v0.1.2
0.1.2 | 20 August 2026
The mod was making the game stutter, and this release fixes the cause. Several players
reported the game running rough — worst while walking around. That was the mod's doing, not the
game's.
Three of the mod's systems — the "what is next to me" readout, the combat assist, and the object
tracker — each asked Unity for a list of every object in the world, and they did it every single
frame. Building that list means walking the entire scene and allocating a fresh several-thousand
entry array, and then the mod sifted each list with checks that allocated a new piece of text per
object per check. Tens of thousands of throwaway allocations a second is what the stutter was: the
memory collector kicking in over and over.
- The mod now keeps its own list of world objects and updates it as objects come and go, instead of
rebuilding it from scratch dozens of times a second. Everything each object is checked for that
cannot change — is it the player, is it a prefab shell, does it belong to a DLC you own — is
worked out once per object instead of once per object per frame. - The proximity readout no longer sorts the entire world to find the nearest thing to you.
- The title-screen check no longer searches the whole scene on every frame of normal play.
- The world-zone list behind the navigation landmarks is reused rather than re-gathered on every
refresh.
Nothing about what the mod says or how it behaves changes — it does the same work, far more
cheaply. If your game still runs rough, the mod now writes its own timings into
BepInEx/LogOutput.log (lines beginning [PERF]), and that log is the most useful thing you can
attach to a report.