I've noticed they drop my fps pretty bad on some moons when they spawn
I'm wondering if it's the egg mechanic or the enemy itself or what, I imagine something they do is expensive
@polar willow any update on the more company lobby doll thingy?
@polar willow I've noticed some lag when Giants spawn in on Bozoros, can you run a profile and see if FairGiants might be the cause?
isn't bozoros have a lot less of ai nodes than like other moons
i think xu reported about that, so it might be the causing that problem?
testing rn
I specifically added uhhh, ~145 additional nodes in v2.0.0, I'm thinking now it's struggling to iterate through them all during DoAIInterval()
Let me send you the current one
Oh I thought it was added back
It has LGU
Yee
01936572-c473-adef-db21-bb3b0f8dd160
Readd FairGiants though
Sticking out a whole day is probably the most ideal, since lag generally comes in the later cycles like around 7-8pmish
and especially after the giant spawned
👍
what the fridge
we love lag spikes
ah i found the reason, debug mode
or no?
wait let me reinstall modpack
i think i might have using old version
50ms 
@plush geyser looks like SCP999 might be causing some lag
Fun, I've also noticed Masked do some teleporting when they get off the Elevator in Mineshaft
Yeah that would do it
also, it looks like code rebirth searching for that object but IM NOT SURE
Yeah CodeRebirth also caused some client side specific SetDestination errors from the Redwood and Microwaves
That was fun
checked the code and it's just loop of all enemies and tries to path to them
so that's why it checked like 10 times of path
oh god and it does so trying to path out of line of sight
I make a patch to fix the bracken and everyone forgets that's a bad idea
Any idea why Stormy is so laggy on some moons btw? on Summit it's really laggy I would suspect maybe Vanilla? But I also know some mods patch it so wondering if it's bad overhead
oh I thought it only did that at the start, does it do it periodically?
i think periodically
because stormy was always laggy for me
looks like it's only supposed to gather them 15 seconds after the day starts
might be worth a deep profile if it is reproducible
I thought it searched through all items when picking which one to target with lightning, but I might be remembering incorrectly
kinda, it searches through all the conductive items and checks their distance to controlled players at least
the logic is kinda weird, I'm not entirely sure what the average number of iterations would look like there
it does throttle itself to a 4 second interval though, so seems like it shouldn't be the cause of any super noticeable lag
unless it's a really big stutter on that interval
More reason to be caching the Vehicle stuff soon ig
Btw you mentioned the biggest issue for you was rendering lag before, any idea what mods are hitting rendering the most?
Lethal Performance & Transpiler Fix & BepInEx Faster Load AssetBundles Patcher
Decided to merge 2 thread into one
Also, CompanyCruiserFix is now deprecated. It will still work, but I just suggest to remove all old moons
if some moon devs are still depending on this mod, I can remove deprecated warning for the mod until next month.
isn't wesley moons still depending on that?
iirc from the lunx stream that wesley is going to update the mod asap
yeah idk if it's that close just yet .. There's no eta and i don't think it's a good idea to pressure the guy too hard.
Yeah as far as I know he's hoping for sometime next month cus he wants to release them before next year, but I know he's cooking hard cus he wants to drop them in a stable state and not have to work on them for a while
But I also recommend removing mods for now that use LethalToolBox and CompanyCruiserFix - s1ckboy's suggestion
I thought Wesley's interiors were throwing warnings when LethalToolbox was missing, cause of the apparatus triggers? Not sure if I was reading the log lines in the right order
I haven't had any errors
They rely completely on JLL now
Maybe the interiors addon does?
If you use that?
But that's not Wesley's mod that's Crit's and Crit would need to fix that
Might be generic's then
Nah I also see the warning but I think it's harmless
Cus his stuff works fine
Likely he just forgot to remove it but I'll forward the warning to him
lmao now he can't ignore it
Yeah cus his stuff is using your scripts and I know the Apparatus events all work just fine, so it's likely he just left in the LethalToolBox script by mistake and it was doing nothing
Cus we have had Grand Armory and Toy Store plenty of times since removing LTB
XD
Why is that?
