#Lethal Performance & DiFFoZ Tweaks & BepInEx Faster Load AssetBundles Patcher
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can you try jumping off the ship early on solitude a few times and heading to main
that's what reproduced it for me
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
yes
hey @polar willow , if you remember: you didn't find anything related to the Entrance Blocker that day, right?
right
thanks
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?
it depends
if your distro is doing some partitions to split root and home, then it might not work correctly
on fedora is optional and by default it doesn't
You currently can use preview version, if needed, later I'll push the new check to the main version
ah I see. I'll try out the preview version then and see how that goes. thx!
is it reversed or just worse version
Former.
reverb the code is out, check out their trailor https://www.youtube.com/watch?v=2DDisD9TF_Y
V1.0.0 Coming soon...
https://thunderstore.io/c/lethal-company/p/XuXiaolan/CodeRebirth/
Credits:
- Me and Rodrigo as the CodeRebirth team.
Song used for trailer by Fuzzeke: https://www.youtube.com/watch?v=ggz7feykOGo
Song used at the end: https://www.youtube.com/watch?v=21EmjrowAbI
They reverbed the code! No way 

i must try this
what does it do that causes ram usage decrease? is it basically giving no space to cache in ram?
it doesn't work
So I'm a little dumb. I'm supposed to get it from the "preview-new-free-space-check" branch on github right? But then what? I've tried using "import local mod" on both Gale and r2modman but it doesn't seem to work. I'm assuming that I'm just doing something wrong here since I'm only familiar with using those modloaders to get/run mods.
preview version is already uploaded to thunderstore
you just need to manually change version to 0.0.100
Currently working on some changes for LP, after that will look into some epic (major) changes
ah ok it was a lot easier than whatever I was doing lol
ok so it might work in vanilla
but when i tried it in modded it didn't reduce my ram that much
fine u can have all my money ig, ill click
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
hm, thanks for the report, will look into tomorrow
yikes
oh yeah they were reworked in v70
im guessing because zeekerss reused them for the popping balloons in the new birthday party tile
(for some reason...)
now SteamValveFixInteraction handles all the networked stuff i believe
probably because he destroys gameobject when balloon is popped
ugh, probably will require to make patching to add OnEnable/Disable to the steam valve
note: from new experimental version, LP will force entrance teleport caching
didnt it already do this or am i dumb
ig forcing config option to always be true aka get rid of the option to disable this

no more MapImprovements
also how will it play if entrance teleport optimizations is present
i've had it off this whole time so ETO could handle it
same here
ETO handler works after LP, so it should replace LP result
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
And I do mean both of us disabling it, not just them
I don't see any errors
The only that I see that host is shutting down event happened, so clients are leaved
yeah but it was just them
so weird
it threw that last warning when they went through a fire exit, and then it kicked them
[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?
the plugins to not load string is this:
com.willis.lc.lethalsettings,ViewExtension,XuuXialoan.SoftMaskKiller,LCSoundTool
If you set lethalsettings to not load after running with it enabled, it will be in the cache and will override diffoztweaks
You have to go into the cache folder in your profile and clear it
i remember clearing cache but since i have been changing PCs (the psu issue lol) i might have not done it in this one
yeah sorry its 99% that, I just checked other logs and it loaded it
then you have mod that requires lethal settings as a hard dependency
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.
Yippee!! LP update!!!
Does "Forced entranceteleport caching" mean there isn't an option to disable it anymore?
yes
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?
Same but about all except caching for teleports
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).
no i mean whats the deal with the caching im confused
i mean its just caching
helps with performance a little
but doesn't it block the main entrance if the interior is not setup properly?
if entrance is blocked because interior entance is not set up properly then its interior issue and not caching issue
imo
theoretically it should still speed up start up, but can't say for sure
it only happens when entrance caching is enabled, thats why there was an option to disable it
i know and still
it is the interior's fault tho
but personally if something can be configurable there isnt a reason not to have it if it isnt a pain to implement
if it was
fair enough
I forced that option because I was annoyed due to bugs that it introduced
I should remind tolian to fix tomb haha XD, imma miss that one for a bit
what bugs?
