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

1 messages · Page 8 of 1

round kindle
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But question whats the difference between your mod and LP? Why yours doesnt block the entrance but LP does?

fallen ember
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my patch is specific for EntranceTeleports and i actively keep a list of "live" EntranceTeleports. Diffoz instead uses a more generic patch targeting multiple script types and, i belive, searches for them using the lists NetworkManager keeps natively

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that means if something is never spawned ( aka host calling .Spawn() ) the NetworkManager does not know about them. and also all their RPCs will not work

polar willow
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currently will take a break for a month due to uni stuff greed

topaz sparrow
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somehow, current LethalPerformance is making the game get stuck loading ship if SuitsTerminal is installed, throwing this error

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-# i went to disable all mods i had one by one and i found LP to be the culprit

polar willow
cursive dagger
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sorry if you get this question a million times per day, but what does DiFFoZ Tweaks do?

quartz pollen
cursive dagger
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Ohhh, thanks

flat spade
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i feel like diffoztweaks needs a proper readme to reduce the number of questions asked about it

vestal nimbus
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quick question, what does diffoztweaks do?

worthy fulcrum
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i was about to send an explanation i said to someone else

cursive dagger
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Plugin banlist is nice for i.e. hook gen patcher being in a modpack with autohookgenpatcher

flat spade
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It's a cool mod but the fact there's nothing in there is like

worthy fulcrum
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ill just send it anyways since more details on the not loading plugins by GUID

flat spade
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How is the average layperson gonna know what the silly tweaks are if there's no front-facing info that explains what diffoz is tweaking

worthy fulcrum
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by the way i tried to do this with moon day speed multiplier patch for cosmocos and empra in a mod pack

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its a hard dependency of both

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so guess ill die

keen onyx
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CC/editing a moon exists

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Thanks, Wesley

worthy fulcrum
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i mean

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it makes sense to be

keen onyx
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No

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Keep it soft

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Lmao

keen onyx
worthy fulcrum
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in practice its a soft one, its just set as hard in the code

keen onyx
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Yes

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Which is why it sucks that it's so

worthy fulcrum
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which is only really a problem for this specific instance

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and not really warrant for changing it

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its fine

keen onyx
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You get into modding, and surprised from people modding?

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What a shocker!

honest oxide
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which aren't able to be stopped by plugins

polar willow
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maybe just wrong guid used?

worthy fulcrum
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it was set as hard

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i tried clearing cache

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and confirmed it wasnt working by disabling centralconfig

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cosmocos loading its first layout actually completely breaks if you have both the patcher and centralconfig enabled

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it just doesnt load the terrain at all

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if it wasnt set as a hard, it wouldnt have happened

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i even made extra sure by deleting the plugin folder and recreating it

polar willow
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hmm, what guid did you use?

worthy fulcrum
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"com.github.WhiteSpike.MoonDaySpeedMultiplierPatcher"

worthy fulcrum
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actually wait

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do you
like
add a space
after a comma seperator

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i
forgot to try that

honest oxide
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youre trying to disable the day speed patcher cus u use CC right

honest oxide
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ok

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the guid u used is the same as the BepInPlugin

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so it shouldnt be a problem

worthy fulcrum
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ok
well
it didnt do it

honest oxide
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unless it actually is a patcher and not a plugin

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doesn't seem to be

worthy fulcrum
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its either that
its set as a hard dependency
or i fucked up the seperator

polar willow
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can you send modpack code?

worthy fulcrum
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i removed it from it

honest oxide
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it prob is hard dep

worthy fulcrum
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ill have to recache and stuff

worthy fulcrum
honest oxide
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is there a reason you use cc instead of LQ

polar willow
worthy fulcrum
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centralconfig was what i just.. went to
and it works perfectly fine

polar willow
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it should trim them

worthy fulcrum
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ive never encountered major issues using it and idrk what people are talking about

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my mod packs function perfectly fine with CC

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beyond that, too lazy to switch to another content configuration mod

honest oxide
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it isnt that it doesnt work

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more like it overrides other mods

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which people dont like

worthy fulcrum
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maybe its cause i dont fuck with modded weathers

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or something

honest oxide
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its most prominent with WR

keen onyx
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I use WeatherRegistry, and encounter none of this

polar willow
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I just tried on fresh modpack and it blocks moon time patcher

honest oxide
keen onyx
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Idrc

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Use CC's then

honest oxide
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for scrap # and value

worthy fulcrum
worthy fulcrum
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for both

worthy fulcrum
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idfk

honest oxide
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the main point of contention is that CC doesn't let you turn it off

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it will always override it

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which feels too invasive for most

worthy fulcrum
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ok and
whats wrong with just
moving what you changed to its config

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i know its like
really complicated to follow the config

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but still

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people cant take like 40 seconds to figure it out?

honest oxide
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that isn't the point

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mods shouldn't be actively invalidating other mods so they can do the same thing

polar willow
polar willow
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it blocked

worthy fulcrum
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hold on

polar willow
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make sure that you deleted that folder

worthy fulcrum
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is it

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is it fucking

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imperium conflicting

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some how

polar willow
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no?

worthy fulcrum
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no like with centralconfig

polar willow
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¯_(ツ)_/¯

topaz sparrow
worthy fulcrum
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its been imperium the whole time...............

polar willow
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@topaz sparrow you have a mod that hide default suit causing suit terminal to fail

worthy fulcrum
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maskfixes?

topaz sparrow
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it hides the suit rack

worthy fulcrum
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they didnt say it hides the suit rack

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or anything about the suit rack at all

polar willow
worthy fulcrum
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that sounds like maskfixes

topaz sparrow
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hmm, thats something i dont know of

worthy fulcrum
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unless this isnt related to moresuits

topaz sparrow
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i mean when i start the game, i spawn with the default orange suit

worthy fulcrum
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@topaz sparrow do you have both moresuits and maskfixes

topaz sparrow
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yes

worthy fulcrum
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yeah ok thats why i think maybe

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moresuits adds like 100 duplicate orange suits

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into your game files

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buttery had to make maskfixes do a workaround for that

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because the randomize suits feature would just be able to select orange from all of the duplicates

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seems like she made them be hidden

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and thats in turn breaking your game with suitsterminal specifically

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@agile oyster you might wanna read up a bit

topaz sparrow
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i do want to point out, it only breaks with lethal performance enabled

worthy fulcrum
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wait

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hold on

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fresh profile, only added lethalperformance, suitsterminal, and lcbettersaves

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i am pretty sure this is a conflict with moresuits + maskfixes + suitsterminal

molten light
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I use all of these in my pack and haven't ran into issues

