#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher

1 messages · Page 7 of 1

agile oyster
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unless he left the vertices and just added a new face

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which might be what actually happened

elfin estuary
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0.0.127 causes locker to get stuck

molten light
polar willow
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yikes, this is probably because of casting

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because my caching is returning NetworkBehaviour array to the mod, so if casting used it will throw null ref

polar willow
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0.0.128 pushed

  • Fixed NRE with Locker mod.
  • Removed misc changes with entrance teleport as it may cause some desync.
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Decided to only do the caching stuff with entrance teleport

molten light
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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

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Somehow I never had a Locker spawn to see that hilarious bug though that was peak

polar willow
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I didn't run into any desyncs, but decided for the safety to remove that part of the code

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entrance teleport stuff is really strange

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everything is depends on timing and etc

molten light
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Fair lol

polar willow
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didn't generate gungeon in 10-15s - here the broken entrance teleport ids

molten light
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Ah lovely

molten light
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Hmmm @polar willow Any idea what this is from?

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It was throwing every frame

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It could have been Moon related since I was testing Kanie

polar willow
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probably it is

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maybe wrong name of the prefab enemy is used

molten light
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Yeah probably

polar willow
vestal nimbus
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damn, that would've been a good name

polar willow
vestal nimbus
thorny gazelle
vestal nimbus
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true

polar willow
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+1000 fps

stark marlin
fallen ember
molten light
polar willow
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it should work fine

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what the issue do you have?

molten light
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Clients just can't join LobbyControl screams network mismatch

polar willow
molten light
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Well it's not giving us any useful info

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maybe you got ideas?

polar willow
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@molten light try to enable networking logging in lethalfixes config

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by setting log level to 1 (developer)

flat spade
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1 is normal, 0 is developer

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according to configs

azure beacon
polar willow
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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.

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hm, let me try instead with making game cpu-bound instead

robust dock
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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

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HDRP does a ton of work on the CPU when rendering a camera

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this looks like a very decent improvement! you could always leave this as an opt in feature

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edited because my brain was half awake and I forgot to check your stats in the screenshots lol

polar willow
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I have pushed experimental (0.0.129) with mono JIT configuration to enable all optimizations, expect of aggressive inlining.

polar willow
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probably if I had enabled enemy spawning then it would make it cpu bound instead

fallen ember
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🙃

polar willow
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TIL you can get pointer of managed object and do a lot of unsafe stuff

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it's probably only works in mono environment, because of non moving GC memory

fallen ember
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nint?

polar willow
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it's IntPtr

fallen ember
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have you seen the wacky unsafe stuff zaggy had to do for PathfindingLib?

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or his use of pointers in the ILInjector. we love wacky unsafes in c#

polar willow
polar willow
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probably would be better to do this for now...

molten light
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It's worth getting it out to everyone

honest oxide
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at least until the interior makers and mapimprovements get their networking sorted

fallen ember
molten light
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Yeah that's what I was saying lol

molten light
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iRL stuff any better?

fallen ember
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not really. it's all unfolding. hopefully it all ends by sunday :/

molten light
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I hope things get better

molten light
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@polar willow Any differences between what your mod is doing and what Matty's is doing?

polar willow
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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

fallen ember
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i could definitely do the same you did and patch FindObjectsByType & FindObjectsOfType too

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but it's not fully in scope atm

honest oxide
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Do you think you would release stable on this mod since matty's solution for caching seems to not affect unspawned networkobject?

polar willow
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yes, but I need to add logging and then stable release will ready

fallen ember
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well at least wait for my mod to hit stable first 🤣

polar willow
molten light
fallen ember
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aka. 3 people tested it on 1 moon each so it should be stable

molten light
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I added it to my pack so if it explodes I'll let you know

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I won't be playing today but I will be tomorrow

fallen ember
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you use prefix cancel but never check if another prefix has already canceled the method before you

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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

polar willow
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idk why it made run all prefixes even if one of them cancel the execution

fallen ember
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🤣.