items are invisible when using cullfactory;
when spectating people the sky is black;
it remains black
rip tomb and all the badly implemented cool interiors 
did that only happened when caching was off?
or did it always happened?
when it's off
tbh besides tomb, hadal and sector alpha
not really much
ye, they are amazing but oh well
also forgot I think Xen as well
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
i trust diffoz
I dont trust anyone, perfect way to live life, think everyone is wrong, including yourself ๐
im always wrong hehe
at least tomb and hadal will prob be fixed eventually since tolian
is still semi active
ye i hope
I think hadal was fixed with proper entrance teleports a while back
he updated some stuff not too long ago
rip sector alpha
beta was always better anyways 
Sector alpha is still messed up cus voxx is mia
Oh right, map improvements is still messed up
but then if its now forced does that mean i need to remove entranceteleportoptimization now?
No
@polar willow Why is the update a pre-release update?
I'm guessing the valve caching being removed is to fix them never going off in V70+
just in case
yes
really? a few people told me both didn't work well
ETO overwrites LP from what I remember
maybe an update bc i remember it didn't back then
Could be an ETO update made it perform better with LP
it's LP made better compatibility
I c
currently tested to be broken with it
all of tolians interiors
slaughterhouse
sector alpha
map improvements
my mistake
map improvements issues are the most frustrating to me
cus not only it doesn't work with LP but it might be causing softlocks during landing (at least in my profile)
why is it broken with those mods though
those mods don't network their entrances
so LP blocks them because they aren't spawned technically
ETO works with them
I know but will that fix the issue of Lethal Performance breaking other things
its on the other mod's devs to fix it
it doesn't fix it, it just doesn't block them
its not LP's fault
it will if you turn off LP's caching
but...
im confused what was updated? main branch wasn't
what was it
it was pushed to an experimental version, so most people will not get it
oooh okioki
i guess it will get change in main branch sooner or later
Wait really? Last I tested Slaughterhouse worked fine with Entrance caching
seemed to happen consistantly yeah
Hmmmm
@polar willow Any reason why it breaks with the new update but didn't before? The other listed interiors always broke with it lol
keep in mind this was tested on a pack that was just performance and testing mods
ill try one more time in case something really weird happened
In all honesty Slaughterhouse is in need of an update anyways
Performance on a lot of moons is rough and it still doesn't have radar Sprite support
doing it one last time but seemed to happen again
๐
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
Hmmm
ill see if it happens on the hotfix
like the problem was the same, entrance blocked, but no popup from LP telling me like the others
Yeah ButteryFixes 1.14.6 broke with some custom interiors
@polar willow In my limited testing so far I haven't ran into any problems
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
So part of it is all the Info stuff it logs
do you have a recommended config for Async?
Personally mods that you know are stable or don't update frequently I would change log levels to Fatal, Error, Warning to help speed up game boot times and such
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?
Here is a log that includes the exception
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
Gotcha. So this mod shouldn't be passing a null value as an argument?
yeah
So we've been using the pre-release build since you pushed it without any issues
you should be good to push it live if you want
pushed experimental to main version
Can i still use entranceteleportoptimizations?
yes
is there a reason to have both?
yes, there is. When you're using custom interior that have broken entrance teleport (by broken I mean it's not networked)
while Lethal Performance requires to be networked, ETO is client side fix and doesn't require to be networked
so... caching can work with unupdated interiors then?
:0
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
that's what's causing that???
Offense, Fission-C, Titan, Artifice, Temper, and a few others wont let me land on em
peak update
XD
mod forces you to not go to bad moons now
no, this has been a thing for a couple updates now
just didnt think it was this mod
then its something else because i havent been unable to go to moons due to LP
at least for your case
probably true for repose
but idk if its all of the ones you listed
cause again, i havent experienced this
is it like
the loading screen gets stuck
moon never loads fully
and how often apart from each occurence is this, if it is that
pull lever, ship never lands, frames drop
once per session/every other session
maybe interior?
dunno
definite possibility, actually.
1 version of Dantor's Mental Hospital never loads. since i cant pick, i disabled it
just to be clear what im describing is a vanilla game bug but its somewhat rare
its not as rare as others but its less common than inventory softlocks
i get this kind of issue sometimes as well
not sure if its LP though
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
I never had this.
cool
that would be the vanilla game bug
the rare occasion
do you guys get a big stacktrace when that happens?
it should log one of this warning message with stacktrace
looks like I found the reason
NavMeshSurface component got disabled and causes LP to remove reference to dungeon component
Probably I should move dereference code into OnDestroy
/Environment/Map/props/easter_eggs/ec/snow_0x_emergence/props/candypops/candypop_purple (1)/navmesh_surface
I guess it's got disabled because it have local/global prop component?
Those easter eggs used to be tiles for an interior, so yeah likely missed that 

At least it's an easy fix
Thank you for investigating!
np!
Can't believe I missed that
so i'm looking, and it seems i don't have a local or global prop component on any of them, even in the base prefab...
although it does flag these objects when i search for references to local/global props, so maybe i'll have to bug pacoito
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
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...
Wow i didn't noticed. I get a lot of valve fog yesterday.
Check your animator on that object
I disabled animator and now it's doesn't toggle navmeshsurface component
Ohh it's toggling the navmesh surface that messes with it
i think i know what's been triggering this. not the mod cause, but rather a theme ive been noticing. moons that have been doing this to me are trying to load dungeons with different variants. an example is Atlantean Citadel. loads its default version just fine, but i havent encountered its jungle variant since these started happening.
i have navmesh surface disabling removed from the animator, and have removed local and global prop scripts
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
but testing on Repose it did got fixed?
nope, still does it on repose too
i'd try to give you more info, but the log isn't very helpful
also tried disabling all the interiors i have in this pack, and it seems to still do it
hmm, alright
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
maybe something with the dungen being too low? i have lowered the starting point of the dungeon to be pretty low on my moons
nah, it's probably the bridges on my maps actually
those also have navmesh surfaces controlled by animator
i'll fix that tonight
@sick blaze I have pushed 0.0.131 https://github.com/DiFFoZ/LethalPerformance/compare/main...debug-pikmoons to log scene path of navmeshsurface that got disabled
oh neat!
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
but that seems useful for debugging
Weird all the Citadel Variants work fine for me
@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?
not planning
Still btw fixing that pikmoons bug
Like full on if you disable lethal performance they work
If you don't then it's fine???
Specifically this issue
use latest preview version and report logs to moon dev
Understood
Wait how
Download 0.0.131
No I am just confused
Lmao
Is caps like yelling or something
yes
But like seriously
Do I build it
Or what am I doing
build what
oh

Could I have some help...
ok what step are you on now
None???
I keep being told to just download it
and I don't WHAT
Download the files, open the csproj file, then fix the dependencies, then build
go on your mod manager, click download, click the version dropdown, and click 0.0.131
?????????????????????????????
scroll down more
come on man
THATS SO WEIRD
simple trial and error? and that there is a scroll bar on your picture?
Okay buddy calm down
There is no WAY I would have known
alright, you can handle the rest
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
I've pushed 0.0.132 to make moon's components dereference more robust
If it fixes pikmoons then will be pushed to the main
So feel free unless there's something else you gotta check with it
there's a moon rn who's fire exits are getting blocked, I presume it's the fire exit caching stuff?
yes but I don't have any improvement fire exits in there
regardless there's no improvements on that moon
I was using cesspool, has like 4 smth fire exits?
Probably spookybuddy being silly
its not moon dependant
its interior related
For main entrance only
LLL handles fire exits
This happened with MI because it added fire exits that weren't networked on the outside
even if that were the case the only interiors on it are vanilla interiors
so facility, mansion and mineshaft
and liminal facility, but i've gotten this issue without that installed
on this specific moon
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?
it's definitely not DawnLib
This is an ignorable warning that is caused by 2 Story Ship cus it contains navmesh
I dont have 2story ship 
It's not an issue that needs fixed it's just something that LethalPerformance complains about
Then it's something else and I can't help you lol
Ik It also throws a warning from 2SS initializing navmesh early so I thought it was that
But the warning is vastly different now that I am getting more awake
Prolly moon issue
rebalancedmoons or generic moons
hmmm, not sure then, sorry, i know the testrooms have navmesh in them so that triggers it
possibly? no idea though
your best bet is just knowing when it happened, though since its a warning its harmless anyway
It might have been when he ordered a Hauler, since when ordering a Hauler the unique stuff like the ropes for the Dropship don't work
But yeah it's harmless
the rope stuff or whatever is unrelated
Ah strange
Oh it's probably the Hauler having navmesh when in orbit triggering a similar warning to 2SS
Based on that warning at least
it's the cruiser
StartOfRound::LoadAttachedVehicle
side note, please put logs in code tags if they're not attached as files, that's barely legible
Like that?
Nah, with three ` on each end
Code :)
```
code
```
This way?
yep yep
@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
when that moon is released?
in v69
before the major update
it still runs just fine
steam leaks changed significantly in v70
so i concede with diffoz it is probably the moon itself that needs to be fixed
yeah i sent the message to the dev
assuming theyre still around
or even want to do it
v73 is out, expect Dragons (crashes) with lethal performance or cullfactory
What about
LethalSponge?
Oh God
diffoz ,would you be interested in something like this:
https://cdn.discordapp.com/attachments/1284285789399941132/1424081590216294470/image.png?ex=68e2a6d5&is=68e15555&hm=8941e998cfeed093e6b1ea06ff966c2bfcecd12c9498d6e8a6c58f21d669a821&
only using 150 lines and a couple of p/invokes of windows apis
eh, LethalPerformance doesn't relay on detours, and only have one for debugging purpose
more for the plugin types thingye
@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
LLL isnt???
thank you paco
i hate my phone
its less than two days calm down
And? People are cooking up updates, progress is going so it's good to ask
that's good news
i didnt even ask if it was broken
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"
I'm waiting when cull factory will be updated, so I can copy updated packages and build then burst lib
but you can send crash log here, so I could look into it
I also found LethalSponge or TME is causing the game to crash when landing the ship
do you need the download more ram link? i know a guy
psst cullfactory already works because I don't include the base packages 
my hack to make the burst glue code shut up worked out
yeah, but for performance I need to include base packages
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
nice, unity auto updated packages, so I don't need to manually search & try for specific versions
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)
1.2.1 pushed
v73 update?
yes
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
I'm not willing to fix compact with unity explorer
@polar willow Why was
"Forced EntranceTeleport caching."
In 1.2.0
Does that mean that Entrance Teleport Optimzations wont activate?
it will continue to activate
ETO does things other than just entranceteleport caching
but i think it was said a bit ago that ETO will override LP or vice versa
ETO will override the LP result
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
Hi, indeed I do have fix uploaded to thunderstore. Use preview version 0.0.*
I shall take a look thank you kindly
That does seem to be working well on my machine thanks bud
does 1.2.1 support v73?
yes
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.
oh, I can copy transpiler from general improvements that does the same thing
oh, that sounds good
You will network your entranceteleports and you will like it
i love making really specific cases of moons/interiors forcefully unplayable
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
caltprime is unplayable
this is the worst possible effect
god you're right fuck
I always preferred Triskelion over it, Triskelion is more challenging and difficult
CaltPrime is cool but it doesnโt feel like itโs designed to be a late game moon
Also I donโt really blame DiFFoZ in this scenario, entrances not being networked causes interior enemies to break in weird ways iirc
I blame him because I'm toxic and I hate helpful patches!!!!
Lol
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
If you use Entrance Teleport Optimizations itโs patch automatically overrides it now from what DiFFoZ has said
I use both together cus ETO fixes some stuff that LP doesnโt
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
caltprime is
idk
it just feels better to me
the idea is also really cool
is triskelion also a moon with a fully industrialized surface?
