#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher
1 messages · Page 7 of 1
0.0.127 causes locker to get stuck
LMAO
yikes, this is probably because of casting
because my caching is returning NetworkBehaviour array to the mod, so if casting used it will throw null ref
0.0.128 pushed
- Fixed NRE with Locker mod.
- Removed misc changes with entrance teleport as it may cause some desync.
Decided to only do the caching stuff with entrance teleport
What kind of desyncs did you run into? In my limited testing I've done while working on my pack redo it's been fine but I haven't done anything extensive
Somehow I never had a Locker spawn to see that hilarious bug though that was peak
I didn't run into any desyncs, but decided for the safety to remove that part of the code
entrance teleport stuff is really strange
everything is depends on timing and etc
Fair lol
didn't generate gungeon in 10-15s - here the broken entrance teleport ids
Ah lovely
Hmmm @polar willow Any idea what this is from?
It was throwing every frame
It could have been Moon related since I was testing Kanie
Yeah probably
norway Yet Another Optimization Mod (YAOM) is made
https://canary.discord.com/channels/1168655651455639582/1358776359278739640
damn, that would've been a good name
damn you beat me to it


It doesn't have Xu in it :[
true
it's up on the cat-hub:
https://github.com/mattymatty97/LTC_EntranceTeleportOptimizations
So we're unable to get Multiplayer to work right now, have you succesfully hosted a lobby with pre-release 0.0.128?
network mismatch is from unity networking stuff
@molten light try to enable networking logging in lethalfixes config
by setting log level to 1 (developer)
lunxara is aware of that
Doing some benchmarking
First image is with experimental rendering. UI camera is using custom render to only render UI, but sadly it causing post-processing to not work due to injection point of custom render (that's why UI is not that vibrant) and there is downscaling used by 50%, so 1080->720.
Second image is with default branch and LCUltrawide mod with 720 height.
Still not sure about adding experimental rendering to the mod.
hm, let me try instead with making game cpu-bound instead
I'm surprised that it seems to be GPU bound according to your overlay actually, I find that it's CPU bound on my machine but I'm not sure what hardware it takes to make it GPU bound
HDRP does a ton of work on the CPU when rendering a camera
this looks like a very decent improvement! you could always leave this as an opt in feature
edited because my brain was half awake and I forgot to check your stats in the screenshots lol
I have pushed experimental (0.0.129) with mono JIT configuration to enable all optimizations, expect of aggressive inlining.
it's probably GPU bound here, because of no enemies spawned
probably if I had enabled enemy spawning then it would make it cpu bound instead
argh
🙃
TIL you can get pointer of managed object and do a lot of unsafe stuff
it's probably only works in mono environment, because of non moving GC memory
nint?
it's IntPtr
have you seen the wacky unsafe stuff zaggy had to do for PathfindingLib?
or his use of pointers in the ILInjector. we love wacky unsafes in c#

yeee I was also looking into reverse engineering NavMeshPath to inject a path from the off-main-thread pathfinding directly into an agent
never fully did it though, but I had the start and end and corners mapped iirc
as far as taking pointers to managed stuff I've done some more silly mode here 
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Patches/PatchBlobAI.cs#L103
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Utilities/IL/ILMatcher.cs#L15-L19
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Utilities/IL/ILMatcher.cs#L199-L216
wait wrong one
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Patches/PatchBlobAI.cs#L138
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Utilities/IL/ILMatcher.cs#L21-L28
https://github.com/Zaggy1024/LC_PathfindingLagFix/blob/08de408e1003cf9b11ee9a22991e2cddef7f6a00/PathfindingLagFix/Utilities/IL/ILMatcher.cs#L218-L230
these ones

probably would be better to do this for now...
Oh yeah so you can push a stable update I agree

It's worth getting it out to everyone
this seems like a good method to just get the update out
at least until the interior makers and mapimprovements get their networking sorted
i take that you do not have comments on this 🤔
if so i might release it in Beta
Yeah that's what I was saying lol
How you doing Matty?
iRL stuff any better?
not really. it's all unfolding. hopefully it all ends by sunday :/
I hope things get better
Entrance Teleport Optimizations is out
mod thread: https://discord.com/channels/1168655651455639582/1360176633847349348
@polar willow Any differences between what your mod is doing and what Matty's is doing?
matty optimizes game methods of searching & caching entrances. My mod is doing caching only, but that caching is also works for other mods that requests entrances search
i could definitely do the same you did and patch FindObjectsByType & FindObjectsOfType too
but it's not fully in scope atm
Do you think you would release stable on this mod since matty's solution for caching seems to not affect unspawned networkobject?
yes, but I need to add logging and then stable release will ready
well at least wait for my mod to hit stable first 🤣
I mean your mod seems to already be pretty stable from the sound of things lol
aka. 3 people tested it on 1 moon each so it should be stable
I added it to my pack so if it explodes I'll let you know
I won't be playing today but I will be tomorrow
i have found myself in a circular issue when trying this XD.
you use prefix cancel but never check if another prefix has already canceled the method before you
so i find myself unable to patch it because :
if i run my code before yours - then you run after me and replace my result
if i run my code after yours - you do the work anyways and there is no point for mine to do anything
that's why I hate HarmonyX
idk why it made run all prefixes even if one of them cancel the execution
it's a good thing for normal prefixes that are there to react to a call and not modify the result. it's a small inconvenience for us that want to actively edit the call 😅
[1.1.0] 2025-04-12
Note: some mods are causing some entrance teleports to not be found. Tracking issue: https://github.com/DiFFoZ/LethalPerformance/issues/15
Added
- Caching of many networked objects (EntranceTeleport, VehicleController, Landmine, etc).
- Caching of moon objects (ItemDropship, RuntimeDungeon).
- Enable all optimizations of Mono JIT, expect of aggressive inlining.
