Litterally
Litterally more trash, zero lag - routes Schedule I's litter into a cheap instanced field so the map holds far more of it, with no feature loss.
About this mod Author’s original text
Litterally - Trash Without the Lag
🛟 Need help or found a bug? Get support at support.doodesch.de/litterally.
Schedule I's litter is a known performance sink - every scrap is a real object with a
rigidbody, colliders and its own save entry. Litterally routes all of it into a cheap
instanced field and only makes the trash near you real. You get the vanilla amount of
litter and better frames; turn one setting up and the map holds litterally tens of
thousands of pieces, still at a playable frame rate.
What it does
The game's trash generators are expensive: every piece of litter is a real GameObject
with a rigidbody, colliders, a per-item tick and its own save file. Litterally routes that
generated trash into a cheap GPU-instanced field (a few draw calls, compact arrays) and
materializes real, interactable items only in the small working set around the player and
cleaners. Everything else stays virtual until you (or a cleaner) actually get near it.
Turn the multiplier up and the map holds tens of thousands of trash items at a playable
frame rate, with everything still working exactly like vanilla.
Features
- Pick up / throw trash near you - the items in front of you are real TrashItems.
- Cleaners roam, collect the litter, empty their bins and dispose the bags as usual.
- Sleeping-dynamic physics - nearby trash settles into natural poses, collides
realistically and can be shoved or thrown, then auto-sleeps so it stops costing.
- Persistence - the field is saved as one compact blob and restored on load, written
outside the game's save folder so it can never bloat or corrupt your save.
- Good citizen - only the game generator's own trash is absorbed; trash another mod
creates directly is left untouched.
- More trash if you want it - TrashMultiplier defaults to 1, the vanilla amount.
Raise it to pile up far more litter; the same layer keeps that cheap.
Requirements
- Schedule I 0.4.6f11 (IL2CPP) with MelonLoader 0.7.3+.
- S1API (pulled in as a dependency).
The performance layer turns on automatically - there is nothing to configure to get the
benefit.
Settings
Editable in UserData/MelonPreferences.cfg
(category Litterally_01_Main):
| Setting | Default | Meaning |
|---|---|---|
| EnablePerformanceLayer | on | Master switch. Off = fully vanilla trash. |
| EnableInMultiplayer | off | Force the layer on in multiplayer (experimental). |
| MaxRealItems | 200 | How many trash items are real/interactable around you at once. |
| MaterializeDistance | 32 | How far ahead (m) trash becomes interactable. |
| RenderDistance | 150 | How far (m) the instanced field draws. |
| TrashMultiplier | 1 | Multiply the game's own trash output (1 = vanilla, up to 1000). |
| ActivePhysics | off | Materialized trash uses active (sleeping-dynamic) physics. |
Optional on-screen overlays (all off by default): ShowFpsCounter, ShowActiveItems,
ShowStatsPanel, ShowRanges.
Multiplayer
The instanced field is local-only - it is not replicated over the network - so by
default the performance layer auto-disables in multiplayer and the game runs vanilla.
Set EnableInMultiplayer = on to try it anyway. Proper host-authoritative multiplayer
support is a planned follow-up.
License
MIT. See the included LICENSE.md.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: