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

8920 messages ยท Page 9 of 9 (latest)

dull quarry
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I had wesleys shit opened up in a whole other unity game

cinder plover
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can you try jumping off the ship early on solitude a few times and heading to main

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that's what reproduced it for me

honest oxide
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just to confirm BFLAP doesn't load cache files for mods that aren't installed anymore right? i removed a bunch of big ram users and my ram usage hasn't decreased, so i just want to be sure

polar willow
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yes

dark hollow
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hey @polar willow , if you remember: you didn't find anything related to the Entrance Blocker that day, right?

polar willow
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right

dark hollow
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thanks

flat flare
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I'm a little out of the loop. Does BFLAP currently work on linux or is it still not able to properly detect the amount of free space?

polar willow
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it depends

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if your distro is doing some partitions to split root and home, then it might not work correctly

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on fedora is optional and by default it doesn't

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You currently can use preview version, if needed, later I'll push the new check to the main version

flat flare
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ah I see. I'll try out the preview version then and see how that goes. thx!

dark hollow
old rover
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Former.

polar willow
polar willow
near yacht
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They reverbed the code! No way greed

polar willow
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free ram by typing this in launch option

-memorysetup-cache-allocator-block-size 0
robust dock
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what does a block size of 0 represent? the default value?

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does LC customize it?

honest oxide
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i must try this

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what does it do that causes ram usage decrease? is it basically giving no space to cache in ram?

honest oxide
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plink it doesn't work

flat flare
polar willow
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you just need to manually change version to 0.0.100

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Currently working on some changes for LP, after that will look into some epic (major) changes

flat flare
honest oxide
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but when i tried it in modded it didn't reduce my ram that much

polar willow
vestal nimbus
#

fine u can have all my money ig, ill click

worldly fern
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It seems that LethalPerformance disables SteamValveHazard somehow, tested only with/without your mod using imperium, seed: 64655000 on experimentation factory interior, first valve with scrolled time of day. Valve does open and start fog if you're mod is disabled, please fix this or maybe add config value to disable this feature because it doesn't seem to be vanilla friendly

polar willow
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hm, thanks for the report, will look into tomorrow

polar willow
agile oyster
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oh yeah they were reworked in v70

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im guessing because zeekerss reused them for the popping balloons in the new birthday party tile

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(for some reason...)

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now SteamValveFixInteraction handles all the networked stuff i believe

polar willow
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probably because he destroys gameobject when balloon is popped

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ugh, probably will require to make patching to add OnEnable/Disable to the steam valve

worldly fern
polar willow
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note: from new experimental version, LP will force entrance teleport caching

worthy fulcrum
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didnt it already do this or am i dumb

dark hollow
honest oxide
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no more MapImprovements

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also how will it play if entrance teleport optimizations is present

old rover
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That option is on by default.

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Had no issues.

honest oxide
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i've had it off this whole time so ETO could handle it

polar willow
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ETO handler works after LP, so it should replace LP result

umbral quarry
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So my friend occasionally will get booted from the lobby when coming in or leaving fire exits. It's completely random, but the last warning they get when it happens mentions lethal performance. we tried just disabling it, but they... can't join my game without it either.. which is even stranger

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And I do mean both of us disabling it, not just them

polar willow
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I don't see any errors

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The only that I see that host is shutting down event happened, so clients are leaved

umbral quarry
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yeah but it was just them

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so weird

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it threw that last warning when they went through a fire exit, and then it kicked them

granite sphinx
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[16:44:29.9105439] [Info   :   BepInEx] Loading [LethalSettings 1.4.1]
[16:44:49.5498088] [Message:DiFFoZTweaksPatcher] Ignoring loading of LethalSettings

how did this happen?

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the plugins to not load string is this:
com.willis.lc.lethalsettings,ViewExtension,XuuXialoan.SoftMaskKiller,LCSoundTool

honest oxide
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You have to go into the cache folder in your profile and clear it

granite sphinx
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i remember clearing cache but since i have been changing PCs (the psu issue lol) i might have not done it in this one

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yeah sorry its 99% that, I just checked other logs and it loaded it

polar willow
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then you have mod that requires lethal settings as a hard dependency

polar willow
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v0.0.130

  • Disabled transpiler patch that replaces Object.FindObjectOfType.
  • Disabled caching of SteamValveHazard.
  • Disabled culling for custom pass to reuse main culling instead (that should also resolve crashing on moons that use tree/detail terrain rendering).
  • Forced EntranceTeleport caching.
round kindle
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Yippee!! LP update!!!

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Does "Forced entranceteleport caching" mean there isn't an option to disable it anymore?

honest oxide
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yes

round kindle
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Oh

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Why

robust dock
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I'm curious about the disablement of the find replacer, I saw the comment in the source but I never noticed it being excessively slow to apply, does it get significantly worse in larger profiles that patch the same methods that LP does?

dark hollow
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Same but about all except caching for teleports

round kindle
dark hollow
# round kindle wait did i miss smth?

Disabled transpiler patch that replaces Object.FindObjectOfType.
Disabled caching of SteamValveHazard.
Disabled culling for custom pass to reuse main culling instead (that should also resolve crashing on moons that use tree/detail terrain rendering).

round kindle
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no i mean whats the deal with the caching im confused

dark hollow
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helps with performance a little

round kindle
dark hollow
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if entrance is blocked because interior entance is not set up properly then its interior issue and not caching issue

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imo

polar willow
hidden cypress
hidden cypress
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it is the interior's fault tho

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but personally if something can be configurable there isnt a reason not to have it if it isnt a pain to implement

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if it was

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fair enough

polar willow
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I forced that option because I was annoyed due to bugs that it introduced

hidden cypress
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I should remind tolian to fix tomb haha XD, imma miss that one for a bit

polar willow
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items are invisible when using cullfactory;
when spectating people the sky is black;

dark hollow
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isnt its black in vanila when spectating?

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or you mean it remains black

polar willow
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it remains black

round kindle
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rip tomb and all the badly implemented cool interiors perceive

round kindle
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or did it always happened?

polar willow
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when it's off

hidden cypress
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not really much

round kindle
hidden cypress
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also forgot I think Xen as well

round kindle
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im mostly sad bc of tomb, and sector alpha a little too, just finished setting up all the interior weights so ye its a bit of a pain but oh well

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i trust diffoz

hidden cypress
hidden cypress
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at least tomb and hadal will prob be fixed eventually since tolian

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is still semi active

honest oxide
hidden cypress
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he updated some stuff not too long ago

round kindle
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rip sector alpha

hidden cypress
honest oxide
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Sector alpha is still messed up cus voxx is mia

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Oh right, map improvements is still messed up

round kindle
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but then if its now forced does that mean i need to remove entranceteleportoptimization now?

molten light
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@polar willow Why is the update a pre-release update?