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Let me double check

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Yeah it's fine for me

topaz sparrow
molten light
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@worthy fulcrum I don't think it's MaskFixes unless it'd be related to some config option

molten light
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It's some other mod

agile oyster
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mask fixes builds a separate list of IDs that masked are allowed to select from

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orange suit is blacklisted from being added twice

polar willow
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I'll say that it will be wontfix because some mod hide gameobject, but it still networked

agile oyster
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none of the underlying suit mechanics are touched

molten light
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Yeah ideally Readek should post their mod code

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and a log

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Cus it certainly isn't LethalPerformance

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I hate when accusations are falsely thrown at mods

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I knew it couldn't have been MaskFixes since my pack works fine

topaz sparrow
molten light
worthy fulcrum
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he specifically mentioned the orange suit was being hidden

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and the only mod i know that possibly would do that is maskfixes

molten light
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It's possible it's Remnants tbh

molten light
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But I also see a ton of outdated mods in this pack

molten light
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Wonder why it's blocked there 🤔

topaz sparrow
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am i crazy or is it not generating the log :/

molten light
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I mean if you use Gale you can quickly see them all by sorting by Last Updated and scrolling to the bottom

topaz sparrow
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i mean yeah i know which ones are old

polar willow
molten light
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Usually when troubleshooting issues the first thing is to always look at old mods

topaz sparrow
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but if it happened recently, wouldnt it make more sense to look at last updated first?

molten light
topaz sparrow
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suitsterminal hasnt been updated for 2 months so i just went disabling most rencent mods until it booted without lethal performance

molten light
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I generally phase out old mods after a certain amount of time for this reason

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Keeping old and outdated mods is bad practice

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If you have mods that are 8+ months old

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It's time to look at removing those

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if possible

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Dependencies are usually fine

topaz sparrow
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hmm but what if there are no equivalents

molten light
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and scrap mods like Monster Plushies for example are still okay

polar willow
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here the problem

molten light
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Oh god yeah

polar willow
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and behavior is set to inactive instead of rendering

molten light
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I stopped using LethalPipeRemoval cus it's so horribly invasive

topaz sparrow
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thanks for the find, ill go take a look

molten light
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Also SuitsTerminal can hide the rack anyways

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Don't use LPR for that

topaz sparrow
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i did see some mod that was able to do similar stuff but i kept piperemoval because of some of the repositions like the tp buttons

molten light
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Those options cause performance issues anyways, I'd recommend Mel's furniture mod if you wanna move some of that stuff instead cus you can buy them as upgrades

topaz sparrow
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already got that one 😎

honest oxide
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honestly

polar willow
# polar willow

@fallen ember probably you should handle 403 as restricted and not ratelimit greed

or just rewrite it to not use cors proxy

honest oxide
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if u use lethal pipe removal to get rid of anything aside from the suit rack

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check out sciencebird tweaks

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it has a config to remove parts like that

topaz sparrow
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yea thats the mod i remember seeing configs for

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also have it on the modpack so i could just make the full swap and drop pipe removal

honest oxide
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that would be ideal

topaz sparrow
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having the tp buttons next to the lever is so cool though... and i also have a fixed terminal position

molten light
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Furniture Lock can deal with moving the terminal and stuff

honest oxide
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true

molten light
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LPR is pointless nowadays

honest oxide
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i started using furniture lock recently since i found out it doesnt have to lock stuff in place

molten light
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Ship Colors can hide extra stuff if you wanna mess with that, the option is off by default though cus if you swap out ship mods it causes issues

honest oxide
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it can be used as just a way to set new defaults

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it helped a lot with setting a new default for the terminal (since it blocks shipwindows)

dark hollow
fallen ember
fallen ember
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🤔 if you had an endpoint to also download the zip itself that would fulfill parity with my features. but i also don't want to ask you that as it would cause a lot more traffic ( which is also the reason why i made mine serverless )

karmic crypt
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tbf idk why there isnt just a page on the thunderstore site to view a profile code and download a zip of it

molten light
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Honestly same

fallen ember
keen onyx
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Please, make this annoying pop-up optional

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I don't care if it makes debugging issues worse--it's annoying having this thing crop up on a vanilla moon that has extra fire exits added to it every time I land, which mind you aren't even blocked to begin with

molten light
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DiFFoZ is on break right now

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You're just gonna have to deal with it

keen onyx
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That's okay, I just hope whenever they get back into developing Lethal Company mods; they address this

fallen ember
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as a small note. the message pops up because of the interiors not the moons

keen onyx
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It manifests exclusively on those moons though

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¯_(ツ)_/¯

fallen ember
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they prob have custom interiors

keen onyx
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In what sense?

polar willow
honest oxide
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it's mapimprovements

polar willow
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dev already knows about that

honest oxide
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they don't network the added fire exits correctly yet

worthy fulcrum
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😭

molten light
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I've tried everything

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it doesn't work

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Just gonna keep disabling the mods instead

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not worth the hassle

fallen ember
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we could make a simple mod to force .Spawn() the offending objects but that's bound to break more than it's going to fix 😅

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in a more "safe" way we can make a mod to instead delete the offending objects . and that's bound to leave so many missing things around 🤣

sand stream
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With caching disabled (or enabled) and Map Improvements, if there are any extra fire exits the popup shows. But as far as I can tell there aren't any real issues that show because of the new exits. Unless its something more technical or subtle. Is the timing that they are added the only real problem? Causing LethalPerformance to show the popup.

fallen ember
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FireExits (EntranceTeleport) have a single ( one Server and one Client ) RPC. namely TeleportPlayer.
the purpose of said RPC is to mark the player as inside/outside ( other than effectively moving the player on other clients, but this fixes itself with the normal movement packets just with some visual weirdness ).
if a FireExits is not spawned other clients ( excluding the one that used the exit ) will never know the player entered/exited
in turn enemies will not see said player as a target.