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it also runs all postfixes

fallen ember
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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 😅

polar willow
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[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.
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fuck it pushing to the stable version

vestal nimbus
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"are enemies meant to be ascending to heaven"

fallen ember
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🤣 you decided to ignore the prefix issue i see 🙃

honest oxide
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i think this mod is calling entranceteleport mismatch when it is networked correctly

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it gave me the warning about entranceteleport in one case

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but the interior was Sub Systems

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which does have a properly setup network object for entranceteleport

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(and that interior worked with 0.0.129)

polar willow
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i'll look into

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@honest oxide cannot repro with sub systems interior

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probably some mod is doing something, like MapImprovements

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[1.1.1] 2025-04-12

Added

  • Check for internal flag from HarmonyX for better mod compatibility.
fallen ember
honest oxide
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Issue happened on experimentation which had MI extra fire exit

fallen ember
polar willow
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include inactive checks for is active

fallen ember
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lel i forgot a negation

polar willow
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and probably there is another problem

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with the casting

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double check that casting your array to entrance teleport array won't return null

fallen ember
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i was wondering that. sometimes the IDE was giving me a warning on the ToArray call but other this way it was chilling

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should i just use a Select and cast each element explicitly?

polar willow
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probably make your GetFilteredTeleports return entranceteleport enumerable instead

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so toarray call will sure make it as entrance teleport array

fallen ember
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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

polar willow
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are you using force-push??

fallen ember
polar willow
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you can safely cast it down to object array

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but casting up is not safe

fallen ember
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as i was saying ide does not really like the implicit cast:

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still allows me to build

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i guess i could do GetFilteredTeleports(includeInactive).ToArray<Object>(); but this is probably the same as the previous cast 🤔

polar willow
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yes, that will be the same

polar willow
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but it safe to cast it

fallen ember
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🤷 supress warning go brr i guess

polar willow
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maybe it decided that unity object type is the system object type??

fallen ember
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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?

polar willow
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probably just run before

thorny gazelle
thorny gazelle
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if it is, is it possible to disable it :,]

polar willow
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sadly but no

honest oxide
polar willow
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cant say sure

molten light
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Either that or one of the updates for Mel's Cruiser

vestal nimbus
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I'll look at the vehicle code later to check

honest oxide
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Oh is it

vestal nimbus
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Forgot that enemies can be killed by vehicles

honest oxide
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I do have it

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Did you like remove a component that checks against the cruiser collider

vestal nimbus
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I reduce what layers enemies can get touched by to reduce calls, but sometimes its unclear which ones they do normally by vanilla lmao

vestal nimbus
honest oxide
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Ok

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So it would just be adding the cruiser's layer to the list that enemies read from

vestal nimbus
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Yeah pretty much that

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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

fallen ember
vestal nimbus
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or well, just an onenable

thorny gazelle
fallen ember
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does it inherit from something that has one of thoose methods?

polar willow
vestal nimbus
thorny gazelle
rugged basin
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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

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this time got this in
moon The iris (demonmae moon I think)
interior vehicle hangar (I think)

polar willow
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demonmae stuff should be fine, but I can look into that

rugged basin
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i also have matty's entrance mod if that matters

polar willow
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would be nice to also get modpack code

polar willow
rugged basin
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i have a mod there randomize the moon on lever pull you can disable that first

polar willow
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iirc it's Melanie's Ulitity Furniture

thorny gazelle
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yup

polar willow
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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!
rugged basin
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oki i'll disable that for the mean time

honest oxide
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Alternatively you can disable this mods entranceteleport caching and use matty's mod

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Which doesn't do the same blocking entrances if they're not correctly networked

thorny gazelle
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but the red text box still appears

honest oxide
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Yeah

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The box will keep appearing until they fix the issue

thorny gazelle
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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 :,]

honest oxide
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Honestly it's not that big of a deal imo

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Though I have ti check in on how they're progressing with thay

polar willow
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well you have 3 options

  1. Ignore that warning tip, but with matty's entrance fixer mod installed;
  2. Use pre-release version of LP that didn't have that warning tip;
  3. Uninstall those mods that are causing this tip to show
worthy fulcrum
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@polar willow lethalperformance is causing interior desyncs to happen if you load in game with the mod when host doesnt have it

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i downgraded to 1.0.1 and it stopped

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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

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but that config option doesnt exist in the recent version.. for some reason

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ok

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nevermind

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i was fucking stupid

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the config i was looking at was for 1.0.1

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my brain just

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completely fucking died

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i genuinely feel so fucking braindead right now

molten light
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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

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Just flip off the caching if playing with people that don't have it

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problem solved

worthy fulcrum
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yeah i play publics

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most people there wouldnt have it lol

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ok nvm it still is happening

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config option off

molten light
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Weird

honest oxide
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simple solution

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make every rando ever get lethalperformance

hybrid flame
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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.

worthy fulcrum
polar willow
polar willow
worthy fulcrum
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so it shouldnt happen

polar willow
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it could be host is having a mod that changes fire exit count

worthy fulcrum
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this was happening in vanilla games on public lobbies