Just as I set up constellations. 
Do they save if you remove that stuff?
IDK how config will behave when moons are not present.
Ye I would do a backup and just test lol
Anyway, what's wrong CruiserFix and ToolBox?
nothing
What's that about then?
🤷♂️
generally a lot of people view jll as superseding toolbox. and cruiserfix just fixes non updated moons from several months ago that may no longer have support from their creators.
nothing is broken and both mods currently work fine for what they do
Thanks! Lunx making me paranoid once again. 
Ye if you still wanna use stuff using them it's fine, but when s1ckboy went ahold and told me to remove them I did so cus I admittedly do have plenty of moons already
I do have Generic/Wesley/Distinct/Ooblterra so far, but all of them are in their own constellations. As long as there's no "cross contamination", so to speak, I don't mind having them. Could always just hide the troublesome ones.
Do you have the other thread you want locking?
no need for locking them, just closed will be enough

what changed about the moonmaking scene that makes companycruiserfix not needed anymore?
it was never needed. it was just a stopgap to give moon makers time to update without making all custom moons unplayable
so once the moons were updated to the correct version it became unnecessary
yes
got it
but SOME people, not naming any names, still havent updated
-# wesley
same situation with lethaltoolbox in that regard then huh
nothing wrong with toolbox
a lot of people choose JLL instead because it has more features
smol update
[0.4.3] 2024-11-29
Fixed
- Dummy from MoreCompany doesn't render when in game.
Does this also add the VehicleController caching stuff? 
rip
Wait, CompanyCruiserFix and LethalToolbox now may cause issues?
no and no
Yaaaaaaaaay ty<3
[0.5.0] 2024-12-03
Added
- Experimental option to utilize Steam Voice API instead of the Unity Microphone API. It's disabled by default, enabling it may help with less lag spike.
- Patched FoliageDetailDistance to remove allocation of material.
- Cached normals array in player normals calculation to remove allocation.
Forgot to add description that it only works in Online mode as it's uses Steam API
in next version i'll look into on caching vehicle controller
Hoorah 😄
So will the Steam Voice API work with things like Mirage and DissonanceVoiceSettings?
Mirage Legacy recording works fine, never looked at mimics if they play the sound tho.
DissonanceVoiceSettings should work
Oki will test
Yeah Steam's Voice API quality sounds pretty bad
ooh hm
for me it was the same quality, but I never checked voice over network only what mirage recorded
also, i've echo cancellation disabled as it causing to change gain
Might need to adjust steam's audio quality settings
sorry to keep bugging you about this but i wanted to double check - is it still planned for lethalperformance to cache references to vehiclecontroller in the future?
Yes
He just wanted to prioritize the other optimizations first
oh god dammit
i read the chat history and somehow i missed the only message i was looking for
thank you though
now im glad i didnt ping Lol
thanks lunx
Also, I've a question how much player XP will be considered as not novice in Lethal Company? Currently thinking 100 xp will be good
working on creating profiler markers for es3
Oooh, save file optimizations to finally fix the freezing? 
here writer time
Interesting
Yeah probably btw ^^ I just now noticed this lol
@polar willow hey do you mind if i dm you and ask you some questions?
ask questions here, my dms are closed
ok, here is my plan on how to optimize saving:
- Patch
ES3.Saveto use caching (ES3File). It serializes all data in memory without compression & encryption. - At
LateUpdatecallES3File.Syncto save cached data to the file with encryption after that.
and for reading also use ES3File
The problem is that game is using generic ES3.Save method, so I cannot patch it with harmony, so will try to instead use patcher.
that would be cool
if zeekerss used es3settings it would be super easy to do
you can just relocate the settings file to the cache and then postfix the save logic to write to disk
wait is the game writing save files encrypted?
yes
huh, that's an interesting choice
anyways he didnt so you cant do that
it's json encrypted file
so yeah
I figured it was probably some compressed format, but encrypted 
seems a bit excessive
youd have to replace every single .save call with a new one that uses es3settings or just hack-patch it like you mentioned
sadly I cannot replace every .save, because of mods
well 1 time to save is much better than N times
does it just flip a flag when the cache gets updated and only write to disk when that's true
everytime you call save it opens stream, decrypts stream and read json, saves your data and after that encrypts data.