- Warning tip if entrance teleport are broken by some mod.
fuck it pushing to the stable version
i think this mod is calling entranceteleport mismatch when it is networked correctly
it gave me the warning about entranceteleport in one case
but the interior was Sub Systems
which does have a properly setup network object for entranceteleport
(and that interior worked with 0.0.129)
i'll look into
@honest oxide cannot repro with sub systems interior
probably some mod is doing something, like MapImprovements
[1.1.1] 2025-04-12
Added
- Check for internal flag from HarmonyX for better mod compatibility.

It probably was
Issue happened on experimentation which had MI extra fire exit
as you've already done it before, do you see any issue with this patch?
UnityObjectPatch.cs
include inactive checks for is active
lel i forgot a negation
and probably there is another problem
with the casting
double check that casting your array to entrance teleport array won't return null
i was wondering that. sometimes the IDE was giving me a warning on the ToArray call but other this way it was chilling
should i just use a Select and cast each element explicitly?
probably make your GetFilteredTeleports return entranceteleport enumerable instead
so toarray call will sure make it as entrance teleport array
ik using Linq is not the most efficient but there is so much filtering i have to do i'm usure if it's worth writing an explicit loop
are you using force-push??
but then i cannot cast it to a array when i assign it to the __return
i only did for that ! i forgot. for bigger changes i do proper commits
as i was saying ide does not really like the implicit cast:
still allows me to build
i guess i could do GetFilteredTeleports(includeInactive).ToArray<Object>(); but this is probably the same as the previous cast 🤔
yes, that will be the same
it's probably rider just doesn't have enough context here
but it safe to cast it
🤷 supress warning go brr i guess
maybe it decided that unity object type is the system object type??
now the big question then 🙃.
is it worth for me to run before you and bypass your cache or maybe i should let you handle the cache if your mod is present?
probably just run before
Hello!
Is it normal that the cache entrance error text box is still active even if I have the thingy disabled?
if it is, is it possible to disable it :,]
sadly but no
is vehicle caching causing this? where enemies don't get hurt by the car?
cant say sure
Probably, I noticed this happening too recently
Either that or one of the updates for Mel's Cruiser
That's probably me if you have rexuvination tbh
I'll look at the vehicle code later to check
Oh is it
Forgot that enemies can be killed by vehicles
I do have it
Did you like remove a component that checks against the cruiser collider
I reduce what layers enemies can get touched by to reduce calls, but sometimes its unclear which ones they do normally by vanilla lmao
Nah there's no component like that, just physics trigger collisions
Ok
So it would just be adding the cruiser's layer to the list that enemies read from
Yeah pretty much that
I need to ask @fallen ember about preloader stuff to patch player physics regions later so I'll add the vehicle layer with that if I can figure that out soon

i gotta add an onenable and ondisable method to player physics regions
or well, just an onenable
No what :']
does it inherit from something that has one of thoose methods?
no not possible to disable that warning tip
it's a monobehaviour, PlayerPhysicsRegion, but it doesnt use OnEnable itself
gotcha :,]
The only mod that I have from that list is MapImprovements.
Is there a way for them to fix that issue?
I got the entrance is not connected(?) something in
moon assurance
interior rrajigar mines (demonmae unreal interior)
i have mapimprovements mod disabled on that time
this time got this in
moon The iris (demonmae moon I think)
interior vehicle hangar (I think)
demonmae stuff should be fine, but I can look into that
i also have matty's entrance mod if that matters
would be nice to also get modpack code
matty's entrance mod doesn't cause any issues
01962a68-d2d3-2f0f-3e48-ec590f216a49
i have a mod there randomize the moon on lever pull you can disable that first
looks like it's because of fire exit in the ship
iirc it's Melanie's Ulitity Furniture
yup
the entrance here is not spawned because of nested network object
[Error : Unity Log] Spawning NetworkObjects with nested NetworkObjects is only supported for scene objects. Child NetworkObjects will not be spawned over the network!
oki i'll disable that for the mean time
They've already been told how to network the new fire exits correctly
Alternatively you can disable this mods entranceteleport caching and use matty's mod
Which doesn't do the same blocking entrances if they're not correctly networked
I did that
but the red text box still appears
I understand, for now I will have to uninstall MapImprovements it until they can fix it if there is no way to disable the text box :,]
Honestly it's not that big of a deal imo
Though I have ti check in on how they're progressing with thay
well you have 3 options
- Ignore that warning tip, but with matty's entrance fixer mod installed;
- Use pre-release version of LP that didn't have that warning tip;
- Uninstall those mods that are causing this tip to show
@polar willow lethalperformance is causing interior desyncs to happen if you load in game with the mod when host doesnt have it
i downgraded to 1.0.1 and it stopped
at first i wasnt going to report this because i initially downgraded to 1.1.0 and saw there was a config option to disable the cause of it
but that config option doesnt exist in the recent version.. for some reason
i believe my player-prev log was generated with the desyncs
ok
nevermind
i was fucking stupid
the config i was looking at was for 1.0.1
my brain just
completely fucking died
i genuinely feel so fucking braindead right now
This would be because you have entrance caching and the person without the mod doesn't, I feel like this is a mod that everyone should be required to have anyways personally
Just flip off the caching if playing with people that don't have it
problem solved
yeah i play publics
most people there wouldnt have it lol
ok nvm it still is happening
config option off
Weird
Ok, so here is a strange one but if anyone has time please look into it:
I have reason to believe that the more recent updates of Lethal Performance (definetely 1.1.1, but I think 1.1.0 is also affected) is causing item an duplication bug (The bug in question is a bit finicky to reproduce). But I noticed it first in one of my modpacks and through a lot of trial and error am pretty sure it must be your mod (yes, I also tested outside of the modpack right after and was able to reproduce it. So I'm sure it's not a compatibility thing).