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multiple random people hosting i dont know and dont have any major server sided mods

polar willow
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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
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looks like something disabling entrance teleport objects

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causing you have less entrance teleport to spawn

worthy fulcrum
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suppose just butteryfixes conflict then

polar willow
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no, buttery fixes is logging about fire exit mismatch

worthy fulcrum
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oh

polar willow
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but before something is happening with entrance teleport on the moon scene

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some mod disables them

worthy fulcrum
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i dont have mattys recent release of entranceteleportoptimizations

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waiting for that to be out of betatest

polar willow
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let me analyze your mods

worthy fulcrum
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sure, one sec

polar willow
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do you remember the moon name that does have this effect?

worthy fulcrum
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happened on experimentation, assurance, offense, and rend

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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

polar willow
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I think host does have some mods

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I see a lot of exception with inventory stuff, so probably host is using ReservedItemSlots or HotBarPlus

polar willow
worthy fulcrum
polar willow
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but it should not cause any issues, but why buttery prints about fire exit thing

worthy fulcrum
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but why would that cause it anyways

polar willow
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bruh, spend hour to notice that method got inlined

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🥹

honest oxide
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is that bad

polar willow
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it doesn't cause any issues, because of force aes encryption

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but I currently debugging duplicating of tools and decided to not encrypt files

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and now I noticed that my patched method is not called

polar willow
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[1.1.2] 2025-04-13

Fixed

  • Item duplication on lobby save [Thanks Kestrel16C].
polar willow
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[Error  :DiFFoZTweaks] AudioReverbTrigger contains null AudioSource. Please report it to the moon developer
AudioReverbTrigger scene path: /Systems/AudioReverbPresets/OutsideShipAmbience
robust dock
# worthy fulcrum <@246493000732114944> lethalperformance is causing interior desyncs to happen if...

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.

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I'm assuming it's related to the entrance teleport caching? But I haven't been able to test with that disabled yet

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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?

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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

vestal nimbus
polar willow
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and only for client

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host spawned entrance teleport trigger, but client thinks is not supposed to be here

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could be seed desync or entrance teleport prop count mismatch

robust dock
robust dock
agile oyster
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so I'm not sure it's a factor here

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possibly a catalyst

robust dock
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ahh true, that's interesting then

open plover
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DiFFoZ: Lethal

polar willow
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DiFFoZTweaks

1.3.0

  • Added log and exception handler of null AudioSource in AudioReverbTrigger.

Log example: #1253705079605956640 message

dull quarry
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Bleh

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Won’t be the teleporter prop count

polar willow
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I'll probably ignore this for now, until we get more info about this

dull quarry
arctic ether
round kindle
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hello! im having some problems with LP and Wesley's moons

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at least on Gratar the screen gets entirely black

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besides the scan and interact text

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when i leave it goes back to normal

worthy fulcrum
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i experienced the majorty of my desyncs on factory

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but that doesnt mean anything

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it was just because i got factory the most that session

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i probably should have said this when diffoz asked me what moons this happened

fluid thorn
round kindle
fluid thorn
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If you're using a mod manager you should be able to go to settings -> copy log to clipboard, and paste it here

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def a weird issue. Don't know how these mods would be related and breaking in this way...

round kindle
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but i cant find it perceive

round kindle
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i guess smth in an update broke

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it only happens on gratar tho (at least that i know, i havent been to all)

simple panther
round kindle
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oh so i copy it manually

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okok

simple panther
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or, you can go to open profile folder

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then into the bepinex folder

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and the log will the LogOutput.log file

round kindle
fluid thorn
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I didn't see much, but I'll look more

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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.

fair fiber
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Which version is okay to use currently?

worthy fulcrum
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1.0.1 shouldnt have any recently reported issues

fair fiber
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Thank you 🙏

uneven meadow
#

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

robust dock
dull quarry
robust dock
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LethalPerformance patches FindObjectsOfType

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so if you depend on that on each client, then the count may vary if there is an issue in the caching

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not saying that's the issue, but it seems plausible to me

dull quarry
#

Maybeee

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LLL should have logs that make it easy to check

robust dock
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mmmm good point

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I might be able to test that later

dull quarry
#

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

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(Hence why i was worried about if oftype was changing to bytype or anything)

robust dock
#

in theory that's fixable if there's an issue with that, but it would be a bit unfortunate if it was needed