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I'm guessing the valve caching being removed is to fix them never going off in V70+

polar willow
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just in case

round kindle
honest oxide
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ETO overwrites LP from what I remember

round kindle
honest oxide
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Could be an ETO update made it perform better with LP

polar willow
honest oxide
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I c

hidden cypress
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currently tested to be broken with it

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all of tolians interiors

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slaughterhouse

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sector alpha

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map improvements

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my mistake

honest oxide
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cus not only it doesn't work with LP but it might be causing softlocks during landing (at least in my profile)

neon bluff
honest oxide
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so LP blocks them because they aren't spawned technically

neon bluff
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doesn't this fix it

honest oxide
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ETO works with them

neon bluff
hidden cypress
round kindle
hidden cypress
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its not LP's fault

honest oxide
round kindle
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im confused what was updated? main branch wasn't

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what was it

honest oxide
round kindle
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i guess it will get change in main branch sooner or later

molten light
hidden cypress
molten light
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Hmmmm

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@polar willow Any reason why it breaks with the new update but didn't before? The other listed interiors always broke with it lol

hidden cypress
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keep in mind this was tested on a pack that was just performance and testing mods

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ill try one more time in case something really weird happened

molten light
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In all honesty Slaughterhouse is in need of an update anyways

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Performance on a lot of moons is rough and it still doesn't have radar Sprite support

hidden cypress
round kindle
molten light
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I sent Nikki a dm

hidden cypress
# molten light I sent Nikki a dm

ok false alarm. it was buttery fixes causing a similer problem, worked the same way but didnt have the popup like the others I tested

molten light
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Hmmm

hidden cypress
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ill see if it happens on the hotfix

hidden cypress
# molten light Hmmm

like the problem was the same, entrance blocked, but no popup from LP telling me like the others

molten light
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Yeah ButteryFixes 1.14.6 broke with some custom interiors

molten light
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@polar willow In my limited testing so far I haven't ran into any problems

molten light
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Btw @polar willow It's been a while since we spoke about Emblem, but changing it's log levels to only log Fatal, Error, Warning I noticed significantly reduces the stall when exiting a lobby back to the main menu lol

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So part of it is all the Info stuff it logs

thorny gazelle
molten light
mellow delta
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With LethalPerformance enabled, another mod I use is unable to write certain information to the save file. Specifically, an exception occurs when _connectionInfo.Password is null in the following method call:
ES3.Save("ArchipelagoPassword", _connectionInfo.Password, GameNetworkManager.Instance.currentSaveFileName);

Does LethalPerformance modify saving in a way that could trigger this behavior?

polar willow
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yes LethalPerformance making ES3 patching. And that exception is ES3 problem, when you pass generic argument type as object and pass null value it will trigger that exception

mellow delta
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Gotcha. So this mod shouldn't be passing a null value as an argument?

polar willow
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yeah

molten light
# polar willow yeah

So we've been using the pre-release build since you pushed it without any issues

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you should be good to push it live if you want

polar willow
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pushed experimental to main version

worthy trout
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Can i still use entranceteleportoptimizations?

polar willow
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yes

hidden cypress
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is there a reason to have both?

polar willow
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yes, there is. When you're using custom interior that have broken entrance teleport (by broken I mean it's not networked)

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while Lethal Performance requires to be networked, ETO is client side fix and doesn't require to be networked

nocturne lantern
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so... caching can work with unupdated interiors then?

round kindle
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:0

livid terrace
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Lethal Performance causes the game to soft lock when attempting to land on Pikmoons.
Specifically the moon "Repose"

Because of this error:
[Error : Unity Log] This client could not find dungeon generator! scene count: 2

nocturne lantern
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that's what's causing that???

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Offense, Fission-C, Titan, Artifice, Temper, and a few others wont let me land on em

worthy fulcrum
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peak update

round kindle
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XD

worthy fulcrum
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mod forces you to not go to bad moons now

nocturne lantern
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no, this has been a thing for a couple updates now

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just didnt think it was this mod

worthy fulcrum
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then its something else because i havent been unable to go to moons due to LP

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at least for your case

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probably true for repose

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but idk if its all of the ones you listed

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cause again, i havent experienced this

worthy fulcrum
nocturne lantern
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pull lever, ship never lands, frames drop

worthy fulcrum
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how often

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every land attempt?
once in a while?

nocturne lantern
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once per session/every other session

worthy fulcrum
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hmmm maybe not the vanilla game bug then

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unless youre really unlucky

round kindle
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maybe interior?

nocturne lantern
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dunno

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definite possibility, actually.

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1 version of Dantor's Mental Hospital never loads. since i cant pick, i disabled it

worthy fulcrum
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just to be clear what im describing is a vanilla game bug but its somewhat rare

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its not as rare as others but its less common than inventory softlocks

honest oxide
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not sure if its LP though

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it was happening on every landing for vanilla moons with mapimprovements on but now its down to a rare occasion since i turned that off

worthy trout
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I never had this.

honest oxide
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cool

worthy fulcrum
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the rare occasion

polar willow
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do you guys get a big stacktrace when that happens?

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it should log one of this warning message with stacktrace

polar willow
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looks like I found the reason

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NavMeshSurface component got disabled and causes LP to remove reference to dungeon component

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Probably I should move dereference code into OnDestroy

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/Environment/Map/props/easter_eggs/ec/snow_0x_emergence/props/candypops/candypop_purple (1)/navmesh_surface
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I guess it's got disabled because it have local/global prop component?

sharp sage
sick blaze
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At least it's an easy fix

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Thank you for investigating!

polar willow
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np!

sick blaze
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Can't believe I missed that

sick blaze
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although it does flag these objects when i search for references to local/global props, so maybe i'll have to bug pacoito

sick blaze
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i am blind, there was a global prop and local prop set script on 2 different things, however it still crashes with the same thing thrown in console

azure beacon
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It's funny that I never realized LP was breaking valve fog
I never missed it and now I was flabbergasted seeing the valve fog after months...

worthy trout
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Wow i didn't noticed. I get a lot of valve fog yesterday.

polar willow
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I disabled animator and now it's doesn't toggle navmeshsurface component

sick blaze
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Ohh it's toggling the navmesh surface that messes with it

nocturne lantern
sick blaze
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using a navmesh obstacle with carve to disable the navmesh on top instead now, it still has the same error when trying to load wistful however

polar willow
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but testing on Repose it did got fixed?

sick blaze
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nope, still does it on repose too

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i'd try to give you more info, but the log isn't very helpful

sick blaze
nocturne lantern
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hmm, alright

sick blaze
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i'm very puzzled by this crash cause i've double checked all the scenes for dungeon stuff such as tile and prop components, so i'm assuming it's something else but logs don't help

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maybe something with the dungen being too low? i have lowered the starting point of the dungeon to be pretty low on my moons

sick blaze
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nah, it's probably the bridges on my maps actually

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those also have navmesh surfaces controlled by animator

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i'll fix that tonight

polar willow
sick blaze
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oh neat!

