CyberGrindUnlagNow
This can cause some small weird issues, so be warned. Instantly snaps Cyber Grind pillars, stairs, and prefabs to their targets to eliminate wave-start lag spikes.
| Date uploaded | 2 days ago |
| Version | 1.2.0 |
| Download link | Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.2.0.zip |
| Downloads | 8 |
| Dependency string | Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.2.0 |
README
CYBER GRIND UNLAG NOW!
Does your game completely hitch up, freeze, or choke for 50 frames the second a new wave starts in the Cyber Grind?
That's because your CPU is crying trying to calculate hundreds of grid blocks, stairs, and jump pads linearly sliding into position all at once.
This mod says NO MORE LERPS. It intercepts the internal movement code for the arena and makes every moving piece snap straight to its destination instead of gliding there.
New in 1.1: before the layout snaps, you get a short preview of where everything is going to be, so you can get out of the way instead of getting launched into orbit.
What the mod is doing
- Instant Pillars:
EndlessCubeanimations are skipped. The floor jumps directly to its new layout. - Instant Stairs:
EndlessStairsskip their rising phase and clip to position immediately. - Instant Prefabs: Jump pads and props (
EndlessPrefabAnimator) appear in a single frame. - Layout Preview: For 1 second (configurable), pillars and prefabs that are about to move show a translucent cyan copy at their target position. Then everything snaps in together.
Settings
| Setting | Default | What it does |
|---|---|---|
PreviewSeconds |
1 | How long the new layout is previewed before it snaps (0 to 5). Set to 0 to snap instantly with no preview. |
DisableJumpPads |
false | Removes jump pads from Cyber Grind patterns. |
Good to know
- The preview delays each wave start by the preview time.
- Wave flow and enemy spawning is normal.
Warnings
- This will not fully fix all lag
- Physics Quirks: Physics is fully preserved, but because objects materialize instantly, standing on a spot that is about to rise can still eject you. Use the preview, or step off the highlighted areas.
- Tiles after disabling jump pads: The tiles where jump pads would have been stay empty.
CHANGELOG
Changelog
1.2.5
Added
DisableSpawnEffectssetting (off by default). When enabled, enemy spawn visuals in the Cyber Grind are removed (These also lag alot idk why).- Spawn sounds are still played when spawn effects are disabled.
1.2.0
Added
DisableJumpPadssetting (off by default). When on, jump pads are not spawned (jump pads can lag alot when spawning for some reason). Waves are not affected.
1.1.0
Added
- Layout preview: when a new wave starts, pillars show a ghost copy at their final target position. After the delay, they snap into place.
- Jump pads and props show the same preview at their final position.
PreviewSecondssetting (default 1, range 0 to 5). Set it to 0 to snap instantly like 1.0.0.
Changed
- Stairs now wait for the same delay so the whole layout snaps in together.
- Each wave starts slightly later (by the preview time), because the game waits for every pillar to arrive.
1.0.0
- Initial release.