LethalEscapeThrottle
A performance fix for LethalEscapeUpdated. Enemies that cannot reach an exit stop re-pathing and spamming the log every frame. On tricky navmesh moons this cuts the lag and thousands of log lines.LethalEscapeThrottle
A small performance fix for LethalEscapeUpdated.
On tricky navmesh moons, enemies that cannot reach an exit re-run their escape check every single frame. Each of those calls does a NavMesh path calculation and prints several log lines, so over a round it piles up into real frame-time cost and tens of thousands of log lines.
This mod adds a per-enemy cooldown, so a failed escape attempt is not retried until later. The wait is adaptive: an enemy that keeps failing backs off longer and longer (the wait doubles each failure, up to a cap), so a permanently boxed-out enemy stops burning frame time entirely. Enemies that can escape still succeed on the first try and are never throttled.
Config
- Enabled: toggle the throttle.
- CooldownSeconds: base wait (default 2.0) before an enemy that just failed retries its exit search.
- MaxBackoffSeconds: cap on how long the adaptive back-off can grow (default 15). Higher means less lag but slower to notice a newly opened path.
- DiagnosticLogging: log a short summary every 30 seconds (only when active) of how many exit searches were skipped versus run, so you can confirm the throttle is working. On by default; turn off for a quiet log.
Credits
Made by Pierre (Discord: samedude67). Requires LethalEscapeUpdated by woah25.