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i am pretty sure i know it's the bridges though, since we added one to a moon that didn't have one and it crashed after

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but that seems useful for debugging

molten light
molten light
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@polar willow Been wondering, are you still planning to push that Faster Load update at some point that checks the cache after the chainloader finishes if you haven't launched in over 3 days?

polar willow
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not planning

stray solstice
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Like full on if you disable lethal performance they work

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If you don't then it's fine???

stray solstice
polar willow
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use latest preview version and report logs to moon dev

stray solstice
stray solstice
honest oxide
stray solstice
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DO I HAVE TO BUILD IT???

stray solstice
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Lmao

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Is caps like yelling or something

neon bluff
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yes

stray solstice
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Oops

neon bluff
#

build what

stray solstice
#

Of Lethal Performance

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There is no download

neon bluff
#

oh

stray solstice
neon bluff
#

I know how

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what ide are you using

stray solstice
stray solstice
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Visual Studio 2022

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Right

neon bluff
stray solstice
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I keep being told to just download it

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and I don't WHAT

neon bluff
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Download the files, open the csproj file, then fix the dependencies, then build

honest oxide
stray solstice
#

?????????????????????????????

honest oxide
#

scroll down more

stray solstice
#

OH MY GOD

honest oxide
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come on man

stray solstice
#

THATS SO WEIRD

stray solstice
honest oxide
#

simple trial and error? and that there is a scroll bar on your picture?

stray solstice
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There is no WAY I would have known

honest oxide
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alright, you can handle the rest

round kindle
#

funny

molten light
# polar willow not planning

Awwwww okay, I had a client today complain the game took a while to boot cus they hadn't launched in a few days so I wanted to ask about it

polar willow
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I've pushed 0.0.132 to make moon's components dereference more robust

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If it fixes pikmoons then will be pushed to the main

sick blaze
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Oh pikmoons is good

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The new crash pineappleguy found was relating to universalradar

sick blaze
cinder plover
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there's a moon rn who's fire exits are getting blocked, I presume it's the fire exit caching stuff?

honest oxide
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Fire exits getting blocked usually doesn't happen

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Do you use mapimprovements

cinder plover
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yes but I don't have any improvement fire exits in there

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regardless there's no improvements on that moon

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I was using cesspool, has like 4 smth fire exits?

honest oxide
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Probably spookybuddy being silly

worthy fulcrum
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its interior related

honest oxide
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LLL handles fire exits

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This happened with MI because it added fire exits that weren't networked on the outside

cinder plover
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so facility, mansion and mineshaft

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and liminal facility, but i've gotten this issue without that installed

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on this specific moon

worthy trout
#
  at System.Environment.get_StackTrace () [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at LethalPerformance.Patches.ReferenceHolder.Patch_NavMeshSurface.OnEnable () [0x0005e] in /_/Patches/ReferenceHolder/Patch_NavMeshSurface.cs:53 
  at Unity.AI.Navigation.NavMeshSurface.DMD<Unity.AI.Navigation.NavMeshSurface::OnEnable> (Unity.AI.Navigation.NavMeshSurface ) [0x00000] in <29d65562875844e1b3b692d2e2941f33>:IL_0000 
  at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object , UnityEngine.Transform , UnityEngine.Vector3& , UnityEngine.Quaternion& ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.Object.DMD<UnityEngine.Object::Instantiate> (UnityEngine.Object , UnityEngine.Vector3 , UnityEngine.Quaternion , UnityEngine.Transform ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at UnityEngine.Object.DMD<UnityEngine.Object::Instantiate> (UnityEngine.Object , UnityEngine.Vector3 , UnityEngine.Quaternion , UnityEngine.Transform ) [0x00000] in <e27997765c1848b09d8073e5d642717a>:IL_0000 
  at StartOfRound.DMD<StartOfRound::LoadAttachedVehicle> (StartOfRound ) [0x00000] in <31f0351006d541aeb5ae92a12fc7161b>:IL_0000 
  at StartOfRound.DMD<StartOfRound::Start> (StartOfRound ) [0x00000] in <31f0351006d541aeb5ae92a12fc7161b>:IL_0000 
  at MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1180632064 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x00178] in ./Modules/Items.cs:146 
  at MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-88868180 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-516034438 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) [0x001a0] in ./Modules/Utilities.cs:77 
  at MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?685523820 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?1335251292 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at Dusk.Internal.NetworkerPatch.CreateNetworker (On.StartOfRound+orig_Start orig, StartOfRound self) [0x0000d] in ./src/Internal/Patches/NetworkerPatch.cs:19 
  at MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?1418357728 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-124014184 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000 
  at Dawn.MoonRegistrationHandler.CollectLevels (On.StartOfRound+orig_Start orig, StartOfRound self) [0x00000] in ./src/API/Moons/.MoonRegistrationHandler.cs:29 
  at MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1702862524 (StartOfRound ) [0x00000] in <6733e342b5b549bba815373898724469>:IL_0000```
#

Is it a problem with the moon or the new dawnlib?

vestal nimbus
#

it's definitely not DawnLib

molten light
worthy trout
#

I dont have 2story ship 1000QuotaStare

molten light
#

It's not an issue that needs fixed it's just something that LethalPerformance complains about

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Then it's something else and I can't help you lol

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Ik It also throws a warning from 2SS initializing navmesh early so I thought it was that

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But the warning is vastly different now that I am getting more awake

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Prolly moon issue

worthy trout
#

rebalancedmoons or generic moons

vestal nimbus
#

doubt its either

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was this during a test session or an actual session?

worthy trout
#

actual session

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maybe the company hauler?