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ideally the sorting is done on the user end if it's necessary

polar willow
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LLL just gets all entrances from the scene root gameobjects

dull quarry
#

Iirc the basegame did somewhere but i could be mistaken

polar willow
polar willow
polar willow
# round kindle

the only thing I can think of is burst assembly is not loaded properly

round kindle
#

like what did gratar do 😭

fluid thorn
polar willow
#

and then see, what's going on

vestal nimbus
mellow gyro
#

also getting black screen when going to Gratar only 😮

#

is my fave wesley moon, darn

thorny gazelle
polar willow
#

hm, if I disable Volume component on the moon scene, then it fixes the render

molten light
#

So is it a Wesley issue that gets revealed from LP caching?

round kindle
#

it started happening after the last few updates i think

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before it worked fine!

honest oxide
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you weren't using experimental builds right

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like 0.0.12x

round kindle
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i just click on the updates when they appears on gales

honest oxide
#

probably was caused by the extra caching added in 1.1.0

molten light
#

Probably 0.0.127 or 0.0.128 since those were the 2 that focused on caching almost all network objects

honest oxide
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they probably didn't use those

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so i assume it started with 1.1.0 which is when they hit stable

round kindle
#

how do i know if im using an experimental build?

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i just downloaded lethalperformance on gale

honest oxide
worthy fulcrum
#

if you just download it and nothing else, you arent using an experimental build

round kindle
#

yes indeed version 1.0.1 works

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but 1.1.0 doesnt

honest oxide
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because 1.1.0 added the caching from experimental

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thats whats causing your problem

round kindle
#

so do i just downgrade?

honest oxide
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you can if you want to

round kindle
polar willow
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if I disable one of these volumes it fixes the rendering

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hmm

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lol, apperantly it's because of mono jit changes

molten light
molten light
round kindle
molten light
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Just roll back to previous version

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or 0.0.128 if you want all the caching stuff minus the mono jit stuff

round kindle
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1.0.1 is the one without the issue

molten light
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False

round kindle
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but i just tried it :c

molten light
#

Well actually maybe

fluid thorn
molten light
#

1.1.0 added all the new stuff to stable branch

round kindle
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i tried1.1.0 and it didnt work, 1.0.1 worked

molten light
#

Yeah

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I was thinking previous version was before caching additions

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my bad

molten light
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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

round kindle
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ill stick with 1.0.1 that has been working fine for me and ill hope this is an easy fix!

molten light
#

It should be since it's just something from mono jit caching behaving strangely with Wesley's Mooons

round kindle
#

poor gratar my boy didn't deserved this perceive

polar willow
#

[1.1.3] 2025-04-14

Fixed

  • Landing on Gratar moon causing camera to render only some parts of the sky [Thanks ThecheeseXD].
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it could be also potential fix for fire exit generation desync

worthy fulcrum
#

ill find out whenever i can

worthy fulcrum
#

@polar willow it is fixed

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4 vanilla lobbies in a row without it happening, 6 moon lands

robust dock
#

I would've assumed floats would use 32-bit operations by default so I'm not sure what the name is supposed to imply Hmm

round kindle
#

i can finally see gratar yipeee!!!

polar willow
#

and looks like we found the reason why

robust dock
#

does that mean that it's using 64 bit operations for all floats???

polar willow
#

yep

robust dock
#

and then it truncates I assume?

polar willow
#

yeeep

robust dock
#

wat

#

Unity moment

round kindle
#

ok so i got my first blocked entrance, why is that?

polar willow
#

did you get warning about blocked entrance from lethal performance?

round kindle
#

yessss

polar willow
#

then you have a mod that causing this

honest oxide
#

interior is not set up correctly with networked entranceteleport

polar willow
honest oxide
#

what interiors do you use

round kindle
honest oxide
#

yes, sector has the issue

#

along with tartarus and hadal laboratories

polar willow
#

Sector Alpha has also a lot of animated object trigger not networked

round kindle
#

:c

polar willow
#

so for some clients it can cause desync in animation

honest oxide
#

probably the same deal with sector beta drill not syncing

round kindle
#

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

honest oxide
#

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

round kindle
#

and what does that mean? what does it mean to be incorrectly networked

honest oxide
#

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

round kindle
#

oh well

#

so i can either downgrade lethal performance, delete sectoralpha or use matty's optimization

honest oxide
#

use matty's and disable caching in LP config

#

LP will still complain about mismatched entranceteleport but it won't block the entrance

round kindle
#

but the entrance block only happens on those interiors?