You can still get blocked entrances sometimes with ETO heck if you enjoy the mechanic you can use Entrance Blocker
Itโs industrial but itโs not the same no
I hope her health is doing okay 
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
I think I just assumed that since it is abandoned no one is really watching it. Plus, they want scrap so they arenโt 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
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
factory built on a gas giant I think
cool concept, neat execution
Entrance Blocker allows you to unblock them as a mechanic which probably won't work if the fire exits are "broken"
And ETO still has LP's blocked entrance warning show up EVEN IF the entrances are "fixed" by ETO and become unblocked
wtf deadlock is a ripoff
i cant believe this
unscribing skelaah wild moon
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
Turned off
i would enable randomisation if LethalPerfomance didn't break it
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?
JLL randomisation, with some probability - it turns on random MainEntrance
if i remember correctly, without a network object
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?
You might be able to speak with Jacob about enabling randomization and keeping it networked
JLL turns on the object after LP, and LP does not see the object and registers that MainEntrance does not exist
@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?
what "entrance randomizer script"?
what does that even mean
Randomisation Object
Basically Tolian was making use of your Object Randomizer script it sounds like to randomize where the fire exits spawn at on CaltPrime, but it seemingly breaks the entrances being networked
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
Well, it works if LP is disabled
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?
When i get home, i'll send a couple of screenshots
I just found out LP goes off if you have Hadal on a moon with fire exits
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
Ahah
i wonder how
Hadal has tiles with fire exits but no fire_entrance on the moon
Yeah might just be the fire exits aren't networked since the moon doesn't have them
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
It caches the entrance teleports so if the network object for the entrance teleports are missing it fires off a warning
Oh I never did test the LP entrance teleport caching with the Bozoros setting that just removes one of the fire exits 
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
This appears to be working fine 
yeah try removing all those duplicates and have your entrances always enabled. then do the thing i suggested with teleporting to random preset positions
Oh yeah if a NetworkBehaviour starts disabled it won't spawn for clients 
Could maybe get away with having them start enabled and then disabling
That's what I do for this Bozo fire exit and it seems fine with the entrance teleport caching
I still wouldn't do that, NGO specifically warns for you to not do that iirc
Yeah probably still not ideal
Warnings were meant to be ignored. Live dangerously
Still kinda busy irl to make a patch to harmony fix...
Hey, just wanted to ask what the DiFFoZ Tweaks do exactly as I am considering to add them to my modpack ^-^
A bunch of minor tech stuff but the big ones are iirc a fix for the soft mask incompat that came up in v70, the ability to blacklist mods from loading even if installed/enabled in mod manager and a thing that makes the game flash in taskbar once it loads into online/lan screen
Idk why diffoztweaks doesn't have a proper readme yet it's stupid
Okie, thanks a bunch! A proper ReadMe would be very welcome ^-^'
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
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
nvm i can be mad at diffoz this still makes me mad
I've made a pull request where I wrote everything into the Read Me that I was told about and could figure out from the config file and some extra stuff like a note about the license etc.
Let's hope it gets accepted soon ^-^
diffoztweaks readme update
harmonyfix sadly no changes, dotnet restore cannot download the bepinex package from their baget
probably due to my country restrictions
Not my Baguette
This was a really bad joke Iโm sorry lol
Is there a way to use diffoztweaks and use wesley interiors to only load a few interiors?
nope
isn't interiors are now support hotloading?
if so then no need for disabling them, just set spawn chance to 0
Nah
No Interiors can't hot load
It's not really possible to do that (in a clean way) afaik
Mostly because interiors aren't scene based
Also glad to see you around DiFFoZ
I know you're not as active nowadays but it's always great to see ya
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
My initial theory for it was registering a metric fuckton of dummy prefabs from the jump and indiana jones swapping them out when needed
best option: rewrite dungen to use data types that only refer to prefabs that can be unloaded and get everyone to migrate to that 
and at the same time, make it support threading
simple
i mean that's how it already works, no?
the data is in the prefabs currently
data that is only used during generation
it makes sense to separate that out imo
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
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?