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LoadAttachedVehicle

vestal nimbus
#

hmmm, not sure then, sorry, i know the testrooms have navmesh in them so that triggers it

vestal nimbus
#

your best bet is just knowing when it happened, though since its a warning its harmless anyway

molten light
#

But yeah it's harmless

vestal nimbus
#

the rope stuff or whatever is unrelated

molten light
#

Ah strange

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Oh it's probably the Hauler having navmesh when in orbit triggering a similar warning to 2SS

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Based on that warning at least

robust dock
#

it's the cruiser

StartOfRound::LoadAttachedVehicle

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side note, please put logs in code tags if they're not attached as files, that's barely legible

vestal nimbus
#

Nah, with three ` on each end

fluid thorn
#
Code :)
robust dock
#

```
code
```

robust dock
#

yep yep

worthy fulcrum
#

@polar willow im not 100% sure if your mod caused this

[21:54:23.8718976] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SteamValveHazard.FixValve () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0000)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
(wrapper dynamic-method) InteractTrigger.DMD<InteractTrigger::Interact>(InteractTrigger,UnityEngine.Transform)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)

[21:54:25.4722600] [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
SteamValveHazard.FixValve () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0000)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
(wrapper dynamic-method) InteractTrigger.DMD<InteractTrigger::Interact>(InteractTrigger,UnityEngine.Transform)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
#

this is for the modded moon aquar

#

it has an outdoor steam leak on occasion at a fire exit

#

this is the only mod i know that touches steam leaks in any way

#

because they broke earlier and you had to patch it

#

i cant turn the steam leak off

polar willow
#

when that moon is released?

worthy fulcrum
#

in v69

polar willow
#

before the major update

worthy fulcrum
#

it still runs just fine

polar willow
#

then it's broken by major update

#

(probably)

honest oxide
#

awenn come home

#

we need you

agile oyster
#

so i concede with diffoz it is probably the moon itself that needs to be fixed

worthy fulcrum
#

yeah i sent the message to the dev

#

assuming theyre still around

#

or even want to do it

polar willow
#

v73 is out, expect Dragons (crashes) with lethal performance or cullfactory

molten light
#

LethalSponge?

fallen ember
#

only using 150 lines and a couple of p/invokes of windows apis

polar willow
#

eh, LethalPerformance doesn't relay on detours, and only have one for debugging purpose

fallen ember
#

more for the plugin types thingye

molten light
#

@polar willow Is LethalPerformance getting updated soon? It do seem to be the only mod that crashes V73 when trying to create a lobby

#

Which is impressive

worthy fulcrum
#

thank you paco

#

i hate my phone

molten light
#

WR still works

worthy trout
#

its less than two days calm down

molten light
#

And? People are cooking up updates, progress is going so it's good to ask

stark marlin
#

that's good news

worthy fulcrum
#

i asked if it actually works still

#

well

#

ok i guess thats asking if its broken

#

but i didnt ask in a sense of like

#

"i cant wait at all for this"

polar willow
molten light
#

CullFactory surprisingly seems to be working?

#

But valid

polar willow
#

but you can send crash log here, so I could look into it

molten light
polar willow
#

I don't have space for unity editor

#

and I can't merge my 2 volumes into one

vestal nimbus
#

do you need the download more ram link? i know a guy

robust dock
#

my hack to make the burst glue code shut up worked out

polar willow
#

yeah, but for performance I need to include base packages

robust dock
#

the way that I found the versions to use was by just searching for the package string inside each dll with burst methods, I can see if I can remember exactly what I searched for

polar willow
#

nice, unity auto updated packages, so I don't need to manually search & try for specific versions

robust dock
#

yeah that seems to track with what I found:

multiplayer.tools 1.0.0
animation.rigging 1.2.1 *
transport 1.4.0 -> 1.5.0 *
netcode 1.6.0 -> 1.12.0 *
hdrp 14.0.12 *
probuilder 5.2.4
collections 1.4.0 *
burst 1.8.21 *

* burst, required
#

(I included all the packages I had to change before as well as any with mention of both PackageCache and Burst in the binary data)

polar willow
#

1.2.1 pushed

round kindle
#

v73 update?

polar willow
#

yes

robust dock
#

seems like LethalPerformance may make Object Search in UnityExplorer not work properly, fyi

#

not sure if/when you can look into that

#

as an example, when I search StartOfRound with LethalPerformance enabled, it comes up with zero results

#

I think this has been a thing for a while but I only just realized because it stopped working when I updated it for v73

polar willow
#

I'm not willing to fix compact with unity explorer

neon bluff
worthy trout
#

it will continue to activate

honest oxide
#

but i think it was said a bit ago that ETO will override LP or vice versa

polar willow
#

ETO will override the LP result

vast gazelle
#

Hey sorry to bother but I was wondering if there was any potential fix for Linux reporting a lack of space for BFLAP? I saw you were working on something in the past

polar willow
vast gazelle
#

I shall take a look thank you kindly

#

That does seem to be working well on my machine thanks bud

zealous forge
#

does 1.2.1 support v73?

worthy trout
#

yes

rustic shore
#

I want to keep track of which instructions by instance were originally in a target method, and this info is needed for ILHooks (MonoDetour makes use of this). If HarmonyX's ILHook runs first, it rewrites all instructions in the target method in ILManipulator.WriteTo. I have written an ILHook to keep track of which instruction instance maps to a rewritten instance. However, https://thunderstore.io/c/lethal-company/p/DiFFoZ/HarmonyXTranspilerFix/ does a prefix return false on ILManipulator.WriteTo which is problematic for me.

If you have a public repo anywhere, I could try and implement it as an ILHook (or whatever you'd prefer) and open a PR.

polar willow
#

oh, I can copy transpiler from general improvements that does the same thing

cinder plover
#

pre 1.2.0. LP is officially dead

honest oxide
worthy fulcrum
honest oxide
#

I do too

#

Though tbf

#

This affects like 2 interiors and mapimprovements

#

Still sucks and I stay needing an MI update

#

But the scope of the issue is very small

worthy fulcrum
#

this is the worst possible effect

honest oxide
#

Ngl I forgot abt calt prime

#

I thought tolian turned off the randomized exits

cinder plover
molten light
#

CaltPrime is cool but it doesnโ€™t feel like itโ€™s designed to be a late game moon

#

Also I donโ€™t really blame DiFFoZ in this scenario, entrances not being networked causes interior enemies to break in weird ways iirc

cinder plover
#

I blame him because I'm toxic and I hate helpful patches!!!!

molten light
#

Lol

cinder plover
#

No yeah it's a good patch but what bothers me is how you used to be able to turn this off

#

But now you can't

molten light
#

If you use Entrance Teleport Optimizations itโ€™s patch automatically overrides it now from what DiFFoZ has said

#

I use both together cus ETO fixes some stuff that LP doesnโ€™t

worthy fulcrum
#

i still dont

#

personally i kind of enjoy the chance you just dont get a fire exit or two

#

it adds to how diverse gameplay scenarios can be

#

even if its bothersome at times

worthy fulcrum
#

the idea is also really cool

#

is triskelion also a moon with a fully industrialized surface?