#

and does it also has to do with the moon?

polar willow
honest oxide
#

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

round kindle
#

and is it possible that every entrance gets blocked?

polar willow
granite sphinx
#

At least having the mod say "Entrance Blocked" makes it look like it's a feature and not a bugged thing

polar willow
honest oxide
#

ah ok

round kindle
#

if its only the main entrance i think ill just keep it that way

#

its not a bug its a feature!!

dull quarry
#

It happens when a entrance couldn’t find a matching entrance and vis versa

#

(Which can be for various reasons)

granite sphinx
#

Oh

round kindle
#

i think we have another interior for the blocked entrance list

#

it happened again but this time in the Mantif Interior

honest oxide
#

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

polar willow
#

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

fallen ember
#

uh?

polar willow
#

that would be the last resort for the optimization, as it requires a lot of time

fallen ember
#

what's the optimization?

polar willow
#

HDRP cpu side optimization

fallen ember
#

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

polar willow
#

i could do that with harmony, but preloader would be easier to maintain

fallen ember
#

🤔

#

i guess i'll have to see your branch once it's up

fallen ember
robust dock
#

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?

polar willow
#

currently, no, but probably would be possible

polar willow
#

hmm, I think we missing yet another suits menu mod

vestal nimbus
#

where are you putting the menu greed

polar willow
#

probably in the more company menu

#

now that dummy would show the suit that you have

polar willow
robust dock
#

ooh nice

#

out of curiosity, did you check any existing transpilers or just checking that one you wrote could see the method contents?

polar willow
round kindle
#

ok tomb is also getting the main entrance problem

#

i think ill do what you told me before

round kindle
#

does this mod makes other performance optimizations? bc if im disabling this and it doesnt have anything else it would be sad :c

honest oxide
#

it has lots of stuff aside from entranceteleports

#

the changelog lists some of it

round kindle
#

so disabling it still appears the entrance popup but it now lets me go in main

#

is there a way to disable the message?

honest oxide
#

no

round kindle
polar willow
molten light
#

Interesting, what's the benefit of this over just disabling the mods though? 🤔

polar willow
#

It's only for modpacks that are not using thunderstore codes

molten light
#

Ah got ya

polar willow
#

and checking readme to see this is pain

molten light
#

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?

polar willow
#

because of OS caching

molten light
#

Ah

#

So Windows 11 being Windows 11 lol

polar willow
#

after the first boot it caches files to the memory

#

Linux is also doing that

molten light
#

Yeah true

polar willow
#

but more aggressive

molten light
#

Although Linux is likely a bit quicker yeah

polar willow
molten light
#

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

polar willow
#

it could be also antivirus

molten light
#

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

vestal nimbus
honest oxide
polar willow
#

sudo rm -fr /

greed

fallen ember
#

--no-preserve-root

dark hollow
molten light
#

@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

polar willow
#

what kind of things are not triggered for client?

molten light
#

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

honest oxide
#

that doesnt really make sense

polar willow
#

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

molten light
#

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

round kindle
#

Rexuvination got some updates recently, that may be related??

vestal nimbus
#

nothing i change would change how or where masked spawn

molten light
#

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

honest oxide
#

sciencebird doesn't have anything relating to that iirc

#

especially not twitchchatapi modifications

molten light
#

Yeah I didn't think so

molten light
#

LethalElements appears to be breaking as well

#

Blizzard and Snowfall aren't working properly

molten light
honest oxide
#

in my experience no to both

molten light
#

Okay so yeah some mod is doing a no no

#

and is gonna get nuked

honest oxide
#

i have dust space clouds turned off in sciencebird since WR already handles it

molten light
#

cus whatever is breaking that is probably the chain for everything else

honest oxide
#

thick dust clouds and dustcloud noise should be fine

molten light
#

Yeah cus Snowfall and Blizzard aren't spawning snow

#

no snow falling from the sky during Snowfall either

#

Something is fucked

honest oxide
#

i'll check if anythings going on with my profile

#

sending your code might help

molten light
#

01964af7-6ddc-1f02-5e7e-e805613fe548 I strongly believe it's Rebalanced Moons cus all these issues started after readding it

honest oxide
#

i use it as well so i'll be able to check

#

what moon specifically was the snow not working

molten light
#

Pandoramus

honest oxide
#

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

molten light
#

It's one of the recently updated ones for sure

#

Pacoito tested in a small profile and Snowfall works fine

honest oxide
#

is this along the lines of what you get

molten light
#

For me it was not working at all

#

lol

honest oxide
#

all i'm seeing here is the snow takes a long time to start forming

#

unless u set it that way

molten light
#

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

honest oxide
#

i don't use those so i dont know how problematic they are

molten light
#

Rebalanced Moons

honest oxide
#

probably not the cause but your hookgenpatcher got reenabled again

molten light
#

I have snow now after disabling RBM

#

I called it

jaunty thicket
#

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

honest oxide
#

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

molten light
#

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

honest oxide
#

u should report it to dopa if youre certain thats the issue

#

just weird that it worked on my end

molten light
#

I'm wondering if it's fine in Singleplayer

#

but not Multi

honest oxide
#

werent u in singleplayer when testing if it wasnt there

jaunty thicket
#

Well ibwill send it tomorow i gotta go sleep 😂

molten light
#

@honest oxide Question, do you use ReservedItemSlots or TME?