About how I produced the duplication bug:
Basically, I created a save, landed, bought a couple normal flashlights, placed them in the red cupboard (important, if you just "g" drop them in the ship it doesn't happen for whatever reason), took off again, exited and reloaded the save once in orbit and after reopening the save file in question I was then able to pick up 3 flashlights from at least 1 of the ones I had deposited the next time I picked them up (it won't be obvious from looking at them that there are more, because position and rotation will be the same, try picking them up. Also, only one of the ones placed will be affected in all the cases I tested). This seemingly happens with other items as well, but if there are multiple ones, the bug appears more frequently on normal flashlights for whatever reason so I only tested it with those.
just now had this happen with shovels
welp host decided that there is should be entrance teleport, but your client doesn't think about that
I think I know how to repro 100%. I'll try to fix it
yeah but
i had the config option off
so it shouldnt happen
that config will not do anything, when the host ask you to spawn entrance teleport here
it could be host is having a mod that changes fire exit count
this was happening in vanilla games on public lobbies
multiple random people hosting i dont know and dont have any major server sided mods
LadderTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
LadderTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
EntranceTeleportB is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
EntranceTeleportB is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The EntranceTeleport component was skipped during spawn!
EntranceTeleportA is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
EntranceTeleportA is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The EntranceTeleport component was skipped during spawn!
...
[Warning:Buttery Fixes] EntranceTeleport.FindExitPoint() was called before RoundManager.SetExitIDs(), which is very likely to cause problems. Either a mod is doing this or you are experiencing excessive load times
looks like something disabling entrance teleport objects
causing you have less entrance teleport to spawn
suppose just butteryfixes conflict then
no, buttery fixes is logging about fire exit mismatch
oh
but before something is happening with entrance teleport on the moon scene
some mod disables them
i dont have mattys recent release of entranceteleportoptimizations
waiting for that to be out of betatest
let me analyze your mods
sure, one sec
do you remember the moon name that does have this effect?
it was multiple
happened on experimentation, assurance, offense, and rend
01962d86-912e-2bb6-0e2a-d3362cbdcaba
here is my vanilla+ profile
everything that is disabled was in said disabled state when i generated the log you looked through
I think host does have some mods
I see a lot of exception with inventory stuff, so probably host is using ReservedItemSlots or HotBarPlus
also, about this, it's company moon do have disabled behaviours
i joined like 5 lobbies in that log (the chance of all 5 hosts having that would be very low)
but it should not cause any issues, but why buttery prints about fire exit thing
but why would that cause it anyways
is that bad
it doesn't cause any issues, because of force aes encryption
but I currently debugging duplicating of tools and decided to not encrypt files
and now I noticed that my patched method is not called
[1.1.2] 2025-04-13
Fixed
- Item duplication on lobby save [Thanks Kestrel16C].
[Error :DiFFoZTweaks] AudioReverbTrigger contains null AudioSource. Please report it to the moon developer
AudioReverbTrigger scene path: /Systems/AudioReverbPresets/OutsideShipAmbience
I wanted to confirm that I'm also seeing this, I was testing adding LethalPerformance client-side to help with performance and saw interior desync on some seeds
I wanna say it happened the most on Mineshaft, but I'm not sure since most of our testing was with the seed locked to make sure that we could find a fix. Seems like it's probably not interior-dependent since it happened on some modded interiors. All moons were vanilla.
I'm assuming it's related to the entrance teleport caching? But I haven't been able to test with that disabled yet
might be nice to compare the results of the cached list vs the result that Unity gives to see where it's going wrong? could it be something with the execution order of Instantiate, Awake, OnEnable, Start?
this was with LethalLevelLoader, so it's possible the desync is related to the fire exit count being inconsistent between the host and clients? but it seems strange for that to be the case
@robust dock i saw this on lumin's stream earlier too, though i dont know what mods she used
something goes wrong in dungeon generation
and only for client
host spawned entrance teleport trigger, but client thinks is not supposed to be here
could be seed desync or entrance teleport prop count mismatch
I have the code in case it's needed, but I think this is probably reproducible with just LLL+LethalPerformance with LethalPerformance disabled on one side
I'm thinking it's unlikely to be seed desync, but unfortunately I didn't clip when the desync happened on stream, I could go looking for a specific moment so we can see if the seed showed up the same
LLL prevents joining vanilla lobbies and this issue was replicating in pubs
so I'm not sure it's a factor here
possibly a catalyst
ahh true, that's interesting then
DiFFoZ: Lethal
DiFFoZTweaks
1.3.0
- Added log and exception handler of null AudioSource in AudioReverbTrigger.
Log example: #1253705079605956640 message
Won’t be this
Bleh
Won’t be the teleporter prop count
I'll probably ignore this for now, until we get more info about this
You don’t auto swap out oftypes to bytypes or anything do you

hello! im having some problems with LP and Wesley's moons
at least on Gratar the screen gets entirely black
besides the scan and interact text
when i leave it goes back to normal
just to add some more onto this
interior desyncs are just there, the moon it was on means nothing, the interior that generates means nothing, it is able to happen on every moon, on every interior
i experienced the majorty of my desyncs on factory
but that doesnt mean anything
it was just because i got factory the most that session
i probably should have said this when diffoz asked me what moons this happened
Anything in logs?
im sorry i dont know how to read logs
If you're using a mod manager you should be able to go to settings -> copy log to clipboard, and paste it here
def a weird issue. Don't know how these mods would be related and breaking in this way...
i use gale :3
but i cant find it 
ye, but i tested with just the two
i guess smth in an update broke
it only happens on gratar tho (at least that i know, i havent been to all)
is it this?
it's under File
or, you can go to open profile folder
then into the bepinex folder
and the log will the LogOutput.log file
this?
Yeah, can confirm
I didn't see much, but I'll look more
From yours and mine if I quit while on the moon I think I see this pop up, though I don't know if it's involved.