molten light
#

You can still get blocked entrances sometimes with ETO heck if you enjoy the mechanic you can use Entrance Blocker

molten light
worthy fulcrum
#

entrance blocker isnt the same thing really

#

its a good idea but yeah

molten light
#

I just prefer it and the Sector 0 moon

#

I really miss Rosie

worthy fulcrum
#

ok lethal company mods hot take

#

sector 0 is overrated

molten light
#

I hope her health is doing okay sadge

molten light
#

Itโ€™s one of the ogโ€™s

worthy fulcrum
#

its just
i dont like the idea of it

#

and for supposedly a secondary part of gordion, theres a lot of small things i dont think would be on gordion

#

its still not a bad mod by any means, but i never found it that good

#

main problem with it is the idea though
like
youre telling me the company is going to be completely fine we robbed sector 0 and then resell that scrap collected after 3 days there

#

if its their sector, why do they not punish us for going, why wouldnt they know we were there, why are they ok with selling the scrap from it

#

and i know actually fully making this acclaimed punishment is basically impossible without completely redesigning how the main area of gordion behaves

#

but its still something you can never get out of your head when you think of it

fluid thorn
#

I think I just assumed that since it is abandoned no one is really watching it. Plus, they want scrap so they arenโ€™t really watching where you get it from.

I like it. I find the idea of robbing the company blind and selling their stuff back to them funny

worthy fulcrum
#

well the thing is it kind of retcons the company monster
supposedly, heavily implied, gordion is holding back this eldritch beast that ate a planet made of gold
and we are feeding it scrap so it stays satiated

#

if sector 0 exists as a place scrap is taken to, then that doesnt make sense

#

if this creature constantly needs to be fed scrap, they wouldnt keep so much in storage all the time
and especially wouldnt just not notice its now gone later

cinder plover
#

cool concept, neat execution

cinder plover
#

And ETO still has LP's blocked entrance warning show up EVEN IF the entrances are "fixed" by ETO and become unblocked

worthy fulcrum
#

i cant believe this

#

unscribing skelaah wild moon

cinder plover
#

is deadlock also that?

#

didn't know that

#

I really like deadlock from a gameplay standpoint but I think the landing spot and just the outside in general could use some work

lucid adder
#

i would enable randomisation if LethalPerfomance didn't break it

honest oxide
#

Well how is the randomization working? Does it just move an already spawned entranceteleport to a random position or is it creating them without spawning network object like MI?

lucid adder
#

JLL randomisation, with some probability - it turns on random MainEntrance

#

if i remember correctly, without a network object

honest oxide
#

Not having the network object is why it doesn't play well with LP

#

Can you run code to spawn the network object after randomisation is done?

molten light
lucid adder
molten light
#

@mellow shoal Does your entrance randomizer script make entrances not be networked? Or is this just a case of LP panicking thinking it's not networked due to the order the patches run?

mellow shoal
#

what "entrance randomizer script"?
what does that even mean

lucid adder
#

Randomisation Object

molten light
worthy fulcrum
#

no he randomized the main entrance

#

actually maybe both

mellow shoal
#

wdym by object randomizer? are you just talking about like a randomized event disabling/enabling objects?
I'd ask if you were talking about random prop placer but i don't think that would work at all with any mods cus i think that runs after dungeon generation

lucid adder
#

Well, it works if LP is disabled

mellow shoal
#

what are you doing tho

#

like what component are you using and how are you doing it?

#

i will open with this is absolutely not a supported or intended use case of anything in jll but it can probably work if done right?

lucid adder
#

When i get home, i'll send a couple of screenshots

molten light
#

LMAO

#

It works so perfect on Lithium though so I may ignore it since ETO corrects the issue for now

#

Okay well the tiles get reused too much on Lithium damn

#

A shame

lucid adder
#

i wonder how

#

Hadal has tiles with fire exits but no fire_entrance on the moon

molten light
#

Yeah might just be the fire exits aren't networked since the moon doesn't have them

mellow shoal
#

if you are doing anything with enabling/disabling the entrance teleports do not do that. i don't think it'll throw errors necessary but there will be broken behavior even in mostly vanilla if your entrance teleports are missing their network objects. (players flying through terrain and sometimes iirc weird enemy pathing) and you probably shouldn't be disabling network objects in this case either?
that being said even though moving entrance teleports isn't something i ever accounted for i think you may be able to use the random seed event script i have. it's different from the normal randomized event because it is not networked but instead uses the round seed with an offset to create the same random for every client. the part that might work with that one is along with events it allows you to link transforms to teleport objects to preset positions/rotations. you may be able to use that to teleport your fire exits to predetermined positions based on the level seed and that may work better overall

#

idk what exactly LP is caching so idk if that will fix that compatibilit but it will at least be a way to have fixed behaviors elsewhere

molten light
sharp sage
#

Oh I never did test the LP entrance teleport caching with the Bozoros setting that just removes one of the fire exits plink

#

I probably should

#

Maybe if disabling an entrance early enough it's fine? I haven't heard issues with it, but also it's pretty rare to use that setting to begin with lol

sharp sage
mellow shoal
#

yeah try removing all those duplicates and have your entrances always enabled. then do the thing i suggested with teleporting to random preset positions

sharp sage
# lucid adder

Oh yeah if a NetworkBehaviour starts disabled it won't spawn for clients plink

#

Could maybe get away with having them start enabled and then disabling

sharp sage
vestal nimbus
sharp sage
#

Yeah probably still not ideal

fluid thorn
polar willow
#

Still kinda busy irl to make a patch to harmony fix...

cinder plover
#

i cant be mad at you diffoz you're too silly

pallid sage
#

Hey, just wanted to ask what the DiFFoZ Tweaks do exactly as I am considering to add them to my modpack ^-^

flat spade
#

Idk why diffoztweaks doesn't have a proper readme yet it's stupid

pallid sage
#

Okie, thanks a bunch! A proper ReadMe would be very welcome ^-^'

flat spade
#

yea, it's weird that it doesn't have one after so long existing

#

would be nice tho so people don't have to ask

pallid sage
#

Indeed. I first thought it was entirely non-serious and only now as I saw many modpacks of people active here feature it, I bothered to look into it

cinder plover
pallid sage
polar willow
#

diffoztweaks readme update

#

harmonyfix sadly no changes, dotnet restore cannot download the bepinex package from their baget

#

probably due to my country restrictions

molten light
worthy trout
#

Is there a way to use diffoztweaks and use wesley interiors to only load a few interiors?

worthy fulcrum
#

nope

polar willow
#

isn't interiors are now support hotloading?