#

I noticed they updated recently

polar willow
#

isn't like dice got updated recently?

molten light
#

It did yeah but Slayer can't repro it on his end

molten light
#

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

vestal nimbus
#

it's probably 1.0.1 breaking pathfindinglagfix instead rather than lethal performance fixing pathfindinglagfix

molten light
#

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

polar willow
molten light
#

Ah NODDERS

polar willow
#

so if you're using old version then you need to disable entrance teleport optimization

vestal nimbus
#

@robust dock congrats your mod works on its own with its dependencies, colour me surprised

molten light
#

Yeah I only needed to roll it back for testing purposes lol

polar willow
#

probably that optimization should be removed

#

shrug

robust dock
#

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

molten light
robust dock
#

mm

#

not sure how multiple patches interact but that on its own shouldn't cause any nulls

polar willow
#

because LP override matty mod to null

robust dock
#

gotcha

jaunty thicket
polar willow
#

meow logs

crystal pondBOT
polar willow
#

bad bod

polar willow
#

note: unity doesn't like when you fast exit the lobby

polar willow
#

[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

honest oxide
#

rip mono jit

#

i never really understood what it was doing but now that its gone i guess i dont have to

polar willow
#

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?

polar willow
#

Probably no need to fix as zeekerss doesn't use that and instead just pass steam id via server rpc

molten light
#

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

jaunty thicket
#

i've been looking for meow logs where can i find it ? i didnt found it

jaunty thicket
polar willow
#

if you use r2modman

jaunty thicket
#

hooooo i don't use r2modman

polar willow
#

then what do you use?

jaunty thicket
#

i mean i use thunderstore, but i learn about r2modman 4 days ago so crine

polar willow
#

thunderstore should also have that option

jaunty thicket
#

r2modman is independant from thunderstore or i can find it on the modlist of LC ?

polar willow
#

wait, you mean thunderstore as platform for hosting mods or mod manager?

#

so you don't use mod managers?

jaunty thicket
#

no no i use thunderstore ffor modding LC but i don't know if r2 is a mod or a mod manager

flat spade
#

r2 is a mod manager

jaunty thicket
#

well if i don't use r2 i should give my modpack link or there is a way to share logs ?

flat spade
#

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

worthy fulcrum
#

@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

zinc glade
#

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.

worthy fulcrum
#

it wasnt happening before, theres not really much to narrow down

#

but i assume the logs arent showing anything

honest oxide
#

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

rugged basin
honest oxide
#

oh yeah

#

ideally deduping settings should be off unless someone in the group has a low end graphics card

worthy fulcrum
#

wtf

#

hold on

#

oh yeah

#

i guess it is that

#

idk why tf it wasnt happening before

jaunty thicket
#

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 ?

polar willow
#

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

jaunty thicket
polar willow
#

I don't see any errors

jaunty thicket
#

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

polar willow
#

@jaunty thicket remove logneuter to get more logs

#

as it removes all base game logs

jaunty thicket
#

is it in the local file or setting of thunder ?

polar willow
#

thunderstore

jaunty thicket
#

huh im such a grandpa

#

i can't find it xDDDDD

polar willow
#

it's a mod

#

remove it

jaunty thicket
#

ho

polar willow
#

send player.log instead

jaunty thicket
polar willow
#

ok there is another mod that removes logs - CleanerLogs

#

remove it and try again

jaunty thicket
polar willow
#
Scene that began loading: Level1Experimentation
...
This client could not find dungeon generator!
jaunty thicket
#

isnt lethallevelloader a dungeon generator ?

dark hollow
jaunty thicket
#

so i guess i should disable Lethal performance for now ?

polar willow
#

can you send me your modpack code?