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
ah yeah
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
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
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
right it's definitely not intended
(as long as the same stuff happens on each client)
but as long as we're not spawning stuff out of turn, it'll be fine
it's just a simple lookup table
oh actually
the networkobjecthashid's or whatever might be some sort of problem
idk
overall it's def doable
how so? aren't those UUIDs?
just a weird feeling unity might manage those independently somewhere and/or not like them suddenly existing and not existing
idk might be wrong
@polar willow curious what would be needed to make bep faster load assetbundles patcher work on other games ๐ค
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
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
doesnt exist from what I can tell maybe its not public
ror2 uses unity 2021.3.33f1 rn
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
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
did you give it time to actually do the stuff it needs to do? it logs in the console overtime what it does with the bundles iirc
ror2 is just diff than lethal
so its gonna be worse
but its still better than nothing
as you can see someone else had a bit bigger gains than me
cuz its a bit list dependent too
its very dependant on the mods you have with their assetbundles yeah
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%
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
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
ic, that's interesting
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
doing a comparison its significantly smaller for ror2
because alot of ror2 modding isnt entire damn planets like lethal has lol
for example this is the 2nd largest content mod atm and its 53 MB meanwhile wesley is 1.3 GB lol
lol then yeah you'll barely see as much of an improvement compared to what you'd see in lethal
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
a better comparison as this mod is HUGEEEEE and people rag on its size for being unoptimized sometimes
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
Though in fairness realistically Wesleyโs is probably a lot bigger than it needs to be due to our modding scene starting off with no real standards to reference from the base game + all api modders being fairly new to this stuff
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
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
Addressables do sound great lol
yeah ror2 has addressables
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
no it won't
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
Does the version that Lethal uses not work with RoR2?
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
@polar willow ?
no it's not
figured out how to compile it on my end so i wont have to bother you about it anymore either
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
LLLU should not be causing anything
it was updated to not ever load fully and get overridden
by base LLL
huh
i think its because i had the 1.5.1 version being added to my modpack
have it updated
itll not do anything
on the latest
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
it got me thinking really hard because i saw this full of code
https://thunderstore.io/c/lethal-company/p/pacoito/LethalLevelLoaderUpdated/source/
Makes sense
Just leave the latest update in it
It doesnt do anything either way so, best to have it in the pack
yeah
BepInEx Faster Load AssetBundles Patcher folder path is so long that it fails to load ๐
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```
enable long path in regedit
problem is i would need to tell everyone in my group to do this too or trust a random script i could make :/
How this isnt on by default in current year is baffling lol
just make your modpack name shorter
it should be default already but we know how microsoft is
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
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
Yee to modify the resolution
Finally
Hope for native Ultrawide support too
im not sure how he's doing it but what i specifically suggested was the ability to choose the low and high resolution settings the game already has internally
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
for sure i doubt he'll be touching anything related to this
https://discord.com/channels/750645598293590077/1481345859365900503 since this was never closed i doubt the update will have better resolution support
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
nope he didn't
I'll wait for nuget package update and then start working on updating to v80
Oh hey atleast diffoztweaks doesn't throw any exception on startup
LethalPerformance and DiffoZTweaks are flagged as AI Generated for some reason

lethal performance no more more
no more more what?
more more working
more more broken
more more more
more more v80
more more v73
M
is BepInEx Faster Load AssetBundles Patcher cooked
or is it still good
I assume LP would need a patch right
why would it need a patch
LethalPerformance appears to work just fine
Okay it does appear to need an update
throws some errors relating to DunGen too
also found a weird issue with LP
seems to prevent new configs from generating
or old ones from updatingw
when loading into a lobby
def needs a patch
well the nuget package is still not updated, so no updates for lp
the 2 AI mods i will download
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
whats the benefits of that, i can make a suggestions post for it
HDRP code uses burst for lighting & shadow preparation data for the gpu, so it should increase cpu performance
and that's just by including burst libraries to the release build?
yeah
okie
for him it's just to click on checkbox
it probably helps if people react to the message there or smthn, but idk, hopefully he sees it

Finally LethalPerformance can update

hello, are these mods still relevant in v81?
bepinex faster and diffoz tweaks you can use
what about lp?
wait for a new update
oh so its going to be updated then?
yes
[1.2.2] 2026-04-07
Fixed
- Harmony patches that was broken with v80 release.
https://thunderstore.io/c/lethal-company/p/DiFFoZ/LethalPerformance/
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
[Warning:LethalPerformance] Failed to find gameobject of MoldSpreadManager
Ok, it's my fault
๐
[1.2.3] 2026-04-07
Fixed
- Failing to find mold spread manager for caching.
