Litterally

版本 v1.1.0·更新於 2026-08-03

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.

模組介紹 作者原文

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.

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
  3. 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
  4. 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。

不同模組的安裝位置差異較大,包內說明是最可靠的依據。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

LavaGang-MelonLoaderifBars-S1API_Forked

檔案與校驗

檔案名稱
Litterally-1.1.0.zip
檔案大小
187.4 KiB