[Error : Unity Log] NullReferenceException
Stack trace:
PlayerPhysicsRegion.OnDestroy () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0033)
When I took off I do seem to be hit with
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_02EA)
(wrapper dynamic-method) AudioReverbTrigger.DMD<AudioReverbTrigger::OnTriggerStay>(AudioReverbTrigger,UnityEngine.Collider)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_02EA)
(wrapper dynamic-method) AudioReverbTrigger.DMD<AudioReverbTrigger::OnTriggerStay>(AudioReverbTrigger,UnityEngine.Collider)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_02EA)
(wrapper dynamic-method) AudioReverbTrigger.DMD<AudioReverbTrigger::OnTriggerStay>(AudioReverbTrigger,UnityEngine.Collider)
Possibly involved but I am not sure it's the cause as these seem to happen after quitting or during takeoff. So it to me suggests something quieter happens earlier.
Which version is okay to use currently?
1.0.1 shouldnt have any recently reported issues
Thank you 🙏
i found this out the hard way... after setting up a lot of configs to sorta fit the theme of gratar using this interior 😔
the issue was pretty obvious though after freecamming, the interior is in the moon instead of under (at least, the main entrance is), probably darkened cause it thinks you're in the interior when you're not
wait why couldn't it be that? does it send the count over the network?
no but without LLL it shouldn’t change at all and with LLL it’s just based on findobjectoftype count so no mods that don’t depend on LLL and/or don’t create a network compatibility should be changing how many entrance instances are in the scene
LethalPerformance patches FindObjectsOfType
so if you depend on that on each client, then the count may vary if there is an issue in the caching
not saying that's the issue, but it seems plausible to me
The caching in concept worries me slightly in regards to some stuff in basegame/other mods relying in the consistent order of the hierarchy but I assume those must be working
(Hence why i was worried about if oftype was changing to bytype or anything)
in theory that's fixable if there's an issue with that, but it would be a bit unfortunate if it was needed
ideally the sorting is done on the user end if it's necessary
you don't use findobjectsoftype for entrance teleport
LLL just gets all entrances from the scene root gameobjects
Iirc the basegame did somewhere but i could be mistaken
huh, looks like camera just decided to not render at all
basegame doesn't change fire exit count, so no
the only thing I can think of is burst assembly is not loaded properly
so weird that it only happens on gratar tho...
like what did gratar do 😭
As someone who doesn’t really know what that means, is that more likely an LP issue or something Wesley needs to be told about?
i need to firstly find the method that causing this in LP
and then see, what's going on
if it helps you can always blame wesley
hm, if I disable Volume component on the moon scene, then it fixes the render
So is it a Wesley issue that gets revealed from LP caching?
ty
it started happening after the last few updates i think
before it worked fine!
i just click on the updates when they appears on gales
probably was caused by the extra caching added in 1.1.0
Probably 0.0.127 or 0.0.128 since those were the 2 that focused on caching almost all network objects
they probably didn't use those
so i assume it started with 1.1.0 which is when they hit stable
how do i know if im using an experimental build?
i just downloaded lethalperformance on gale
it's version 0.0.120 through 0.0.129
if you just download it and nothing else, you arent using an experimental build
ok ty!
so do i just downgrade?
you can if you want to
i want to play gratar :3
if I disable one of these volumes it fixes the rendering
hmm
lol, apperantly it's because of mono jit changes
Oh so it was something from 0.0.129
Hotfix will likely be releasing soon so I'd just be patient
yipee!, but in the meantime ill be using 1.0.1 so i can go to gratar
You don't need to downgrade that far
Just roll back to previous version
or 0.0.128 if you want all the caching stuff minus the mono jit stuff
1.0.1 is the one without the issue
False
but i just tried it :c
Well actually maybe
What even is that top one? As far as I know moons usually only have the 2 in the sun stuff because they’re the day and night.
1.1.0 added all the new stuff to stable branch
i tried1.1.0 and it didnt work, 1.0.1 worked
but theoretically if you wanted all the benefits of current version minus mono jit breaking stuff I would use the 0.0.128 build for now
okkokok ty!
ill stick with 1.0.1 that has been working fine for me and ill hope this is an easy fix!
It should be since it's just something from mono jit caching behaving strangely with Wesley's Mooons
poor gratar my boy didn't deserved this 
[1.1.3] 2025-04-14
Fixed
- Landing on Gratar moon causing camera to render only some parts of the sky [Thanks ThecheeseXD].
it could be also potential fix for fire exit generation desync
ill find out whenever i can
@polar willow it is fixed
4 vanilla lobbies in a row without it happening, 6 moon lands
Yipee!!! Tyty
https://github.com/DiFFoZ/LethalPerformance/commit/e61fff41d45746b80eb66e4ddbd84bcf0e0065ed
this is the commit? I'm curious what the optimization flag means, but I'm not finding any obvious documentation on Google
I would've assumed floats would use 32-bit operations by default so I'm not sure what the name is supposed to imply 
i can confirm now it works!
i can finally see gratar yipeee!!!
yeah, by default in just mono, but unity decided to remove that optimization
and looks like we found the reason why
yep
and then it truncates I assume?
yeeep
ok so i got my first blocked entrance, why is that?
did you get warning about blocked entrance from lethal performance?
yessss
then you have a mod that causing this
interior is not set up correctly with networked entranceteleport
If you see this popup, it means that interior is misconfigurated and causing Lethal Performance to confuse about where the entrance teleport should be. Known mods that causing this issue: Tartarus ...