https://thunderstore.io/c/lethal-company/p/DiFFoZ/LethalPerformance/
@polar willow This be running before LLL's method to create a RuntimeDungeon on the fly, if the moon doesn't have one: https://github.com/DiFFoZ/LethalPerformance/blob/main/LethalPerformance/Patches/ReferenceHolder/MoonCachingPatch.cs#L52

Moons that have not yet updated have their RuntimeDungeon and UnityNavMeshAdapter references missing, so it's caching nothing there
doesnt fix all dungeons, mind you
if there's any with really fancy scripting, it may not work well still
Ye no I mean it'll fix the scene itself lacking a DungeonGenerator
For any interior to even attempt to generate
if i had a list of what other libs needed updooting for the remainder, id provide it
DungeonGenerationPlus and GenericDoorScript
... that it?
Basically yeah
Shoulda used SpecificDoorwayโข clearly smh smh 
Tag stuff at the bottom is tacticalโข
ito promoting bloat as always ๐
Lol
||(/j)||
New DunGen version can replace most of SpecificDoorwayโข though lol
Entrance/Exits don't have a thing to allow them to swap and be interchangeable though 
o, maybe then add this as a dependency
I mean I fix it on LLL's end, at least for moons
i dont think that mod would fix the issue that moons have
this fixes stuff like prefabs and such going missing from missing scripts
It does apparently though
does it?
I didn't think it did for scenes but it lets you land with LethalPerformance in the pack
But yeah without that the RuntimeDungeon doesn't exist when NavMeshSurface.OnEnable() gets called, so LethalPerformance caches nothing
[Warning:LethalPerformance] EntranceTeleport search called with inactive objects, probably will cause incompatibility!
for some reason this mod wont work for me?
basically get stuck on entering atmosphere
something to do with harmony x
use dungenreferencefixer
unless the interior you're loading uses DungeonGenerationPlus or Generic Door Script
[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
you're using broken mod
you have to wait until the fix will be published
1.2.4 published to fix mod version null reference exception
Appreciate it!
@polar willow
i guess it's cruiser got spawned, right?
oh, hm probably due to second view count causing wrong memory access
That would make sense yeah, also I think you should prolly remove the AI Generated tags from this mod and DiFFoZTweaks as the difference between Generated and Assisted I think does matter lol cus most people are filtering out mods rn that are tagged as AI Generated because of all the truly AI Generated mod uploads that are broken
@burnt monolith Would you agree with me on this?
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
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
it was manual by me
i see ๐
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"
^
Do yall have dungenreferencefixer?
i dont
No, it wasn't in the dependency list of any mods, should it fix this problem?
i just tried it, it fixes it
That's good, big thanks @round kindle
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 whatโs causing this but idk if lethalperformance is meant to fix this?
[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).
yay lcvr fix
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
Hey, the error is unrelated to Lethal Performance. The error is in ECDA not sanitizing enemie's names. Iam currently looking into it.
It seems that Lethal Performance makes DistinctMoonVariety not load, it softlock with this log
no, I only disabled LP
if moon relies on LLL to create runtime dungeon component, then LP won't catch it as it runs after the caching
why does it depend on the dungenfixer ๐ญ
It breaks interiors
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)
Hello, does anyone know why, after the first launch, Bepinex Faster Load fails to load "Morecompany"?
My bad, A translation mod (when used in conjunction with "Newterminal"), it seems to prevent the latter from loading...
it's because of using windows api directly and TS doesn't like and would require manual approval every time when I upload the new version
I do remember that I did rewrote that again without using windows api, but it's probably lost when I switched back to windows
i see i guess it is fine to use the prerelease version for now?
yes it's fine
yeah it's lost
tho it didn't check my ReFS partition disk
o
I pushed 0.0.200, linux users try to test and see if it works

Is there a reason you're using the non public method in that code instead of DriveInfo.AvailableFreeSpace?
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
That doesn't seem right 
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

waaaait, this causes issues of having more than 4 players if one person has linux?
no