#

if so then no need for disabling them, just set spawn chance to 0

vestal nimbus
molten light
#

No Interiors can't hot load

vestal nimbus
#

It's not really possible to do that (in a clean way) afaik

#

Mostly because interiors aren't scene based

molten light
#

Also glad to see you around DiFFoZ LyraHeart I know you're not as active nowadays but it's always great to see ya

vestal nimbus
#

So all the networking parts of the bundle would need to be done in a specific way so that it can support hotloading

#

But if you have a good solution for that diffoz do tell I'm listening

dull quarry
robust dock
#

best option: rewrite dungen to use data types that only refer to prefabs that can be unloaded and get everyone to migrate to that teehee

#

and at the same time, make it support threading

#

simple

dull quarry
robust dock
#

the data is in the prefabs currently

#

data that is only used during generation

#

it makes sense to separate that out imo

dull quarry
#

In general I agree but for lethal hotloading purposes

#

like the extendeddungeonflow wrapper LLL has and such already abstracts the data needed for interiors when they aren't needing to be actively generated

robust dock
#

in that case, wouldn't it be possible to make a clone of the DungeonFlow with no actual data, then defer generation until you can swap that flow for the real one?

dull quarry
#

yes, we don't even necessarily need the dummy to exist really (although we probably would do that)

#

since anything touching the dungeonflow itself would be when we'd actually want the contents to exist

#

the problems needed to be solved is mostly network prefab registration related i think

robust dock
#

ah yeah

dull quarry
#

hence my idea of just preloading like honestly a 1k or 2 empty prefabs for network registration off the bat

#

then swapping those in and out with the real prefabs when they are hotloaded in/out

robust dock
#

hmm, I feel like it ought to be possible to register and unregister them just fine, as long as you sniff around the networking code enough

#

I haven't looked too much into that though

dull quarry
#

i think thats not how they want stuff when your in an active lobby

#

it wants stuff registered before the lobby starts

#

but your right in that we can just fuck with the lists directly whenever we want

robust dock
#

right it's definitely not intended

dull quarry
#

(as long as the same stuff happens on each client)

robust dock
#

but as long as we're not spawning stuff out of turn, it'll be fine

#

it's just a simple lookup table

dull quarry
#

oh actually

#

the networkobjecthashid's or whatever might be some sort of problem

#

idk

#

overall it's def doable

robust dock
#

how so? aren't those UUIDs?

dull quarry
#

just a weird feeling unity might manage those independently somewhere and/or not like them suddenly existing and not existing

#

idk might be wrong

open plover
#

@polar willow curious what would be needed to make bep faster load assetbundles patcher work on other games ๐Ÿค”
like i know it just works on repo out of the box but what about something like risk of rain 2? i tried it and it shit out a bunch of errors

polar willow
#

I do remember that someone already ported it to ror2, so check thunderstore. But about the error is because ror2 is using old unity version, so some assetbundle's API are not the same as on newer versions
@open plover

open plover
polar willow
open plover
#

oh yeah i forgot i asked before

#

lmfao

#

but isnt that for 2019 like you said
ror2 is on 2021 now

#

ill try it but checking back it didnt load then

open plover
#

oh hey it actually worked this time the game loaded and there is a time cut
from 3:08 to 2:50

#

not super big but thats probably just because ror2 and how it does asset bundle stuff

#

having some other peeeps test and see what they get

vestal nimbus
open plover
#

ror2 is just diff than lethal

#

so its gonna be worse

#

but its still better than nothing

open plover
# open plover

as you can see someone else had a bit bigger gains than me

#

cuz its a bit list dependent too

vestal nimbus
#

its very dependant on the mods you have with their assetbundles yeah

open plover
#

i tested like 6 times with it and without and it averaged 10-12% gain
which is like not as much as lethal but its again more than nothing

#

and that other person got like 20%

vestal nimbus
# open plover ror2 is just diff than lethal

also i personally can't see how that would make much of a difference, if they're both using unity, even if the versions are different they should be using a similar enough underlying system to load bundles, which is what this mod optimises

#

idk how much ror2 bundles usually are but i dont imagine you'll see stuff like wesleys moons

open plover
#

you wont yeah our asset bundles are smaller and are loaded a little differently

#

on top of that some modders just have done what diffoz does to their mods manually

vestal nimbus
#

ic, that's interesting

open plover
#

a win is a win it would be cool if it could be higher but not sure if there is anything that can be done

#

i think its just a matter of diffrent enviorments

open plover
#

for example this is the 2nd largest content mod atm and its 53 MB meanwhile wesley is 1.3 GB lol

vestal nimbus
#

lol then yeah you'll barely see as much of an improvement compared to what you'd see in lethal

open plover
#

whole ass maps likely in way higher fidelity than ror2 stages
and 99% of ror2 mod content isnt stages unlike lethal which moons and interiors are everywhere

open plover
open plover
# polar willow

after testing several people this works without a hitch
while the gains arent as good as lethal they are still gains
if you upload it to ror2 its gonna need to be a separate package name due to the file being different
either you can or if I have permission I can

dull quarry
#

If base game had addressables + we started hot loading from the jump with shared generalised bundles and that methodology was taught from the get go a lot of peoples stuff would be smaller

open plover
#

I think it also has to do with the fact that lethal company moons and interiors have significantly more assets compared to a ror2 content mod

open plover
#

yeah ror2 has addressables

polar willow
open plover
# polar willow sure, you can upload it to ror2 community

any chance you could also make a 2021.3.33f1 version?
ror2 used to be on 2019 but since then we are on 2021 now as of semi recent
while the 2019 version works it might be worth seeing if a more up to date version would perform better

polar willow
#

no it won't

open plover
#

also im realizing that version is 7 major updates behind because it was made in 2024
that might be part of why its not as fast?
could you maybe build an updated one? if no thats fine/understandable

molten light
open plover
#

yeah

#

because its made for a higher unity version

#

so the version ror2 using is missing some features so it gets angry and shits itself

open plover
#

figured out how to compile it on my end so i wont have to bother you about it anymore either

granite sphinx
#

how do i disable **LethalLevelLoaderUpdated **and not **LethalLevelLoader **in the DiFFoZ Tweaks config file?
Because LethalLevelLoaderUpdated is causing issues in my modpack -> #help-and-troubleshooting message

hidden cypress
#

it was updated to not ever load fully and get overridden

#

by base LLL

granite sphinx
#

huh

hidden cypress
#

its pretty much an empty mod now

#

until devs update dependancies

granite sphinx
#

i think its because i had the 1.5.1 version being added to my modpack

hidden cypress
#

itll not do anything

#

on the latest

granite sphinx
#

Ok i think i know what happened
I removed it from my gale code modpack (Works fine on gale)
But when installed on thunderstore some mods added the old version of it as a dependency

round kindle
#

Makes sense

#

Just leave the latest update in it

#

It doesnt do anything either way so, best to have it in the pack

granite sphinx
#

yeah

wintry ocean
#

BepInEx Faster Load AssetBundles Patcher folder path is so long that it fails to load ๐Ÿ’€