I think the question is whether you would be saving every LateUpdate, but I would assume that if ES3 doesn't mark it dirty itself, you can do so
i'll handle to call sync
I'll probably also make encryption key fixed, generating salt to save data is too much
Don't forget about the vehicle controller 🤓☝️
i saw this comment from Zeekerss and remembered that Lethal Performance had added Steam Voice API option, now i'm confused... does the experimental option help with performance or not?

The Steam Voice API option from what I tested helped performance a little but voices sounded really bad lol
https://canary.discord.com/channels/750645598293590077/1315852155176882246
@atomic ravine Lethal Performance fixed the memory leaking issue
oh sick what was the issue?
should probably mention it to zeekers as well just so he doesn't have to look for a fix
ohhh
damn you're insane lol i couldn't even figure out the exact cause from my results on the memory profiler
and you fixed it that quickly 😂
Yooo it’s fixed?
I noticed that a long time ago, but it was fixed only in v0.5
idk how long we spent trying to guess what in gods name caused it
ohhhh
Dang, so ig we weren’t the first to find it then lol
yeah i mean i was surprised that it wasn't talked about, but i would've been more surprised if diffoz didn't notice it since he's always very performance oriented
there definitely wasn't a memory leak in the game initially though from what i remember
That also explains how I never noticed it
Wait no
It was only fixed a week ago nvm
Yeah same
to be fair you probably would've just assumed your high memory usage was just cuz of mods 😂
I love that the material and materials properties silently clone materials! woohoo!
no wonder zeekers didn't notice that
to some extent it makes sense
and it is explicitly warned in the docs
but it is very frustrating to work with when you explicitly dont want it
Lol
in most cases you can just add shared and be done but not always
I hope this got bug reported in his server at least lol
It’s not silent
If you do it in editor you’ll even get an error 😅
it makes sense to have it be a feature, but it should be more obvious that that is the behavior, because that seems like an obvious footgun to me
and it can have very far reaching consequences
(like in this case)
I've never seen a warning about using that property? wdym?
are you talking about a warning about leaking materials? because that is different
Ideally should just remove the properties tho since the get and set material functions are more explicit
Is it? Howso
warning about leaking materials doesn't solve the problem of two things touching the same material and then losing their reference to it randomly
I don’t understand what your saying in relation to the rest of the conversation
I mean that it is a footgun in multiple ways, not just in that it leaks materials
regardless though, if it was more explicit that it clones the materials, this probably would not have happened, since it would encourage putting more thought into usage of that property
i think my main problem is that bypassing it is unintuitive
using "sharedmaterial" implies that it is not an instanced material by nature
so if you want, say, a single object (like the barber) to have its own material
you have to do this weird thing where you clone its material (either manually with instantiate, or automatically with the property)
and then you always alter sharedmaterial which unlike the name suggests does not point to the original material in the project anymore
but lets you alter the fresh material that now exists without touching anything else or re-cloning it
that is the worst part of this setup in my eyes
best part is, I'm pretty sure that after you do that, if you access material, it will still clone it
because it doesn't actually track users, it just has some internal flag that says "this material was instantiated by material or materials" and if that is false it creates a new one
at least as far as I could tell after running into numerous issues involving some combination of those properties
lol
is that why foliagedistancedetail leaks so badly
because it keeps setting material = a cached material on the script that zeekerss created
hmm I mean I'm not sure if that would be solved by reference counting
so even though the object is replacing a material for the second, third, etc. time
it is replacing from a source that wasnt instantiated and thus it constantly reclones every frame
the issue is that assigning to material clones the input material, and if it was reference counted, it would see that the material being assigned is shared on the second assignmnet and clone it
if it kept track of the original shared material it could avoid it, but this whole thing gets very screwy when trying to solve that
but also I forgot to mention, you can also have a non-single-user material
teehee
if you access material and assign it to another material, it keeps the shared ref iirc
