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Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.2.5 icon

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 1.2.5
Download link Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.2.5.zip
Downloads 149
Dependency string Corrupt_Soul_Non_Existent_Team-CyberGrindUnlagNow-1.2.5

This mod requires the following mods to function

Hydraxous-Configgy-1.0.7 icon
Hydraxous-Configgy

Library mod for configuring other mods!

Preferred version: 1.0.7

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: EndlessCube animations are skipped. The floor jumps directly to its new layout.
  • Instant Stairs: EndlessStairs skip 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.
DisableSpawnEffects false Removes enemy spawn visuals (bubble, light, particles) in the Cyber Grind. The spawn sound still plays.

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.
  • Optional Spawn Effects: Enemy spawn visuals can be disabled to reduce additional performance overhead. Enemies still spawn normally, and the spawn sound still plays.

CHANGELOG

Changelog

1.2.5

Added

  • DisableSpawnEffects setting (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

  • DisableJumpPads setting (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.
  • PreviewSeconds setting (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.