#

C:\Users\userc\AppData\Roaming\com.kesomannen.gale\lethal-company\profiles\SaturdayPack 20260227 v73 - Explosive Experience\BepInEx\patchers\DiFFoZ-BepInEx_Faster_Load_AssetBundles_Patcher\BepInExFasterLoadAssetBundles\BepInExFasterLoadAssetBundles.dll

#
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <1071a2cb0cb3433aae80a793c277a048>:0
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <1071a2cb0cb3433aae80a793c277a048>:0
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at Mono.Cecil.ModuleDefinition.GetFileStream (System.String fileName, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00006] in <6034b380a22b41a596c9dc29d282c0a9>:0
  at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00008] in <6034b380a22b41a596c9dc29d282c0a9>:0
  at Mono.Cecil.AssemblyDefinition.ReadAssembly (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <6034b380a22b41a596c9dc29d282c0a9>:0
  at BepInEx.Bootstrap.TypeLoader.FindPluginTypes[T] (System.String directory, System.Func`2[T,TResult] typeSelector, System.Func`2[T,TResult] assemblyFilter, System.String cacheName) [0x0006c] in <cebe69d7792f4abca78b685257766c60>:0```
wintry ocean
proud vapor
#

How this isnt on by default in current year is baffling lol

polar willow
#

just make your modpack name shorter

honest oxide
#

and like

#

programs that use it have to specify they can see long path

#

so i dont think it would affect older programs except for like

#

trying to use a long path in a program that doesnt support it

#

easy enough fix

polar willow
#

Looks like lethal performance will get a lot of the code removed due to some performance news from zeekerss

#

The only thing that I'm thinking will stay is ES3 caching & config async saving

round kindle
#

:o

#

hey at least performance is getting better in vanilla hehe

polar willow
#

yeah that's good

#

also I heard that we will get resolution settings ๐Ÿ‘€

vestal nimbus
#

Yee to modify the resolution

molten light
#

Hope for native Ultrawide support too

agile oyster
#

so if he just added an option to select differently sized rendertextures then aspect ratios are still gonna be pretty fucked up

#

but maybe he added dynamic scaling

#

i think it steals might use dynamic scaling for resolution? but it's been a while since i checked

agile oyster
vestal nimbus
agile oyster
#

but i also kinda expect most of the features in this mod are still gonna be fine to keep? like i really doubt he's doing caching for roundmanager and vehiclecontroller and stuff

#

i think he might have mentioned he fixed the memory leak with FoliageDetailDistance but i will (respectfully!) believe it when i see it

polar willow
#

I'll wait for nuget package update and then start working on updating to v80

polar willow
#

Oh hey atleast diffoztweaks doesn't throw any exception on startup

molten light
polar willow
thorny gazelle
polar willow
#

lethal performance no more more

vestal nimbus
#

wait wut

#

if lethal performance dies you die ๐Ÿฅบ

thorny gazelle
round kindle
#

M

flat spade
#

NOOOOOOOOOOOOOOOOOOOOO

#

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

hidden cypress
#

is BepInEx Faster Load AssetBundles Patcher cooked

#

or is it still good

#

I assume LP would need a patch right

honest oxide
#

why would it need a patch

molten light
#

throws some errors relating to DunGen too

hidden cypress
#

seems to prevent new configs from generating

#

or old ones from updatingw

#

when loading into a lobby

#

def needs a patch

polar willow
#

well the nuget package is still not updated, so no updates for lp

sand river
#

the 2 AI mods i will download

polar willow
#

Looks like LC nuget redist will be updated when v80 will got out of public beta

#

also, maybe zeekerss would include burst libraries to the release build, if someone ask him to do it

vestal nimbus
#

whats the benefits of that, i can make a suggestions post for it

polar willow
#

HDRP code uses burst for lighting & shadow preparation data for the gpu, so it should increase cpu performance

vestal nimbus
polar willow
#

yeah

vestal nimbus
#

okie

polar willow
#

for him it's just to click on checkbox

vestal nimbus
#

it probably helps if people react to the message there or smthn, but idk, hopefully he sees it

polar willow
molten light
sharp sage
vast tartan
#

hello, are these mods still relevant in v81?

worthy trout
#

bepinex faster and diffoz tweaks you can use

vast tartan
#

what about lp?

worthy trout
#

wait for a new update

vast tartan
worthy trout
polar willow
#

Also, I got this exception, but I'm not sure if it's base code or not

[Info   : Unity Log] Error despawning mold: System.NullReferenceException: Object reference not set to an instance of an object                                                                                                                   at StartOfRound+<EndOfGame>d__321.MoveNext () [0x002a1] in <bc42cf6950c34b22862bb697b6cfe961>:0 
#

I guess it's base code, because of try catch was used here

polar willow
#
[Warning:LethalPerformance] Failed to find gameobject of MoldSpreadManager

Ok, it's my fault

#

๐Ÿ‘

sharp sage
#

Moons that have not yet updated have their RuntimeDungeon and UnityNavMeshAdapter references missing, so it's caching nothing there

polar willow
#

yikes

#

i forgot that dungeon references got borked with the update

sharp sage
nocturne lantern
#

doesnt fix all dungeons, mind you

#

if there's any with really fancy scripting, it may not work well still

sharp sage
#

For any interior to even attempt to generate

nocturne lantern
#

if i had a list of what other libs needed updooting for the remainder, id provide it

vestal nimbus
#

DungeonGenerationPlus and GenericDoorScript

nocturne lantern
#

... that it?

vestal nimbus
#

Basically yeah

nocturne lantern
#

huh

#

thought the listd be bigger

sharp sage
#

Tag stuff at the bottom is tacticalโ„ข

nocturne lantern
#

ito promoting bloat as always ๐Ÿ˜”

vestal nimbus
#

Lol

nocturne lantern
#

||(/j)||

sharp sage
#

New DunGen version can replace most of SpecificDoorwayโ„ข though lol

#

Entrance/Exits don't have a thing to allow them to swap and be interchangeable though greed

polar willow
sharp sage
#

I mean I fix it on LLL's end, at least for moons

vestal nimbus
#

i dont think that mod would fix the issue that moons have

#

this fixes stuff like prefabs and such going missing from missing scripts

sharp sage
#

It does apparently though

vestal nimbus
#

does it?

sharp sage
#

I didn't think it did for scenes but it lets you land with LethalPerformance in the pack

vestal nimbus
#

oh neat

#

ig its just that good

sharp sage
#

But yeah without that the RuntimeDungeon doesn't exist when NavMeshSurface.OnEnable() gets called, so LethalPerformance caches nothing

vast tartan
#

[Warning:LethalPerformance] EntranceTeleport search called with inactive objects, probably will cause incompatibility!

trail latch
#

for some reason this mod wont work for me?