what interiors do you use
a trillion billion, but i think i got the sector alpha interior
oh
Sector Alpha has also a lot of animated object trigger not networked
:c
so for some clients it can cause desync in animation
probably the same deal with sector beta drill not syncing
sad i just finished making the config for 50 moons with their respective interior weights
was doing it for 4 days
and now this happens :c
you can still use it if you disable entranceteleport caching in lethalperformance and use matty's entranceteleportoptimizations
for some reason matty's mod doesnt block the entrance when theyre incorrectly networked
and what does that mean? what does it mean to be incorrectly networked
the networkobject associated to the entranceteleport is not being spawned
so lethalperformance gets confused when trying to grab the entranceteleport from cache, and doesn't know where to put it
oh well
so i can either downgrade lethal performance, delete sectoralpha or use matty's optimization
use matty's and disable caching in LP config
LP will still complain about mismatched entranceteleport but it won't block the entrance
but the entrance block only happens on those interiors?
and does it also has to do with the moon?
nope
the moons themself don't have that problem
those interiors listed above, and the changes from map improvements that add fire exits, have this issue
and is it possible that every entrance gets blocked?
depending on how bad is interior did, but currently only main is blocked
At least having the mod say "Entrance Blocked" makes it look like it's a feature and not a bugged thing
it's because matty maintains list of entrances, while I depends on only networked list of objects
ah ok
thats what i was just thinking
if its only the main entrance i think ill just keep it that way
its not a bug its a feature!!
That’s a basegame thing btw
It happens when a entrance couldn’t find a matching entrance and vis versa
(Which can be for various reasons)
Oh
i think we have another interior for the blocked entrance list
it happened again but this time in the Mantif Interior
Mantif is really old so I wouldn't be surprised if it had that problem
Though unfortunately wydrop doesn't seem to be active on maintaining it anymore
ehh, not sure if it's good thing to patch hdrp code with preloader, but if I do and possibly optimize it, then that would be nice optimization
uh?
that would be the last resort for the optimization, as it requires a lot of time
what's the optimization?
HDRP cpu side optimization
i'm trying to understand why you would need a preloader for it
only thing preloaders can do that harmony/monomod can't is add stuff
or well.. permanently remove stuff
i could do that with harmony, but preloader would be easier to maintain
forgot that it also runs before any unity code so there is that too
oh god
patching the render function to do what exactly?
because I patch it in multiple mods since the unity provided events are just not useful enough
would transpilers access this replacement method?
currently, no, but probably would be possible
hmm, I think we missing yet another suits menu mod
where are you putting the menu 
and after doing IL copy transpilers are now working
ooh nice
out of curiosity, did you check any existing transpilers or just checking that one you wrote could see the method contents?
I just made that my patched method doesn't cause your transpiler to fail
ok tomb is also getting the main entrance problem
i think ill do what you told me before
does this mod makes other performance optimizations? bc if im disabling this and it doesnt have anything else it would be sad :c
so disabling it still appears the entrance popup but it now lets me go in main
is there a way to disable the message?
no
ok
Interesting, what's the benefit of this over just disabling the mods though? 🤔
It's only for modpacks that are not using thunderstore codes
Ah got ya
and checking readme to see this is pain
I'm curious btw is there any reason why the first boot up of the game after a fresh PC boot/reboot is so slow compared to subsequent boots of the game with faster load btw?
because of OS caching
Yeah true
but more aggressive
Although Linux is likely a bit quicker yeah
Lmao
I'm curious how much quicker boots of the game with faster load are on Linux compared to Windows cus I feel like some of it is probably just NTFS I've tried disabling idk how many mods and I can never get boot times to be under 30s lol which 30s is still really nice tbh
it could be also antivirus
Maybe yeah but I got my Steam Directories excluded
That doesn't mean much ofc
Defender naturally does slow some things down, hell Defender in of itself is so slow to open on 11 24h2 compared to 10 and previous builds
It sometimes takes like 5-6s for the UI to load other times it takes like 2 but that doesn't change the fact that it used to be just instant tbh
Not possible linux is an absolute gift from the gods, this must be the fabled windows propaganda ive heard so much about

CS students after using Linux for one (1) project:
sudo rm -fr /

--no-preserve-root
@polar willow Are the networking optimizations breaking some things with Dice and NightOfTheLivingMimic? It seems like some of the host specific code stuff refuses to trigger for them but I also get no errors
what kind of things are not triggered for client?
Well for NightOfTheLivingMimic the wsm command isn't working properly, it's spawning stuff in a random location rather than on the player name put in the chat, for Dice the add/remove admin option in the debug menu doesn't appear which runs a ishost check basically
I hope RebalancedMoons isn't still causing jank tbh
lol
why would it be rbm
that doesnt really make sense
IsHost property could return false if it checked before network behaviour is spawned
for NOTLMnot sure, but I'm not caching players
could be something got changed in your modpack
It touches some networking stuff
So it very well could make sense
Well unless ReXuvination might change how mimics spawn since it optimizes stuff but I doubt that cus it worked fine that day we played without RBM
https://thunderstore.io/c/lethal-company/p/Fandovec03/ExperimentalEnemyInteractions/ this might be my other best guess really 🤔 but I don't think it touches masked
Rexuvination got some updates recently, that may be related??
nothing i change would change how or where masked spawn
Yeah didn't believe you touched that
I do know ScienceBird Tweaks updated recently too but idk if it would break something like Twitch commands lol
I'd have to do testing and I usually don't have another player to test with
sciencebird doesn't have anything relating to that iirc
especially not twitchchatapi modifications
Yeah I didn't think so
LethalElements appears to be breaking as well
Blizzard and Snowfall aren't working properly
Does Dusted or the stuff for Dust Clouds in ScienceBird Tweaks fuck with LethalElements?