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this is just one of the interactions that break when FireExits are not properly spawned

sand stream
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Thanks, that helps quite a bit. I hope the Map Improvements dev(s) are looking into a correct solution to spawning them. Hope they fix it soon.

honest oxide
molten light
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I couldn't even figure out how to make it not load YesFox

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It just ignores it

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Tried deleting the cache so idk

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🤷‍♀️

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I might know why, the dll has an odd name gonna test it with the dll name

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Yeahhhhhhh

honest oxide
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I thought you were referring to the entrance teleports

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Mb

honest oxide
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Check mod's source code and look for what it says in BepInPlugin

molten light
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?

honest oxide
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Mods dll has a tag in it called BepInPlugin

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Usually shows the guid that chain loader uses for it

molten light
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Ah

honest oxide
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I noticed in some mods though that their separate guid variable doesn't match the bepinplugin

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So always make sure with the tag

molten light
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How would you block something like HookGenPatcher from loading though?

honest oxide
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you can't block patchers

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only plugins

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just have it disabled in profile

molten light
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I'll just reenable it, it doesn't really matter tbh

karmic crypt
molten light
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Ye I noticed that

thorn raft
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@polar willow if I turned MoreCompany down to 4 people, would that fix the audio mixers?

polar willow
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If it ensures that limit is set to 4 to not patch game code, then sure. @karmic crypt could answer if limit to 4 would fix that

karmic crypt
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if the max players is 4 or less then it doesnt override the audio mixers

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well... it doesnt block the voice pitch anyway

thorn raft
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maybe because ive done modded for so long ive forgotten how vanilla sounds

karmic crypt
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the only thing it'd still touch is volume

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so except from that it'd be the exact same as vanilla

thorn raft
karmic crypt
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yeah the player's volume

thorn raft
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why would i touch that

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what does morecompany do for the volume

karmic crypt
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it does different logic for volume since volume normally wouldnt work for 4+ players for the same reason for why pitch doesnt work

thorn raft
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ah.

karmic crypt
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but thats mainly so the volume is always consistent when playing with morecompany

thorn raft
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so it wouldnt have too much of a difference

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maybe its the voice dissonance mod

karmic crypt
thorn raft
honest oxide
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dissonance voice settings did make my friend sound metallic when i last tried it

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but idk if thats what youre talking about

thorn raft
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Cause either repo is giving me false memories

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Or im going crazy

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Cause i couldve sworn the high pitched sound sounded a bit more... mumbly

karmic crypt
tepid cloak
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Is anyone else getting entranced blocked for the starlancer warehouse interior? I was setting dedicated moons for certain interiors, and when I go to asteroid-13 (the dedicated starlancer moon) I was getting consistent entrance blocks. The only time it wasn't blocked is when it rolled a different interior and just wanted to know if it's a general problem or just a me thing.

worthy fulcrum
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cant remember what diffoz said but it comes up due to how interiors are set up

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most modded interiors just dont do the same thing vanilla interiors do to generate

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and then that pop up happens when in actuality nothing is wrong per se

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something like that

fallen ember
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well if the popup appears there is something wrong

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just you probably wont notice the issues

worthy fulcrum
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ok well yes but i more so mean nothing is wrong with the fire exit actually being on the map

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my bad

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fire exits usually still properly generate inside

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of course sometimes they dont but thats just how it be

fallen ember
tepid cloak
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imma turn off caching and see if like my computer explodes if i land at asteroid again

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but basically the issue is something that the starlancer owner needs to fix?

fallen ember
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yeah. normally it's the interior

tepid cloak
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any chance the moon could cause it?

fallen ember
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but we also know MapImprovements has to fix

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moon intself is difficult. a mod that modifies a moon ( eg: mapImprovements ) possible

tepid cloak
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ah

fallen ember
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if you wanna be sure. just force a vanilla interior in all maps and load them XD

tepid cloak
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i don't use map improvements so it's not that for me at least

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and the error only pops up when star lancer generates

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works for most(?) of the others

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idk have not went through them all

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in the interior rn and other than some minor stutters it seems mostly fine

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gonna see if the enemy ai is bugged at all

fallen ember
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if you're testing in solo everything will be fine

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what's broken is networking so desync with other clients

tepid cloak
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OH

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that's going to a be a pain to test

fallen ember
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if you get the warning it's 100% going to happen. then it might be unnoticeable for your crew

tepid cloak
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maybe

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starlancer hasn't updated

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and has been working fine for a while

worthy fulcrum
tepid cloak
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so I'm gonna assume it's something small that's bugging

fallen ember
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no the desync is going to be in the ai behaviour

worthy fulcrum
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oh so like

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ok

fallen ember
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or if any other mod reacts to the use of FireExits

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vanilla things that break is just AI not considering players targetable because they still belive they are outside/inside

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well also the teleporting animation for the player ( as it will not play ) but that's not a big deal

rugged basin
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anyone knows if blacklisting this mesh name to LethalSponge will fix it? and what's the name of the mesh?

polar willow
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hmm, let me check warehouse interior

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and also some sad thing, I lost that progress due to formatting windows

honest oxide
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unfortunate

vestal nimbus
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i was testing something and noticed my profiler having a lot of calls from EnemyAICollisionDetect.OnTriggerStay, assumingly from enemies colliding with eachother (i'd spawned 100+ enemies in a very small space together so it makes sense), so i was wondering if i could add the enemy layer to the exclude list on the collider with certain conditions and whether it'd screw anything

polar willow
vestal nimbus
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interesting

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i dont think i actually need to use priority here according to rule 2 which would be that only A or B is using an include or exclude of the layer and not both, if i understood it right anyway

polar willow
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yep

vestal nimbus
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neat, means i can exclude enemy layer if they're not meant to receive enemy trigger callbacks themselves (which is already a bool by zeekerss)

cerulean jewel
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@polar willow
How do you rate my new loading image

delicate onyx
honest oxide
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this is so good

cerulean jewel
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unfortunately i might not be able to use it for my pack, since rn everyone is voting for the goku one instead 💔

stark marlin
cerulean jewel
stark marlin
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they have to manually put it there then, right?

cerulean jewel
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If you are manually putting in the image in your folder, exporting a code of the profile is just linking them to the original mod download, which doesn't include your custom image

You'd need to upload your own mod with that custom image in it

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Thats quite easy to do though

worthy fulcrum
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theres a problem with caltprime by tolian and lethalperformance being used together

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the main entrance location is randomized on caltprime every time you land there

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and lethalperformance's entrance stuff doesnt know how to handle the coordinates changing

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you can enter main but you cant leave, and it says the entrance is blocked upon trying

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technically this is something that should be reported to tolian and not here

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but the thing is, i dont really know how tolian would fix it besides just removing the gimmick

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i know no other moon that does something like this

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even cosmocos doesnt, it just changes the paths to the entrances and not their locations

honest oxide
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But I don't know if he said he was gonna fix it

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I don't seem to have a problem on it but I have entrance teleport caching disabled

polar willow
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I'm really love when game devs are minimizing gc allocations 🥹

vestal nimbus
polar willow
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creating new string each time you call that property

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because unity under the hood works in utf8 while c# in utf16

vestal nimbus
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huh

tacit canyon
robust dock
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why didn't you share the whole error lol

fluid thorn
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secwet :3

tacit canyon
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This warnings appear have time so i thought would be good send them here

polar willow
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It's not related to my mods at all

round kindle
honest oxide
robust dock
#

don't worry I can fix that ez

round kindle
#

ty! you are amazing Zagster

fluid thorn
polar willow
#

\_\

round kindle
robust dock
polar willow
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so v70