#

basically get stuck on entering atmosphere

#

something to do with harmony x

polar willow
#

use dungenreferencefixer

nocturne lantern
#

unless the interior you're loading uses DungeonGenerationPlus or Generic Door Script

trail latch
#

[18:12:09.7359598] [Error :LethalPerformance.Patcher] System.NullReferenceException: Object reference not set to an instance of an object
at LethalPerformance.Patcher.Patches.Patch_ConfigFile.SaveOptimized (BepInEx.Configuration.ConfigFile instance) [0x00088] in //Patches/Patch_ConfigFile.cs:142
at BepInEx.Configuration.ConfigFile.Save () [0x00000] in <d1b9206986c241dcad96bb21eee55a97>:IL_0000
at LethalPerformance.Patcher.Utilities.ConfigSaverTask.SaveAsync (System.Collections.Generic.Queue1[T] queue) [0x00011] in /_/Utilities/ConfigSaverTask.cs:74 at LethalPerformance.Patcher.Helpers.AsyncHelper+<>c__DisplayClass1_01[T].<Schedule>b__0 () [0x00014] in /
/Helpers/AsyncHelper.cs:28

#

got this error?

#

i mean it works or seems to work fine

polar willow
#

well it's not broken mod, but it just has the broken version

#

e.g. 1.2.3-customtag

trail latch
#

should i revert to 1.2.2

polar willow
#

you have to wait until the fix will be published

polar willow
#

1.2.4 published to fix mod version null reference exception

trail latch
polar willow
neon bluff
polar willow
#

i guess it's cruiser got spawned, right?

molten light
#

@polar willow Figured I would forward DaXcess' response in here ^^

polar willow
#

oh, hm probably due to second view count causing wrong memory access

molten light
#

@burnt monolith Would you agree with me on this?

burnt monolith
#

The bar for AI Generated is rather nebulously set at "If we can tell" and that's usually because of low quality code. If you want to apply it then that's up to how you feel about the role and contribution of AI in your project

agile oyster
#

i was curious if it was applied manually or if there was some sort of reason it got flagged

#

i have wondered for a bit

polar willow
#

it was manual by me

agile oyster
#

i see ๐Ÿ™‚

buoyant coyote
#

Hello, find that when Lethal Performance is enabled, i cant land to modded moons (tested on Generic Moons and 16 Attenuation). Dont know on which side is problem, just reporting.
Error message " This client could not find dungeon generator! scene count: 2"

blazing forge
#

^

round kindle
#

Do yall have dungenreferencefixer?

blazing forge
buoyant coyote
blazing forge
buoyant coyote
round kindle
#

Lol heheh

trail latch
#

For some reason when I got to like 3rd quota, when people entered the interior of a moon they started lagging to the point where it became unplayable?

#

Kept getting an error spam the logs too

#

One sec

#

#help-and-troubleshooting message

#

Can anyone help? I have no idea whatโ€™s causing this but idk if lethalperformance is meant to fix this?

polar willow
#

[1.2.5] 2026-05-03

Added

  • Dependency on DunGenReferenceFixer.

Fixed

  • Game doesn't render anything with LCVR.
  • Profiler doesn't work with updated unity version (thanks Zagster).
grim vortex
#

yay lcvr fix

sand river
#
Parameter name: key
[Error  :EverythingCanDieAlternative] Stack trace:   at LethalPerformance.Patcher.Patches.Patch_ConfigDefinition.CheckInvalidConfigCharsOptimized (System.String value, System.String name) [0x0004f] in /_/Patches/Patch_ConfigDefinition.cs:47
  at (wrapper dynamic-method) BepInEx.Configuration.ConfigDefinition.DMD<BepInEx.Configuration.ConfigDefinition::CheckInvalidConfigChars>(string,string)
  at BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) [0x00011] in <d1b9206986c241dcad96bb21eee55a97>:IL_0011
  at BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) [0x00000] in <d1b9206986c241dcad96bb21eee55a97>:IL_0000
  at EverythingCanDieAlternative.UI.EnemyAliases.ScanAndPersistDisplayNames () [0x000da] in <e7700b851782437ba1bb93f15afbc8bd>:IL_00DA
  at EverythingCanDieAlternative.Patches.StartOfRoundPostfix (StartOfRound __instance) [0x001c0] in <e7700b851782437ba1bb93f15afbc8bd>:IL_01C0``` I think your mod and ECDA don't like each other
#

I would forward it to the dev of that mod but i don't know where that is

lusty niche
#

Hey, the error is unrelated to Lethal Performance. The error is in ECDA not sanitizing enemie's names. Iam currently looking into it.

thorny gazelle
#

It seems that Lethal Performance makes DistinctMoonVariety not load, it softlock with this log

vestal nimbus
#

Did you disable LP's latest mod dependency?

#

DunGenFixer?

thorny gazelle
polar willow
#

if moon relies on LLL to create runtime dungeon component, then LP won't catch it as it runs after the caching

cursive linden
round kindle
#

It breaks interiors

marsh sentinel
#

is there a reason 0.0.100 is not the most recent version of BepInEx Faster Load?
someone in my group who is on linux gets the following error spammed
[Warning:BepInExFasterLoadAssetBundlesPatcher] Ignoring request of decompressing, because the free drive space is less than 10GB
on version 1.0.1 but not on 0.0.100 (there is more than enough storage available)

whole portal
#

Hello, does anyone know why, after the first launch, Bepinex Faster Load fails to load "Morecompany"?

whole portal
#

My bad, A translation mod (when used in conjunction with "Newterminal"), it seems to prevent the latter from loading...

polar willow
#

I do remember that I did rewrote that again without using windows api, but it's probably lost when I switched back to windows

marsh sentinel
polar willow
#

yes it's fine

#

yeah it's lost

#

tho it didn't check my ReFS partition disk

#

I pushed 0.0.200, linux users try to test and see if it works

burnt monolith
burnt monolith
#

From what I'm reading that should just be fine for windows and linux users are going to be running under proton so it'll be about the same for them

polar willow
#

it was before availablefreespace

#

then switched to totalfreespace

burnt monolith
#

That doesn't seem right RiskiThink

#

Well whatever then, if its broke then that sucks for wine users but I think they should just flip the switch for no checking disk space

nocturne lantern
#

waaaait, this causes issues of having more than 4 players if one person has linux?

polar willow
#

no

nocturne lantern
#

hm

#

kk

#

just been havin issues tryin to get more than 5 people into our sunday lobbies

#

still wanna check with matty on it, too