oh yeah sorry i just remembered something else
another thing that is unintuitive and sort of scary to constantly work around
it is not super clear when editing/replacing sharedmaterial will actually fuck up your project in playmode or not
as far as i am aware, doing sharedmaterial = some material is fine and doesnt alter the original files but obv changing the material is a different story
if you edit the shared material's properties they may save, but replacing the shared material reference shouldn't save since that's on the instantiated renderer behavior
yeah
then there's also the matter of "when does changing sharedmaterial also change the original prefab vs just changing a prefab instance"
but the patcher is supposed to reset scriptable objects, however it only does so for vanilla ones for some reason
I made a fork that makes it reset everything so I stopped screwing up my project files
crazy that Unity doesn't do that itself, it seems very unintuitive for behaviors to be reset but not scriptables
I think it should only change the original prefab if you are running an editor script on a prefab in a scene and apply the override to the prefab
or if you do it manually obviously
has anyone had the voice chat suddenly regress in quality or spatial directionality after a few rounds? I just had this happen a couple rounds ago while playing with friends, and I'm not sure why as I don't have Steam Voice API enabled in the config.
I'm wondering if it could be some sort of bug in the logic that enables that feature that would have activated it unintentionally, since Lethal Performance was one of the mods I added to this pack for today, but I also haven't played on this pack in a while, so it's very possible it's just another mod that broke it instead.
Profile code and logs in case they're useful, but I searched through the logs a bit and the only thing that seems remotely relevant is the MoreCompany audio mixers, here are logs and a code in case they prove useful later
0193c702-91a5-b535-5ca2-b26115d4d04a
Has the foliage causing memory leaks been an issue in vanilla for a while, or only in v69?
It's existed since before v69
What I’m saying is I don’t know how it hasn’t been fixed yet if it’s existed for a while
Cus it was discovered after he went to take his break?
most people haven't been affected by it tbh
Someone in my group used to have 8GB of RAM. He got random freezes occasionally
Probably the memory leaks on the first day didn’t help
doubt it tbh
Well there’s atleast a bug report for it and LethalPerformance fixes it until Zeekerss does. So it doesn’t matter now
foilage leak is pretty insane on my end, it takes up 1mb/s until the first round is over (and yes on vanilla)
Is it the first day of a save file, the first day of quota, or the first day of when you load up the lobby?
IIRC first round when loading into a new game, but i could be wrong
So like when you get fired or when you start a new save
I guess I probably can test it
First landing of a boot
@old summit
Can confirm the ~1MB/s too
barch and I did some testing with it because at the time we thought the bug was undiscovered (or at least undocumented)
yeah doesn't seem like everyone has it this bad, but it's pretty significant when it leaks that much
this maybe why i didnt see it when we discussed it, i wasnt loading a fresh game O.o
Is there any downside to setting these both to max
They have hover descriptions, it's an optimization to lower them that can cause issues if mods need more space in it, so only raise as needed I believe?
Think the main downside is a ton of ram usage?
oh
likely only VRAM usage but yeah
what are you using to have those dropdowns?
Gale Mod Manager
Gale
is there a list of known mods that hurt performance somewhere or nah
It would be cool for us less knowledgeable people, but I know it would be a bit of a time sink
im doing some testing of my own right now
diversity seems to decrease fps by about 20 on average
wesley interiors seems to decrease fps by about 25 on average
worth noting mods may play diffrent in my pack compared to yours so make sure to do your own testing before taking my word for it
There are a LOT of variables to account for so a detailed list isn’t really possible, but a more general one could be
@molten light is very knowledgeable about mod performance
Tbh I should let @polar willow profile my pack again probably
how about they profile mine trolley~1
ive been going insne trying to optimize it because as of late it isnt running great
What do you mean profile
Same
You could send a modlist and people could potentially point out any notable performance hitters
While not as knowledgeable as Lunxara, I also know a decent amount about it too
Could you check out my modlist? I have about 40fps less than the bingo modpack for the event on Sunday even though it has 40 more mods and I've been trying to figure out why.