in my experience no to both
i have dust space clouds turned off in sciencebird since WR already handles it
cus whatever is breaking that is probably the chain for everything else
thick dust clouds and dustcloud noise should be fine
Yeah cus Snowfall and Blizzard aren't spawning snow
no snow falling from the sky during Snowfall either
Something is fucked
01964af7-6ddc-1f02-5e7e-e805613fe548 I strongly believe it's Rebalanced Moons cus all these issues started after readding it
i use it as well so i'll be able to check
what moon specifically was the snow not working
Pandoramus
ah
i don't have that so i'll check on a vanilla moon
snowfall on dine works
particles and mesh
i'll look at ur code
It's one of the recently updated ones for sure
Pacoito tested in a small profile and Snowfall works fine
is this along the lines of what you get
all i'm seeing here is the snow takes a long time to start forming
unless u set it that way
Yeah for me it was just broken, if it's working okay on Vanilla Moons then that doesn't lower my suspicions
Since RBM touches networking
Another thing it could be might be Glow Pickies
I've not seen them spawn
i don't use those so i dont know how problematic they are
Rebalanced Moons
probably not the cause but your hookgenpatcher got reenabled again
hey guys i've noticed by doing plenty of tests that Lethal performance breaks the game when you pull the lever to land on a moon, the random seed loading is going on infinite loading, and obiously the game is never launching
thats weird
i didnt turn off rbm and was able to get the snow on oldred
i think u have something else thats messing up rbm and causing it to do that
Doubtful
But while I'm at it I'm pulling other stuff
HalloweenElevator for example cus ScienceBird includes it and I have it guaranteed anyways
u should report it to dopa if youre certain thats the issue
just weird that it worked on my end
werent u in singleplayer when testing if it wasnt there
hi, can you send log?
Well ibwill send it tomorow i gotta go sleep 😂
LethalPerformance isn't responsible for dice stuff breaking
@honest oxide Question, do you use ReservedItemSlots or TME?
I noticed they updated recently
isn't like dice got updated recently?
It did yeah but Slayer can't repro it on his end
both
Interesting thing if I downgrade LethalPerformance to 1.0.1
Looks like PathfindingLagFix is broken
It doesn't error with the new version though
So weird
So the entrance caching stuff is fixing some bug with PathfindingLagFix
XD
it's probably 1.0.1 breaking pathfindinglagfix instead rather than lethal performance fixing pathfindinglagfix
Well 1.0.1 was before caching got added
Meaning it would be going off of vanilla behavior
I had downgraded it when testing if the network caching affected dice which it doesn't
this is because of old lethal performance doesn't check for harmony flag
Ah 
so if you're using old version then you need to disable entrance teleport optimization
@robust dock congrats your mod works on its own with its dependencies, colour me surprised
Yeah I only needed to roll it back for testing purposes lol
well I certainly didn't change the patches there so it would be very odd if it was a bug on my side
all I'm doing is calling FindObjectsOfType and adding it to a list, so the issue would have to be in a patch to that method, not in my code
dunno why that would return null though
https://thunderstore.io/c/lethal-company/p/mattymatty/EntranceTeleportOptimizations/ Maybe something from this?
mm
not sure how multiple patches interact but that on its own shouldn't cause any nulls
because LP override matty mod to null
gotcha
how do you send logs again ? xD
meow logs
Meow meow!
bad bod
[1.1.4] 2025-04-19
Fixed
- Snowfall VFX from LethalElements doesn't work.
Mono JIT optimization was removed at all, due to causing issues
rip mono jit
i never really understood what it was doing but now that its gone i guess i dont have to
yikes
found out that zekeerss is using old version of facepunch steamworks
that fix was made in 2020, so zekeerss is using really old version
could be that it uses version that unity facepunch transport networking is imported?
yep
Probably no need to fix as zeekerss doesn't use that and instead just pass steam id via server rpc
I knew you would fix it quickly
I'm sorry the Mono JIT stuff ended up being more problematic than it was worth lol I was knocking my head around wondering what was breaking LethalElements hehe that explains why it raised sometimes when I got it on Pandoramus too but then others it didn't do anything. At first I thought it was DiffoZTweaks when you had me test that but the 2nd time I landed it was back to buggy behavior so I was like "nope"
Experimentation was what it consistently broke on
i've been looking for meow logs where can i find it ? i didnt found it
Meow meow!

Settings -> Copy log file contents to clipboard
if you use r2modman
hooooo i don't use r2modman
then what do you use?
i mean i use thunderstore, but i learn about r2modman 4 days ago so 
thunderstore should also have that option
r2modman is independant from thunderstore or i can find it on the modlist of LC ?
wait, you mean thunderstore as platform for hosting mods or mod manager?
so you don't use mod managers?
no no i use thunderstore ffor modding LC but i don't know if r2 is a mod or a mod manager
r2 is a mod manager
well if i don't use r2 i should give my modpack link or there is a way to share logs ?
Probably thunderstore mod manager has it in a similar place
If you're using that
r2 and thunderstore share a lot of stuff between them ui-wise to my knowledgew
@polar willow @zinc glade in a friends mod pack, the only recently updated mods are the gray apartments, sciencebird tweaks, and lethalperformance
we are having an issue where mics stop being hearable constantly, for both host and non-host clients, and the only way to fix it is restarting the entire game
im assuming its either lethalperformance or sciencebird tweaks due to them being the only recent updated mods, and the gray apartments doing it doesnt make sense
If it's consistent enough you should be able to eventually narrow it down by disabling mods. I'd be surprised if it's SBT since I don't really touch anything like that at all.
it wasnt happening before, theres not really much to narrow down
but i assume the logs arent showing anything
only thing i can think of is that LP removed the mono JIT optimizations for newest release
so if u didnt have this problem on the LP version before mono JIT then it wouldnt be that
do you have LethalSponge's de dupe audio enabled? I've experienced it with my friends before where one could not hear anyone or I cant hear them when landing to a moon. Dunno if its 100% de dupe audio tho
oh yeah
ideally deduping settings should be off unless someone in the group has a low end graphics card
wtf
hold on
oh yeah
i guess it is that
idk why tf it wasnt happening before
welp i don't know what to do there is no log to copy it seems
should i just send the code of my modpack ?
then you probably set BepInEx logging to off.