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did my mods broke?

worthy fulcrum
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unsure

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i doubt so really

dark hollow
worthy fulcrum
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this update is more an issue for more involved bug fix projects like butteryfixes

polar willow
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if warning then I guess some faulty harmony patch error

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good then

dark hollow
worthy fulcrum
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even major content mods arent really heavily effected as far as i can tell

dark hollow
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give me a minute

polar willow
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yeah

worthy fulcrum
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maybe something will mess them up a lot though idk

polar willow
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welp ill look into fixing harmony patch later today

dark hollow
molten light
polar willow
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yep, the only thing that broke is not replacing finding to cached value in code

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everything else works fine

honest oxide
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that's good

shadow flume
#

any reason why one person's game might be getting stuck on this?
[23:06:55.1225471] [Debug :BepInExFasterLoadAssetBundlesPatcher] Queued recompress of "poltergeist" assetbundle

my friend has been unable to load the game when poltergeist has been installed for a while now, and they just did a test with debug logs turned on, and got this.

im wondering if its either, something up with the poltergeist bundle (as it started occuring after they added a lot of audio files i think), or perhaps my friend is out of space or needs to clear some folder? perhaps corrupt data somewhere?

as soon as poltergeist is removed, they have no issues, and no one else in my group has issues, so scratching my head as to what might be up XD
full log is here, but thats the last message

this is before v70 btw.

shadow flume
#

nevermind, the dll they were supposed to test with wasnt used, now it has, shows its not getting stuck where i thought. apologies, nothing to do with your mod 😄

polar willow
#

[1.1.6] 2025-06-02

Fixed

  • Harmony patch failure warning.
agile oyster
#

zeekerss fixed the performance issues with moons that have no contour map (march, titan, and embrion)

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but still left a roundmanager.findmainentranceposition that runs every 0.4-2s when observing players on the radar

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🥲

fallen ember
robust dock
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I'm also planning on patching that in PathfindingLagFix so that it runs async at some point

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not sure when

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not the finding main entrance, but the path calculation and updating

agile oyster
#

just for your information

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i patched the call in ManualCameraRenderer.SetLineToExitFromRadarTarget to RoundManager.FindMainEntrancePosition in butteryfixes

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i routed it to a custom function so it can reference a cached main entrance position + so it points to the bottom of the elevator if the target is in the mineshafts

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i left the rest of that function alone though

robust dock
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oh yeah mineshaft is an interesting case

agile oyster
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so hopefully that should be ok

robust dock
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that's a bit of a pain actually

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I would have probably prefix canceled it if it weren't for that

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but maybe I will have to think of a diff solution

agile oyster
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lol yeah

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i thought about prefix canceling but this is one of those cases where the exact thing i want to patch is already split into a separate function call

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so it's really easy to just find and replace that one specific thing

robust dock
#

yeah

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tricky part is I'll have to finish reverse engineering NavMeshPath if I want to make it into a transpiler

agile oyster
#

if you want to implement the mineshaft thing yourself in pathfindinglib it was really easy, i just dont know how open you are to having such hyper-specialized code in a general use library

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i just reused the mineshaft start tile bounds calculation from maskfixes

robust dock
#

it could be an option in PathfindingLagFix, but I think I wokuld rather not do that

#

oh, for finding the bottom of the elevator? why not just use the call button position?

#

it's accessible on navmesh

#

has to be

agile oyster
robust dock
#

oh I see

#

I misunderstood

#

personally I wouldn't have bothered to let it map a path in the starting room lol

#

at that point you should be able to see the door always

agile oyster
#

merhaps

#

the renderer is always active when you're inside the building and it seemed the most like "what zeekerss would have done" if he acounted for this

#

i didnt try what happens if you just have the path always calculate to bottom of elevator even in the starting room, but my guess is it'll look a bit wonky

robust dock
#

I think it would just keep the previous path based on the code

#

it doesn't try to update corners if the path is invalid

agile oyster
#

yeah i double checked and it looks like you're right

#

maybe it's ok then

robust dock
#

chances are it's specifically set up to keep the old path so that if you jump you don't have the line disappear for a second

agile oyster
#

in that case you could just drop all the bounds stuff and just always point to the button position

#

and it would be basically just as functional

robust dock
#

really I would rather use a transpiler anyway for maximum compat

#

PathfindingLagFix also patches FindMainEntrancePosition, so that should cost next to nothing

#

        if (updateLineInterval > 0f)
        {
            updateLineInterval -= Time.deltaTime;
            dottedLineOffset -= Time.deltaTime;
            lineFromRadarTargetToExit.material.SetTextureOffset("_MainTex", new Vector2(dottedLineOffset, 0f));
            if (setLineIntervalTo < 1f)
            {
                lineFromRadarTargetToExit.SetPosition(0, mapCamera.transform.position - Vector3.up * 2.5f);
            }
            return;
        }

I'm really confused about the purpose of the setLineIntervalTo < 1 check here

agile oyster
#

i was grappling with that as well

robust dock
#

this doesn't seem like it would cost any more for a long path vs a short one

agile oyster
#

im not sure why it's there

#

i just decided to leave it alone since i really only needed to patch that one vector3

robust dock
#

yeah

agile oyster
#

but if you figure out a good reason why that's there, i'm curious

robust dock
#

maybe the triangulation process for the line renderer costs more than I think

#

it would skip that if the path length is longer than 50 corners

agile oyster
#

yea

robust dock
#

but really why not just make the line renderer cut off at 50 corners

agile oyster
#

it causes a noticeable delay in the line updating when you are deep into an interior

#

normally the first vertex follows your position basically perfectly

#

but once you get in deep, it only updates every 2 seconds (when the path as a whole is recalculated)

#

it's only a minor gripe so if it exists for some genuine performance reason, that's totally fine

#

but it seems weird

#

and my gut intuition is it's probably not necessary in the grand scheme

robust dock
#

yeah, I might look at making some patches to update it more often and see what it does to a frame graph

agile oyster
#

dottedLineOffset is also weird

#

im not sure if it's actually making a visual difference on the monitor

#

the line looks basically static to me

robust dock
#

I would've assumed that is to make the lines shift towards the main entrance, but yeah, I haven't noticed it doing anything either

agile oyster
#

maybe just low resolution playing tricks on me

#

idk

robust dock
#

maybe it was a test

#

I definitely think it should be noticeable

neon bluff
#

@polar willow
#1220894679718035486 message

polar willow
#

hmm, can you send moddata files here?