Not sure what the list is for the bingo event (I was invited but unfortunately I won’t have access to a PC during it), but yeah sure
do you have either of these? if so test
yes both
Are you using CullFactory
this is on the ship
on the ship I get a 25 fps drop
by having wesley interiors enabled
As of V69 it's been more... Choppier per se
I use Wesley’s Interiors very frequently and it’s fine for me
I agree
I usually only dip like into like 57 FPS
I mean it fully depends on specs
Ok but test with it enabled and disabled
While in the ship for counting fps
Idk why the interior of the ship is always laggy on certain moons
Is it really just this?
Are you sayin that Wesley's int is doing that even without landing on a moon that generates one of them?
yes while insanely weird its very reproducable for me
being in the ship with the mod enabled is a loss of roughly 20 fps
as for landing on a moon there is similar results
Have you done other interiors
doesnt matter what interior is generated I still take a hit if wesleys interiors is enabled
no
I would love to see if it is on other interiors
i would like other people to test this to make sure its not some weird pack issue im having
so if anybody can that would be great
The lag in the ship is some. Moons
For me personally
for my testing
its a brand new save
I load in and dont move my camera
record the fps
then I pull the lever on experimentation and look out
Huh
this makes sure that other factors like what im looking at dont effect it because obviously if you look at diffrent parts of the ship you will have diff frames
same camera angles and other factors
so the only changing varible is if the mod is enabled or not
166 without
171 frames with
weird
So no impact
What the hell
I do have performance mods active but
same
Please share
CompanyIssuedFixes
I personally don't know WHAT THE FUCK performance mods to use
I have general improvement and lethal fixes and this and that and this
If you want zero impact on visuals and such
0193e784-ed01-0a46-d4ec-1e5640b59a00
I'm biased but CIF is the way to go
feel free to test yourself
lol
@open plover Diversity's performance issues are known
without wesley interiors 20 fps gain
It's cus of the Floppy Reader
Crazy
profile code
Chaos was gonna update it but then kinda abandoned the mod again
just make a new save and dont move the camera so no other variables interfere
damn
unfortunate
I always seem to get lag anytime I get Toy Store so I wouldn't be surprised if Wesley's Interiors need some optimizations, the Old Birds waking up in Grand Armory feature also has a habit to either not cause any issues or drop the game's fps to like 30
No inbetween
I just recommend turning that feature off
It's a problem
no like whats really weird and confusing me
is im int he ship
im in the ship
and I have a net loss of 20 fps
with wesley interiors enabled
Maybe it's all the toy soldiers spawning outside with toystore
No cus it always happens later in the day
I think some enemies can't pathfind in it properly
They spawn instantly on world load
Do you use Wesley's?
WESLEYS INTERIORS. IT HAS ISSUES
IM SAYING LIKE IN YOUR PERSONAL MODPACK

guh
I was confused cus you suddenly asked if I was using them
No like I was saying cause like you're the performance person
I currently use this modpack to play, mostly vanilla and client-side mods. I think it has a good performance but I did a few tests by myself...
0193e774-dd0b-7172-22f5-3a0b9c06d3ee
If someone could point out some mods that may hurt my performance I would be glad to take a look 🙂
I've not tested to confirm or deny if there's a performance gain without them
I like Wesley's stuff
Facts
Although I will admit Toy Store generates way too large and I don't understand why
@rapid tapir if you can rn can you test this profile with and without wesley interiors to make sure im not losing it
I can't profile but I can test
Is that why I always get so fucking lost???
currently doing so
Yes
thats what I said sigma

That's crazy
I think that's the problem
Doubt it
Cus Storehouse doesn't have this issue aaand
I hate rubber rooms that place is a nightmare
Huh. Neat.
ughhh i wanna use storehouse but the optimization explod
doesnt run very good when in it
from my experience
I have no issues with Storehouse
Is storehouse that vanilla like interior
Are you using CullFactory?
yeah
Sorry, long day lol
76fps with
83fps without
Idk then
Why is storehouse so inconsistent lol
other people have said they had this issue too
So negligable difference
Hmm...