Try then send log from unity, press ctrl shift l in the game and send player-prev.log
I don't see any errors
wth
once i disable lethal perfomance, the ship can land on a moon
gotta check something later this day
if i didnt touch anything in some configs
is it in the local file or setting of thunder ?
thunderstore
send player.log instead
Scene that began loading: Level1Experimentation
...
This client could not find dungeon generator!
isnt lethallevelloader a dungeon generator ?
No, it was trying to find an object on the moon
so i guess i should disable Lethal performance for now ?
can you send me your modpack code?
01965309-1004-0e34-91d8-4b952ed50601
CruiserCourier mod causing this issue
[1.1.5] 2025-04-20
Fixed
- CruiserCourier mod causing moon object to not be cached.
DiFFoZTweaks
1.4.0
- Added ignore plugin loading list option.
- Added logging of SteamNetworkingSockets errors due to unable to send message.
- Added NoNagle to some RPC delivery flags.
Modpack devs are now able to add mods to the ignore list to make some mods to not load 
No more readme notice to remove some mod
The only downside is seeing this icon 
why is this downside
no way
no fucking way
holy shit
thats actually peak
does it like
not work unless the mod you dont want to load is already downloaded
like if i left out a soft dependency of something i dont want people to install, then they do install it, does the list not properly prevent it from not loading, since it was not in the mod pack before
Hmm, if they updating modpack mod then probably mod loaders are not removing the cache, so that means it will still load it.
Need testing to see if doing that will prevent from loading
If it still loading even if it's ignored, I could try find another way of ignoring mod loading
can help you with this if youd like
sure
ok just pick a random mod with a soft dependency
actually
maybe a better test would be specifically snipers moons
for context
the mod snipers moons itself only adds a secret moon, being "templatemoon"
the rest of his moons are dependencies for it, but are not required to run the game
if i cant join after reinstalling them with all of them in the list, then it doesnt work
what mods are recomended to not load?
depends on modpack
e.g. if you want to use self storage mod, but general improvements soft dependency breaks your modpack
this is also good to disable yesfox alongside butterybalance
what is nonagle out of curiosity
TCP optimization to combine small packets into one, but adds a bit of delay
oh, I see
Mods that uses lethalbundle files are not ignored
so that will not work
i see
@polar willow are these two things separate or does the check need to be on
check needs to be enabled
ok and
the thing i write in plugins to not load is the exact same as these folder names
yes..?
no... plugin guid is not the same as thunderstore guid
I can help you get guids for mods if you send links to them
ill send it just in case
https://thunderstore.io/c/lethal-company/p/mrov/WeatherRegistry/
https://thunderstore.io/c/lethal-company/p/Dev1A3/YesFox/
just those two
Dev1A3.YesFox?
mrov.WeatherRegistry
uk.1a3.yesfox
the examples provided was just for shipwindows and lethalperformance
not all of them are going to be wrote the same
most of the time you can get guid by searching plugin_guid in sources tab
yesfox is also loading i guess?
it should log it if it's loaded
YesFox didn't loaded, but weather registry loaded. Did you clear cache folder?
ok, could be that weather registry is hard dependency by some mod?
its coderebirth
it shouldnt be a hard dependency
because coderebirths weathers are disableable
ill try clearing cache
1 is hard dependency
so code rebirth is require it
i've kinda wanted to separate weather registry into a soft dependency for some time, i might do it for next update
Oh god
Goated DiFFoZTweak
Now a top 10 mod
if diffoztweaks has 100 fans im one of em
if diffoztweaks has 10 fans im one of em
if diffoztweaks has 1 fan it's me
if diffoztweaks has no fans im dead
i am now a fan
i can use butterybalance in my mod pack without worrying about yesfox dependency
u weren't a fan before? smh fake fan
its so peak...
gonna be real
didnt know what it does
no description on thunderstore doesnt help 🙃
diffoz can only release peak,u shouldve been on diffoztweaks since its inception
jk what it did on releas ewas flash the taskbar when lethal is done loading
and later it got added to limit the amount of MC cosmetics anyone can have
btw whats the guid of hookgenpatcher? wanna disable that since i have autohookgen
can it be swapped without other mods breaking?
autohookgenpatcher does the same thing as hookgenpatcher but just does it better
so nothing breaks if you switch
I see
well
if you have something that has it as a hard dependency, then it wont be disabled
as i just recently found out
so in other words
likely you cant disable it
well no
but the purpose of this feature is mod packs
and im assuming youre talking about your own mod pack being publically downloaded
and you dont want idiots not understanding to not install hookgenpatcher
that is interesting theres a better mod than that though
it's not possible to disable patchers in runtime
that makes sense
so just left them as is
is this normal?
patchers always run before plugins anyway right
yes, if you didn't clear cache folder
aah alright
its mainly that TS will always add hookgenpatcher because of mod dependencies even when i exclude it from modpack json
and i lay it out in readme to disable it, and just hope they read it
I cleared the cache folder and it appeared again
i'm also assuming this doesn't block things like LLL moon packages from loading
so i'm not gonna try it with that
can you send me modpack code?
well
0196551e-64a2-9b86-0339-b6f5109d8ced
if you insist on doing this
which i dont recommend
try using customstorylogs to get the point across more
how would CSL help
you can add a completely unmissable custom log at the company
and then people will read it
if it stands out enough
i guess
it's not a major issue since i also include modpack code in changelog that has it disabled
just hope you dont have someone completely reupload your mod pack to thunderstore with the addition of SCP and poppy playtime monsters
works fine on my end
@stark marlin Did you actually remove BepInEx cache folder in the profile path?