jaunty thicket
#

01965309-1004-0e34-91d8-4b952ed50601

polar willow
#

CruiserCourier mod causing this issue

#

[1.1.5] 2025-04-20

Fixed

  • CruiserCourier mod causing moon object to not be cached.
jaunty thicket
#

ho wow

#

thanks man cappieW

worthy fulcrum
#

buh

#

i was about to

polar willow
#

oh

#

ok let me rehost then

#

109775245098861157

#

yep everything works

polar willow
#

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 greed

No more readme notice to remove some mod

#

The only downside is seeing this icon greed

dark hollow
worthy fulcrum
#

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

polar willow
#

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

worthy fulcrum
#

can help you with this if youd like

polar willow
#

sure

worthy fulcrum
#

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

thorny gazelle
polar willow
#

depends on modpack

#

e.g. if you want to use self storage mod, but general improvements soft dependency breaks your modpack

worthy fulcrum
#

this is also good to disable yesfox alongside butterybalance

flat spade
#

what is nonagle out of curiosity

polar willow
#

TCP optimization to combine small packets into one, but adds a bit of delay

flat spade
#

So it's a networking thing

#

Unsure what exactly that'd do in practice but interesting

polar willow
#

so that will not work

worthy fulcrum
#

i see

worthy fulcrum
#

@polar willow are these two things separate or does the check need to be on

polar willow
#

check needs to be enabled

worthy fulcrum
polar willow
#

no... plugin guid is not the same as thunderstore guid

#

I can help you get guids for mods if you send links to them

agile oyster
#

yesfox is uk.1a3.yesfox

#

i believe

worthy fulcrum
#

ill send it just in case

#

just those two

lunar nimbus
#

Dev1A3.YesFox?

polar willow
#

mrov.WeatherRegistry
uk.1a3.yesfox

worthy fulcrum
#

not all of them are going to be wrote the same

polar willow
#

most of the time you can get guid by searching plugin_guid in sources tab

lunar nimbus
#

no

worthy fulcrum
#

weatheregistry is still loading

#

i tried it with a space after the comma also

polar willow
#

yesfox is also loading i guess?

worthy fulcrum
#

im not sure

#

let me make the weed spawns evil as shit real quick

polar willow
#

it should log it if it's loaded

worthy fulcrum
#

oh

polar willow
#

YesFox didn't loaded, but weather registry loaded. Did you clear cache folder?

worthy fulcrum
#

i didnt have it cached to begin with

#

does that not matter

polar willow
#

ok, could be that weather registry is hard dependency by some mod?

worthy fulcrum
#

its coderebirth

#

it shouldnt be a hard dependency

#

because coderebirths weathers are disableable

#

ill try clearing cache

polar willow
#

1 is hard dependency

worthy fulcrum
#

no its still loading

#

wtf

polar willow
#

so code rebirth is require it

vestal nimbus
#

i've kinda wanted to separate weather registry into a soft dependency for some time, i might do it for next update

honest oxide
#

Goated DiFFoZTweak

#

Now a top 10 mod

vestal nimbus
#

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

honest oxide
#

there will never be less than 2 diffoztweaks fans

#

because i am one of them

worthy fulcrum
#

i am now a fan

#

i can use butterybalance in my mod pack without worrying about yesfox dependency

honest oxide
#

u weren't a fan before? smh fake fan

worthy fulcrum
#

its so peak...

worthy fulcrum
#

didnt know what it does

#

no description on thunderstore doesnt help 🙃

honest oxide
#

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

stark marlin
#

can it be swapped without other mods breaking?

honest oxide
#

so nothing breaks if you switch

stark marlin
#

I see

worthy fulcrum
#

as i just recently found out

#

so in other words
likely you cant disable it

honest oxide
#

that's weird

#

just disabling it in r2 doesn't have an issue

worthy fulcrum
#

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

polar willow
honest oxide
#

that makes sense

polar willow
#

so just left them as is

stark marlin
#

is this normal?

honest oxide
#

patchers always run before plugins anyway right

polar willow
stark marlin
#

aah alright

honest oxide
#

and i lay it out in readme to disable it, and just hope they read it

stark marlin
polar willow
#

it's fine that it's enabled

#

just add a bit of overhead on first launch

honest oxide
#

i'm also assuming this doesn't block things like LLL moon packages from loading

#

so i'm not gonna try it with that

polar willow
stark marlin
worthy fulcrum
#

if you insist on doing this

#

which i dont recommend

#

try using customstorylogs to get the point across more

honest oxide
#

how would CSL help

worthy fulcrum
#

you can add a completely unmissable custom log at the company

#

and then people will read it

#

if it stands out enough

honest oxide
#

i guess

#

it's not a major issue since i also include modpack code in changelog that has it disabled

worthy fulcrum
#

just hope you dont have someone completely reupload your mod pack to thunderstore with the addition of SCP and poppy playtime monsters

polar willow
#

works fine on my end
@stark marlin Did you actually remove BepInEx cache folder in the profile path?