neon bluff
#

I'm having this error when loading into the main menu and max told me that it might be this mod causing it.

agile oyster
#

with key uk.1a3.lobbyimprovements.LobbyImprovements.PluginLoader.lanPlayerName

#

that's very weird

neon bluff
#

I did not find a .modfile that was from lethal performance

#

I only found ones for lcmodsaves

polar willow
#

can you screenshot files

fallen ember
neon bluff
polar willow
neon bluff
#

I already deleted that and it regenerated

polar willow
#

oh wait it actually says that LCGeneralSaveData.moddata is borked

polar willow
#

try to delete that file

neon bluff
#

ok

neon bluff
polar willow
#

then send it here, i'll look

neon bluff
polar willow
#

that file

neon bluff
#

oh wait

#

hold on let me test something

#

nvm that fixed it, I was getting another error that looked the same

quartz pollen
#

I only got this error once on modpack startup after updating game to V72 and I can't reproduce it no more, not sure if it's something I should report as I don't get it anymore

[11:42:55.1414027] [Info   :LethalLevelLoader] embrionscene.lethalbundle Unloaded (7,94s)
[11:42:55.1425180] [Error  :LethalPerformance.Patcher] System.NullReferenceException: Object reference not set to an instance of an object
  at LethalPerformance.Patcher.Utilities.ConfigSaverTask.SaveAsync (System.Collections.Generic.Queue`1[T] queue) [0x00011] in /_/Utilities/ConfigSaverTask.cs:68
  at LethalPerformance.Patcher.Helpers.AsyncHelper+<>c__DisplayClass1_0`1[T].<Schedule>b__0 () [0x00014] in /_/Helpers/AsyncHelper.cs:28
[11:42:55.1481007] [Info   :LethalLevelLoader] experimentationscene.lethalbundle Unloaded (7,95s)
polar willow
#

I'm not sure what happened too

#

probably somehow some mod pushing invalid save for config file

polar willow
#

I'll try to look into tomorrow and probably fix it in diffoz tweaks

honest oxide
#

The mods I saw it breaking were mostly hud mods

#

Except for enemy skin registry for some reason

#

I was assuming up to that point there was some hud code that needed to be included in recomps but I don't know now

polar willow
#

so it could be the reason

honest oxide
#

Right I forgot abt that

molten light
polar willow
#

JLL probably is using UI

#

and doesn't work if it's cannot spawn custom script

fluid thorn
#

I can not think of anything UI related JLL does, but I guess I don’t know it too in depth

zinc glade
#

also note it's (seemingly) load order dependent, so JLL + FixPluginTypes won't always break it, if you add in enough other mods to change the load order it will stop creating the errors

vestal nimbus
dull quarry
#

Constructor? What code is relevant

vestal nimbus
#

lemme check dnspy rq

vestal nimbus
#

which i assume gets created in the constructor

molten light
#

@polar willow Maybe you got ideas here on why it goes null

polar willow
#

looks like constructor is failing

#

and it is failing due to reflection thing in MaterialReplacer

#

I just patched it to return empty types and I don't get any exceptions

#
[Info   :   Console] RIP
[Info   :   Console] System.IO.FileNotFoundException: Could not load file or assembly 'UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
  at (wrapper managed-to-native) System.MonoCustomAttrs.IsDefinedInternal(System.Reflection.ICustomAttributeProvider,System.Type)
  at System.MonoCustomAttrs.IsDefined (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00027] in <787acc3c9a4c471ba7d971300105af24>:0 
  at System.RuntimeType.IsDefined (System.Type attributeType, System.Boolean inherit) [0x00038] in <787acc3c9a4c471ba7d971300105af24>:0 
  at SoftMasking.MaterialReplacer.IsMaterialReplacerType (System.Type t) [0x0000b] in <41a02cf6c61946e3b3801b8d0274eb87>:0 
  at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00037] in <dab7f68612224ba3ae40f651d44f9d4c>:0 
  at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].ToList () [0x00030] in <dab7f68612224ba3ae40f651d44f9d4c>:0 
  at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <dab7f68612224ba3ae40f651d44f9d4c>:0 
  at SoftMasking.MaterialReplacer.get_globalReplacers () [0x0000c] in <41a02cf6c61946e3b3801b8d0274eb87>:0 
  at SoftMasking.SoftMask..ctor () [0x0003c] in <41a02cf6c61946e3b3801b8d0274eb87>:0 
#

yep as I expected

polar willow
#

because we don't need global replacers at all

#

internal implementation would be enough, if some mod decided todo custom masking then they should message us

#

and player.log is actually print error native

#

but bepinex doesn't get it, that's why this exception was mysterious

#

Will include fix in diffoz tweaks tomorrow

#

hm actually..

polar willow
#

1.5.0

  • Add fix of softmask for mods that are using soft dependency resolving.
neon bluff
polar willow
#

softmaskkiller can be still included as it only does is try/catching exception

#

but if you don't want that mod included, then you can remove it as is

molten light
polar willow
#

rip

molten light
#

Yeah hopefully you can report it and get it quickly resolved lol

polar willow
#

probably thunderstore check got updated and may now not like my patches and/or windows api calls

#

welp, I will just go to sleep, if some changes needed to approve then I will do them tomorrow

polar willow
#

oh hey it is approved

vestal nimbus
dark hollow
#

@polar willow is there any way to check what bundle it was?

[Warning:BepInExFasterLoadAssetBundlesPatcher] Deleted 1 unknown bundles. Metadata file got corrupted?
neon bluff
#

@polar willow is this mod needed for the softmask fix because jll updated and said they removed the issue?

polar willow
molten light
#

ESR doesn't log any reflection errors or anything to easily figure out why it does it

neon bluff
#

Does anyone know how to use this mod to disable lethal settings?