(im not joking, this genuinely happened to mine)
too bad they didnt realize centralconfig prevented those things from spawning 
I clicked these 2 in gale
I have to manually go and delete them?
ah those two is for gale mod caching
yes
when you change that confg option you need manually delete cache folder in profile
No, you're right, gale deletes the downloads cache
in order to apply alredy downloaded mods to other profiles without having to download them again
yeah, if you didn't have it, it's not on the cache I guess
it worked, is not there anymore
is there a way you could implement something like <auto-deleting> the cache or something, so my friend group doesn't have to go through the manual cache delete? (they're too many and a bit dumb)
doesnt BFLAP already delete cache if its unused for a while
you could have tweaks tell BFLAP to delete it immediately
it's not needed as modpack should be redownloaded (by that I mean delete old profile, create new and download modpack), so the cache folder would be deleted by that
Yeah, but since i have a modpack mod, they use that instead of updating it manually
so i think the cache is not affected
deleting the profile will mean you cant update the mod pack without reuploading it
unless im wrong
no, updating manually will actually preserve the cache folder
what i mean is that I use this https://thunderstore.io/c/lethal-company/p/rectorado/RectoradoBasePack/ to add new mods, so they don't have to delete/update the profile
oh wait no i read this wrong at first
are your friend just press update button on modpack code or recreating new profile to download update?
diffoz is right
you need to make an entire new profile for mod pack update downloads
or just delete every mod and clear all cache in a profile
but thats the slower option
yeah, new profile is better as it will not cause old mods to be still enabled
they just update the modpack, and any new mods i add to it (as dependency) auto-downloads (it is mostly to streamline the process)
if I delete any, yeah, I'd send them the code
I'll just send them the code next time so it clears the cache
yeah, just send them code, so gale would just recreate clean profile
why is bflabp incompatible with introtweaks?
because it breaks some mods from loading bundles
oh is that why the planet keeps unloading when i boot up the save file
uuh, it's actually LLL bug
i use this
then it's probably just hotreloading stuff
huh
oh
introtweaks is hotreloading
thats what you meant right
no. IntroTweaks is not hotreloading, is just bad mod
lol
wait which mods are broken anyway
How sould i know if introtweaks is causing issues
Would it be stated in the logs
what do you use introtweaks for
if its just to skip wifi/lan select you can try the GeneralImprovements implementation
it fixes morecompany ui
does it fix morecompany's final report? it always bothered me having one centered and all the other people on the right instead of having everything centered
I think the menu
oh well
what exactly?
LethalPerformance Blocks the Main Entrance on Egypt (Mod Moon) although there is no problem with that entrance. Works just fine without the mod
Is bc of the interior, there are some interiors that arent networked correctly (i think it was that) so it makes main appear blocked with lethal performance
You can disable the entrace teleport thing on LP config and replace it with matty entrance optimizations
Or disable those interiors
ok thanks. but thats not really a performance issue isnt it?
Those interiors can have desync problems if im correct
i assume it's fine but just incase @polar willow, lethal performance does a fairly big warning 
yeah it's fine, I just added them when I was debugging why dungeon component was not caching
Okie
Can there be an option to disable this annoying pop-up?
The supposed entrances from Map Improvements aren't even blocked to begin with, and I don't know how to get this pop-up to stop manifesting outside of that
01965b29-7054-da57-524a-83728ff859f8
i've already asked about this and he said he can't add this option
idk why but its always gonna be there
i'm guessing its some weird stuff happening at runtime that doesnt like taking config value to determine if it should send an alert
This is bs what
Unless there's divine intervention messing things up when disabled
Narpy again you really need to work on your attitude towards mod devs
Was that specifically “no not possible currently” or “no not possible at all”? Because currently, sure, might not be configurable but I’d be surprised if it’s really difficult to make it check a bool to determine if it should send the notification.
I’d personally like to disable it too but I don’t know the code so if it’s really difficult to do that I’ll live.
when i hear not possible i assume at all
but idk
there has to be a reason why it can't be turned off along with the config
I don't have a horse in this race since I've never had the issue, but I tested out of curiosity and I could easily disable the tip via an external patch. @polar willow Is there a reason you need the tip to stay on in particular or is it just annoying to change internally?
i dont think he is trying to say it is difficult to allow the tip to be disabled
yeah I thought the same, which is why im curious what the reason is
i could be misunderstanding but im pretty sure the sentiment is "it's warning you that you are likely to run into an error, and the cause of that *potential error should be fixed instead"
that's a fair assessment
imo it could be that it prints the notification in log (under Error tag) regardless of if the caching is on or not, it would still inform people who need to know without being in your face about it
yes, I meant that warning should be not ignored and instead be fixed by the dev that causing this error to happen. This error is really fix if you spawn entrance from the code by calling spawn, and a bit harder for interior dev as it may require registering new networked prefab (if they use custom entrance script, like tartarus).
I like the log approach. Some interiors are likely never going to update or even if they are, in the meantime it would be nice to not have it in your face.
i think the point is exactly for it to be in the face of the user so they will complain. almost nobody looks at the logs if nothing is visibly broken , and some don't even when things are broken
the amount of times i had to ask users to first fix something else because they had litteral thousands of exceptions from other mods, but mine was the only one visibly erroring ingame
But maybe making it a config, it comes with the message as default but you can change it to only appear on logs
That would make less experienced users know smth is wrong
so people downloading modpacks will still never see it because the modpack creator disabled the config 🙃.
Well thats more on the modpack creator's fault
i'm not advocating it's a good idea to have it. just what i belive is the logic on Diffoz part. i'm indifferent with the issue
And i guess if you are having problems with a modpack you should ask the modpack creator first
But idk i havent played with modpacks to know if people just go throwing the errors to the mod creators
yup because the logs say the mod not the modpack
also i know most modpacks simply yeet all logs entirely :/ which is even worse
Bruh
Well i can see the reasoning but making it a config still would be the best option imo, maybe have it say smth about modpacks to have it on so people know smth is wrong idk
if i were to give a middle ground. i'd say to add a config but when the config is on ( aka warning is disabled ) there is instead a popup on the mainMenu. like the LAN and File warnings.
rationale is that you should never have to disable the warning if nothing is broken 🙃
Oh yeah that sounds even better