worthy fulcrum
#

(im not joking, this genuinely happened to mine)

#

too bad they didnt realize centralconfig prevented those things from spawning Trollface

stark marlin
#

I have to manually go and delete them?

polar willow
#

ah those two is for gale mod caching

polar willow
#

when you change that confg option you need manually delete cache folder in profile

stark marlin
#

damn, ok, sorry for the confusion then

#

will do asap

worthy fulcrum
#

wait what

#

i used clear unused cache and it worked for me???

polar willow
#

I don't think gale is removing cache folder

#

so idk

stark marlin
#

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

worthy fulcrum
#

oh so it worked for me cause i didnt have yesfox in my mod pack before

#

i guess

stark marlin
stark marlin
#

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)

honest oxide
#

doesnt BFLAP already delete cache if its unused for a while

#

you could have tweaks tell BFLAP to delete it immediately

polar willow
worthy fulcrum
#

public mod packs are connected to mod manager profiles

#

at least im pretty sure

stark marlin
#

so i think the cache is not affected

worthy fulcrum
#

deleting the profile will mean you cant update the mod pack without reuploading it

#

unless im wrong

polar willow
stark marlin
worthy fulcrum
#

oh wait no i read this wrong at first

polar willow
#

are your friend just press update button on modpack code or recreating new profile to download update?

worthy fulcrum
#

diffoz is right

#

you need to make an entire new profile for mod pack update downloads

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or just delete every mod and clear all cache in a profile

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but thats the slower option

polar willow
#

yeah, new profile is better as it will not cause old mods to be still enabled

stark marlin
#

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

polar willow
#

yeah, just send them code, so gale would just recreate clean profile

thorn raft
#

why is bflabp incompatible with introtweaks?

polar willow
#

because it breaks some mods from loading bundles

thorn raft
polar willow
polar willow
#

then it's probably just hotreloading stuff

thorn raft
#

oh

#

introtweaks is hotreloading

#

thats what you meant right

polar willow
#

no. IntroTweaks is not hotreloading, is just bad mod

thorn raft
#

wait which mods are broken anyway

thorn raft
#

Would it be stated in the logs

honest oxide
#

if its just to skip wifi/lan select you can try the GeneralImprovements implementation

stark marlin
# thorn raft 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

stark marlin
#

oh well

simple panther
stray plover
#

LethalPerformance Blocks the Main Entrance on Egypt (Mod Moon) although there is no problem with that entrance. Works just fine without the mod

round kindle
#

You can disable the entrace teleport thing on LP config and replace it with matty entrance optimizations

#

Or disable those interiors

stray plover
#

ok thanks. but thats not really a performance issue isnt it?

round kindle
#

Those interiors can have desync problems if im correct

vestal nimbus
#

i assume it's fine but just incase @polar willow, lethal performance does a fairly big warning greed

polar willow
#

yeah it's fine, I just added them when I was debugging why dungeon component was not caching

vestal nimbus
#

Okie

keen onyx
#

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

honest oxide
#

i've already asked about this and he said he can't add this option

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idk why but its always gonna be there

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i'm guessing its some weird stuff happening at runtime that doesnt like taking config value to determine if it should send an alert

keen onyx
#

Unless there's divine intervention messing things up when disabled

honest oxide
#

this

keen onyx
molten light
#

Narpy again you really need to work on your attitude towards mod devs

fluid thorn
# honest oxide

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.

honest oxide
#

when i hear not possible i assume at all

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but idk

#

there has to be a reason why it can't be turned off along with the config

zinc glade
#

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?

agile oyster
#

i dont think he is trying to say it is difficult to allow the tip to be disabled

zinc glade
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yeah I thought the same, which is why im curious what the reason is

agile oyster
#

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"

honest oxide
#

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

polar willow
#

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).

fluid thorn
fallen ember
#

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

round kindle
#

But maybe making it a config, it comes with the message as default but you can change it to only appear on logs

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That would make less experienced users know smth is wrong

fallen ember
#

so people downloading modpacks will still never see it because the modpack creator disabled the config 🙃.

round kindle
fallen ember
#

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

round kindle
#

But idk i havent played with modpacks to know if people just go throwing the errors to the mod creators

fallen ember
#

yup because the logs say the mod not the modpack

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also i know most modpacks simply yeet all logs entirely :/ which is even worse

round kindle
#

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

fallen ember
#

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 🙃

round kindle