#

I tried putting "com.willis.lc.lethalsettings" in the config for disabling mods, but it did not work.

polar willow
neon bluff
polar willow
#

in the profile directory

neon bluff
#

do I just delete the folder?

polar willow
#

yeah. just delete that folder

neon bluff
polar willow
#

when you install new modpack it doesn't have precached data

dark hollow
#

@polar willow what program do you use to bypass blocking of YouTube, Discord and other things? Some sites have been taking a long time to open since about yesterday and some other things don't work for me

polar willow
#

zapret is currently the best bypass because it support udp and port filters

polar willow
#

yeah fork alt 4

#

with cloudflare bypass

#

works also nice on linux

dark hollow
#

from bol-van, right?

polar willow
dark hollow
#

oh this

#

im curently using it rn

#

with fake tls mode auto

polar willow
#

make sure that you're also using DoH

dark hollow
#

doh?

polar willow
#

dns over https

dark hollow
#

oh

polar willow
#

windows 11 support it by default

#

or use firefox

dark hollow
#

Well, the problem is not really in the browser

#

its just one mod that i use for tts

#

it sends GET requests to stream elements api but receives nothing as far as i understand

#

but when I use the same link in the browser everything works fine

proud vapor
#
[Error  :LethalPerformance.Patcher] System.NullReferenceException: Object reference not set to an instance of an object
  at LethalPerformance.Patcher.Utilities.ConfigSaverTask.SaveAsync (System.Collections.Generic.Queue`1[T] queue) [0x00011] in /_/Utilities/ConfigSaverTask.cs:68 
  at LethalPerformance.Patcher.Helpers.AsyncHelper+<>c__DisplayClass1_0`1[T].<Schedule>b__0 () [0x00014] in /_/Helpers/AsyncHelper.cs:28 
#

Never seen this before until now, the only change was adding MonoDetour, maybe just a red herring?

molten light
#

I saw this one time when launching 2 sessions of the game to do lan testing

#

And a reboot fixed it

polar willow
#

oh yeah 2 sessions at the same time are not supported

#

and never will be fixed

vestal nimbus
#

doesnt kill anything though afaik right?

polar willow
#

it should not kill anything, but still may have chance that you may will be teleported to the limbo

polar willow
#

I love cloudflare to be blocked mmm

molten light
#

What got changed in 1.1.7?

cinder plover
#

me

midnight tendon
#

this 👍

polar willow
#

probably today new release

molten light
#

Nice ^^

honest oxide
polar willow
#

that's made for Wine users, because it report wrong free space sometimes

#

(still no clue why)

flat flare
honest oxide
polar willow
hidden cypress
polar willow
#

👍

polar willow
polar willow
#

oh it works on linux

#

just hdrp doesn't happy about opengl, but I can just ignore that

#

yippie

polar willow
#

@honest oxide

honest oxide
#

unfortunate

#

i'll have a look at what's happening in the code

polar willow
#

sandworm is also laggy due to natural selection

honest oxide
#

i'll have to ask about that

#

i imagine that's because it searches for enemy instances instead of just players with that mod

polar willow
molten light
honest oxide
polar willow
#

from stacktrace it looks like it calls multiple LOS

molten light
#

0197b9db-323a-2deb-e39d-89e1476da4b5 Curious if my pack might have anything unoptimized going on since it's been a while since you profiled it, it runs pretty smooth nowadays but idk if I've added or removed anything that might cause problems lol

#

I never knew about the worm in Natural Selection for example

honest oxide
#

i wonder if thats what is sending all these unity logs that seem like LOS announcements

#

for man stalker

polar willow
#

GC allocs that I track is now causing a big lag, so it really hard to find the mod causing lag spikes without knowning gc stacktrace

#

probably will move to windows when profiling

molten light
#

Yeah running Windows in a VM for that might be a good idea

polar willow
#

uhh that probably would be bad

#

lc can eat your memory and left linux nothing

#

I have dual boot, so no need to VM

#

(I am not that crazy to only use linux lol)

molten light
#

Oh true

ancient igloo
# polar willow

I would expect a different patches to cause trouble but that one is neither working with enemy list nor looking for enemies in LOS and NetworkSandwormBehaviorState is done via LethalNetwork API

polar willow
#

LOS was for man stalker

#

and LNAPI is causing lags because it searches for guid of your mod

#

each time when sending some data(?)

molten light
#

LethalNetworkAPI being dirty ☠️

polar willow
#

there is probably a way to cache it

ancient igloo
polar willow
#

@molten light how to unlock profile

#

duplicating i guess

molten light
#

lol

#

That usually should only happen if using the synced code

#

weird

polar willow
#

probably because I set to override profile

molten light
#

Possible yeah

ancient igloo
#

I am really hoping I wont have to replace LethalNetwork

molten light
ancient igloo
#

I'll try to avoid network variables

polar willow
#

looks like you can call Connect and cache it yourself?

digital bane
#

Ayy ! Thanks for the notice

Unfortunately someone already told me about the performance drop of the mod,

I wish I could do something about it but I do not have the required know-how to fix this. I've also moved on to other projects, and none of them are unity-related. It's going to be too much of a distraction to fix it for me

Sorry about that 😕

polar willow
#

so LNAPI would not call method to get your guid

ancient igloo
#

I'll look into it. I'll probably figure out singletons or just switch to local variables updated by network calls

polar willow
molten light
#

PathfindingLib will be goated for Natural Selection actually

polar willow
#

(I think)

ancient igloo
polar willow
digital bane
molten light
dull quarry
#

very cachable btw

polar willow
#

@honest oxide there is also fair ai that does string manipulation every frame that could lead gc running frequently

polar willow
dull quarry
#

i mean sure but like

#

less still less

#

¯_(ツ)_/¯

ancient igloo
#

Ill be glad to take notes

dull quarry
#

Can give you some feedback and tips tomorrow if you don’t mind

#

Btw you’d really probably be better off just doing the networking directly and adding a networkbehaviour component to these prefabs

honest oxide
dull quarry
#

Idk why fairai does that reflection for the turret call

#

Think the publiciser just solves that?

#

Seems like there’s a ton of unnecessary reflection

molten light
#

Reflection my beloathed agony

#

It can be good when used properly but I remember when a few mods like GI also used to use it a ton unnecessarily

honest oxide
molten light
#

I know Shaosil swapped to Publiciser btw Batby so it's possible FairAI may be able to do the same

agile oyster
#

for very simple use cases you can definitely just swap reflection for publicized assembly references

molten light
#

Would be something for @twin void or @vestal nimbus to fix, idk which one of them handles the mod's logging and gc alloc lol

molten light
#

I think Spike Traps also log LOS sometimes too, if they're player activated ones

honest oxide
#

ah

honest oxide
polar willow
#

yeahh

molten light
#

Okay Berthas don't log it

#

I'm staring one down rn lol

polar willow
#

also what is happening

molten light
#

Ghost Girl out of bounds?

polar willow
#

girl is not on navmesh -> killing it -> repeat

molten light
#

☠️

#

Yeah

#

she doesn't properly die

#

she just keeps respawning if killed

#

Whatever moon/interior this is happening on the dev should probably be informed

#

I do think it's interesting that the Girl is the only immortal enemy that does this if killed

#

Also @dull quarry I understand the thumbs down, just generally used to this being moon or interior related but I know I've seen enemies that can teleport just go out of bounds naturally on their own too, I've seen it when playing with Slenderman before lmao not sure why they do it tbf