I used to have issues with Storehouse but I don't anymore
Intriguing...
for me its 100 with and 120 without
Maybe doing the changes with the old bird and stuff like that might help
When I had problems with it nobody else did, and now that I don't everyone else does
maybe pc issue im not really sure either way its weird
Wait problems with what? Wesley's or Storehouse?
Ever since V69 my pack has been just... Slightly laggier
Storehouse
Storehouse is fine for me
the snowmen eat at your cpu
It used to lag and generate really small for me, now it's fine but others have problems with it
no! NO!!!
Most things have been running worse from v69, last night was the first time I got a save corrupted and reset automatically
I will melt them alive...
damn maybe the snowmen really are in your computer eating the cpu...
Lol how could they be, my pc is constantly on the brink of overheating
i havent had temp problems in a while
simply take your computer and pour water all over it!
Aha your right
Remove JesterStompShake and ShowCapacity
Brought me from 76 to 146
Just removing those two mods
the fuck 😭
Oh yeah those mods are known to hurt fps
I remember people ranting about JesterStompShake
god damn it
also are you like manually testing a bunch of mods on my list?
if so damn thanks but you really dont need too lol i was asking for specifically wesley interiors to make sure i was not losing it
but regardless I appreicate it alot
i spent like an hour slowly testing like 60% of the mods on the list
Just loading into the ship
100 -> 170
what the fuck
😭
maybe I can keep wesley interiors even though it hurts fps by 20
I just gained so much that id be willing to take the hit because its like 2 of my fav interiors
individually stomp is 50 and cap is 20
both are such good mods too damn it
Haven't even tested it and already have noticed some things 
136 default
162 with these removed
you can also change the monitor fps for the ship cams to 0, better performance that way iirc
Code: 0193e7a9-d22b-1640-cd9c-652391a92a90
Modpack Link: https://thunderstore.io/c/lethal-company/p/lethal_coder/Lethal_Enhanced_Party_Edition/
I tried adding some performance mods
Importing now
89 default
111 with updated mods + removals
obviously some big removals you may not want though
ScanTweaks -> GoodItemScan
LCBetterClock (if not using it for the smaller clock) -> ImprovedClock
I could probably improve it more but you have a lot of mods that I don't know the impact of
What is the fps before and after
89 -> 111
Like in ship and on experimentation
I didn't test experimentation
Just ship
I'd test it now but I already have the pack deleted lol
have you had issues with OpenBodyCams perf even with an fps limit?
So you disabled the 9 in the screenshot?
you can get it pretty close to negligible perf difference by limiting
@molten light has experience with that one
iirc it was a pretty big difference
Idk if it still has issues
ahh
I think Zaggy did some profiling with it and found other mods to have problems at the time
wasn't that an issue with darmuh's terminal stuff settings?
which I since dealt with
mhm
Wdym 89 default my modpack is 217
Yeah I remember you talking with him about it and him pushing an update to address it
89fps with your pack to 111fps with my changes
Ohhh I thought you meant mods
nah
So is it only the ones in the screenshot?
uhh also introtweaks since you can do everything it does with other mods
forgot to include that one
yeah I also need to push an update to allow darmuh's mod to take over enabling the radar map in terminal which should help some more
in the screenshot
But you can’t remove the credits button in vanilla
now that BM is out I can do that pretty soon
That’s the main reason I still use it
Yeah I remember him mentioning you needed to do that lol
Could you send me the new code
(to be clear, it's not an issue unless you have the terminal set to always visible)
Like I said, I already deleted it 😅
Oh
might've also changed a setting or two in GI
Yeah I still love that he blamed me on that when I never touched it, he did a config update at some point that changed it to that and I had to fix it after it was mentioned lmao