#

They usually fix themselves quickly, in this case it seems the girl got stuck

#

She may have potentially went invisible off of the navmesh tbh after showing up

polar willow
#

aaand doctor spammed my logs

#

restart..

molten light
#

Oof

#

I also saw the Doctor spam logs once

#

Was it this same error? @polar willow

polar willow
#

yeahh

molten light
#

Yeah I'm not sure why it happens cus I've only seen it happen one time I would assume maybe the Brain gets spawned out of bounds or something

#

I did inform Moroxide and Lega though

polar willow
molten light
#

She might have stood above one of the death pits or something

#

lol

#

I know Wesley is already remaking Cosmocos to be Seed based for his V70 update

#

Cus of the one layout you can get that just doesn't spawn for clients

polar willow
#

There is also lag spike when masked is getting killed to drop mask

#

from science bird tweaks

molten light
#

Yeah I noticed that, it's not quite as bad as the lag spikes that SellBodiesFixed gave but yeah I think it's cus of how it swaps the prefab out to be grabbable

#

@zinc glade Dunno if the lag spikes could be fixed at all, maybe it's worth looking into?

zinc glade
#

didnt notice that in my testing, good to know. I really should get some mods set up to run in editor so I can do detailed testing like this

molten light
#

I never considered it much of an issue

#

I was used to much larger lag spikes when using SellBodies

#

XD

rocky hawk
fallen ember
#

if you publicize the assembly all methods/fields/properties ecc.. will be marked as public and can be used directly w/o needing reflection

polar willow
#

you don't need to publicize game libs on nuget

#

they are already processed

molten light
#

I just ended up turning off Join Queue after I ran testing and discovered it will always void players if they time out

#

lol

fallen ember
rocky hawk
polar willow
#

just by switching from local to nuget references you will able to use private methods without reflection

fallen ember
#

just use the gamelibs instead of Assembly-CSharp

rocky hawk
#

So is there just something called like lethal company gamelibs on nuget?

polar willow
#

yeah

fallen ember
#

it's in the BepInEx repository but if you are already making mods you probably are already using the right repository

polar willow
#

bepinex repo only manages il2cpp gamelibs

fallen ember
#

uh?

rocky hawk
#

My only dependency is bepinex so I have never gone out of my way to find other dependencies or libraries

polar willow
#
<PackageReference Include="LethalCompany.GameLibs.Steam" Version="55.0.0-beta.0-ngd.0" PrivateAssets="all" />

Here

fallen ember
polar willow
#

just don't forget to change version

fallen ember
#

yeah v55 was a bit ago

polar willow
#

Oh and also don't forget to add this under PropertyGroup

<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
#

or mono would throw exception about security

fallen ember
#

uh? i do not have that and it's completlely fine 🤔 is it because i have the Publicizer referenced too 🤔x2

polar willow
#

publicizer sets it automatically

rocky hawk
#

Oh gotcha thanks I was looking at nuget library stuff '

dark hollow
#

So much to read...

vestal nimbus
#

Ikr...

vague belfry
open plover
hidden cypress
#

I dont have linux but thought id just inform him it existed

open plover
#

the fork doesnt really explain much it just has a linux icon

#

so im confued by it

honest oxide
polar willow
#

it's not fix, it's hack

open plover
#

how much of a difference would that make

honest oxide
#

allows it to work on wine

open plover
#

people use wine on LC?

#

instead of proton?

polar willow
#

proton is fork of wine

#

so it just same

polar willow
open plover
polar willow
#

yes it will

open plover
#

I’m assuming if your storage is almost full it could cause problems

fallen ember
dull quarry
#

why do you need to publicise networkmanager

fallen ember
#

and w/o transpliers

dull quarry
#

ah fair

polar willow
#

hmm, anyone on linux with problem with BFLAP can reply to this message?

#

so I could send debug version with some logs

#

and with applied fix

#

I think that problem happens when

  1. Using immutable system image (e.g. SteamOS)
  2. Your linux split "root" (/) and "home" (/home/) to separate partitions, and c# by default check free space in root directory
simple panther
#

the issue that i have is the one where the mod thinks that there is less than 10gb of space left on the disk despite that not being true

#

i think it's more of a proton/wine issue not really a bug with your mod

flat flare
polar willow
#

@flat flare @simple panther I have published preview update v0.0.100, please check it on small profile (bflap + morecompany) and send log here

#

Not sure how long it will take to index new update, let's hope that it will be quick

vestal nimbus
#

Where were u wen bflap kil

dark hollow
#

i was at house eating dorito when phone ring

#

"bflap is kill"

#

"no"

simple panther
polar willow
#

But sadly now bflap is flagged by thunderstore due to using native api

polar willow
#

hmm, what if I split windows api into another package

#

so I could easily update bflap

polar willow
#

@burnt monolith what your opinion on this, that windows api are on separate package? So bflap (and diffoz tweaks) doesn't trigger antimalware

polar willow
#

hm, actually I found another way to get free space

#

just by calling internal method in mono

polar willow
burnt monolith
#

yey

#

I was gonna tell ya, if you couldn't find an easy way that makes it just sorta work on wine then you should probably give up on disk size on linux. The average windows user brain probably can't comprehend this but you guys might have 1 or 2 drives and all your documents and program folders on the same drive but like out of the box, every linux user is going to have their root / and /home drive on different partitions and that's just the beginning of trying to understand "drives". I enumerated my drives using DriveInfo.GetDrives and I think I had 18 of them before I hit a System.Unauthorized exception for trying to access one my user didn't have permission to enumerate

#

I looked into the quirks of DriveInfo on linux and its just not made to work there. There is no reasonable way to figure out what partition a file or path belongs to without enumerating like ftab or proc/mount tabs, etc and seeing which one fits best. its kind of a fools errand without using a native PInvoke to just ask the OS which drive it belongs to and at that point you're going to need to figure out you're in wine and then break out to ask the OS questions about it, so glad you found a better way

#

MS did a pretty admirable job making Dotnet portable but like DriveInfo is not where its at, ahaha

polar willow
#

@zinc glade @molten light Ok, I have looked at crash that happens with Victory and Solitude and probably found the workaround to fix that.

By overriding CustomPassVolume.Cull to not call anything resolves crash. In that method it calls Cull on the same context, that may cause the crash.

#

For history, crash was happening in SendShadowCullingCallbacks

polar willow
#

I can push update for diffoz tweaks to check, if disabling culling for custom pass volume fixes crashes

#

ping me if someone want to check

dark hollow
#

@polar willow

polar willow
#

I'm already walking around solitude and don't get crashes

vestal nimbus
#

if im bored and wanna play the game again and walk around a random non specific moon and i hit the lottery on solitude/victory and i need to walk around to redeem the lottery then sure

#

@polar willow

#

oh wait i misread how fumo said it

dark hollow
#

smh my head

vestal nimbus
#

i thought he meant "if i ever need to do this in my lifetime then sure"

#

lmaoooo

polar willow
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hmm

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probably found another way to fix it

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well, time to git blame hdrp code

polar willow
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Fixed a culling result sharing issue between custom passes and the camera rendering them.
Found this in changelog of hdrp 14.0.9

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LC is using 14.0.8

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so now I need to find that change in the git history

vestal nimbus
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Lmai

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Nice timing for LC

molten light
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It's also funny how it took until now for mod devs to expose this bug with HDRP ☠️

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To give credit where credit is granted it's stable 99.9% of the time

honest oxide
#

why is it specifically those 2 moons that cause this problem anyway

molten light
polar willow
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after trying out a lot of stuff I think the problem is inside of engine, not hdrp

molten light
polar willow
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because it's probably doesn't use custompassvolume

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or sets culling mask to 0, so it reuse the main culling

molten light
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@rose stirrup @scarlet geyser plink

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Still curious why only these 2 moons trigger this oversight with the build of Unity Lethal is on

polar willow
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because they use terrain and not converting it to the mesh

molten light
#

So do Wesley's and Generic's, s1ckboy's current moons do as well

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Super interesting

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I know s1ckboy is converting his to mesh for his update though

molten light
robust dock
robust dock
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unless it was related to the instancing of terrain, but I have a feeling I was misremembering that part

molten light
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the terrain is instanced on them

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so it's why Autumnis and Beanie have been confused

robust dock
#

I know the error had happened on Budapest, but other than that I forget where I'd seen it

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it was a recurring one

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gotcha

molten light
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usually it is due to terrain not being instanced

robust dock
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hmm I see

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same error?

robust dock
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that is curious

dull quarry
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the instancing was the cpu being overwelmed iirc

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something vaguely related to shader warmups too maybe?

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instancing isn't actually explicitly required its just when you use a terrain (espicially with details like trees?) of a certain size it just kills unity

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so most lc maps do need it

molten light
# dull quarry so most lc maps do need it

Yeah in some cases even Interiors benefit from it, I know Nikki had to enable it for Slaughterhouse to help improve the performance with that interior and even in some cases it can still be laggy on certain moons

near yacht
molten light
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Although idk if it's needed with Terra Meshing

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I would assume it still is

near yacht
# molten light Weird, usually you need to instance the Terrains

Draw Instance on unity terrain and terrameshed or well meshified terrains in general having a layered material (in which you can add up to 4 layers usually but voxx's shader creates 2 splatmaps and lets you have up to 8 layers so to match the amount possible with unity terrain) I dont exactly know the reason why we need to draw instance our moons for simple unity terrains other than avoiding hard crashes but for meshified terrains you dont need to do that

molten light
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Okay then yeah, you don't need to if you have it Terra Meshed

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Victory and Solitude aren't Terra Meshed

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Bozo isn't either

near yacht
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I thought they are 😮

sharp sage
molten light
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Nope lol

near yacht
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well not Bozo

molten light
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Victory I know for sure isn't since Autumnis recommends the Sponge shader

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to add the vanilla posterization like stuff to it

near yacht
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So they are unity terrains that crash? Then I'll be a-ok pikaSip

molten light
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@scarlet geyser Probably can just do an update for Solitude that Terra Meshes it's terrain probably

polar willow
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unity doesn't like occluded terrain?

molten light
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Interesting

near yacht
sharp sage
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Ye

polar willow
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who is dev of victory and solitude?

molten light
vestal nimbus
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@scarlet geyser remember when we crashed on solitude after a bit one by one? this is probably why, ig it wasnt that u forgor the instanced option thing

polar willow
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you can easily crash on solitude if you go to fire exit before ship is landed

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near oil pump you will get crash

vestal nimbus
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yep thats what happened lol

polar willow
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hm, can be reason of crash is due to using trees/details in terrain?

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because those two moons uses them

near yacht
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Nikki’s Sorrow on the other hand used the same method but is terrameshed as of now

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Btw I sent you a pic in dms about custom passes, I dont think it would help you but still sent it since at the time I thought its related to that cuz of your previous comment

vestal nimbus
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bro doesnt want the rest of us to know about custom passes 😔

near yacht
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Military secret

polar willow
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also, I just tried starlancer moon and universal radar just ignore it?

near yacht
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All good, I have that “protection” too

polar willow
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like it's in blacklist or something

near yacht
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Yeah I thought so too but it was worth a shot

polar willow
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@near yacht if you're about solace, then it's uses mesh

near yacht
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Oh it does 😮

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Nvm then

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Idk other mooners who uses unity’s terrain details / tree painter then

scarlet geyser
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is there any other way to fix it? Whats the core issue so i can fix it in the future

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cus i dont wanna have to terramesh all my stuff

polar willow
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hmm

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can you disable drawing details and see if no crashes happening

scarlet geyser
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and also, why is this not impacting old moons that are set up identically?

scarlet geyser
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only other people have reported it

polar willow
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it's only happening with universal radar

scarlet geyser
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wait so its not even the moon that’s necessarily the issue its an incompatibility with a mod?

near yacht
vestal nimbus
scarlet geyser
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other people did

vestal nimbus
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so everyone in the lobby BUT you crashed

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still a crash

scarlet geyser
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im like immune or something

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im just cooler

near yacht
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Sounds like a skill issue ngl pikaSip

vestal nimbus
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host crashed before u could lol

scarlet geyser
near yacht
scarlet geyser
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i probably should terramesh the terrain but all the times ive done it something has gone wrong

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ig ill do it

polar willow
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you can also try to not cast shadows by terrain details

near yacht
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I thought terrain details dont cast shadows to begin with lol

polar willow
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they can if you set to cast

near yacht
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I see (also Beanie dont mistake it for generic shadow casting, your terrain still needs to cast shadows, just details dont need em)

polar willow
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0197eabf-ad36-1934-724f-ee331529f9d6
here small modpack to repro crash

cinder plover
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this is not a UR thing, like I said

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it can happen with just the moon + dependencies

polar willow
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for me it's only happen with UR ¯_(ツ)_/¯

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I'm guessing is that after terra mesh, game can crash

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hmm, actually

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victory dies without UR, but not solitude

scarlet geyser
polar willow
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on detail prefab under mesh renderer set cast shadow to off

molten light
#

It's just Solitude's is more inconsistent

rose stirrup
# polar willow hmm

what the fuck you can just open up my moon???? that's something you can do???????

polar willow
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yes

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it was easier todo that rather sitting in lagging unity explorer