The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Mod Profiler
70 Comments
splashdaddy 11 Jul @ 2:52am 
@Naxza did these mods make your game crash?
Naxza 7 Jul @ 12:58pm 
Has helped me snipe a couple of poorly-performing mods in ten minutes that would've taken hours of meticulous toggling to pinpoint. This is a fantastic tool, thank you.
☢ Nato Potato ☢  [author] 24 Mar @ 2:33am 
unfortunately I don't get any issues when using that mod, I looked at it's code but didn't notice anything that would explain it, so it's hard to determine what's causing your issue, it's possible you've got an older or corrupt version of a mod (either this or faster animations) which should be fixable by unsubscribing from both, running the game, quitting once the menu loads and then resubscribing, if that doesn't work I'm not sure
24 Mar @ 12:23am 
I've tested it out and found that it's incompatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499964071&searchtext=faster+animation . Both mods work fine independently. Could you fix it? Thank you.If it's too much trouble, I can use another acceleration mod.
☢ Nato Potato ☢  [author] 23 Mar @ 10:01pm 
I have used this just fine with MMC, and I tried running it with anticrash and it was fine, does the error still occur if you disable other mods? if it stops happening when other mods are disabled it would be helpful to know which mod causes it (process of elimination is much quicker if you do it in halves, e.g. have half your mods enabled half disabled, then test and you'll know which half its in, so then you have half of those mods enabled and half disabled, testing 2 halves then 2 quarters 2 eighths, etc)

from what the error message says it seems a callback is being set up with no function, though I'm not sure why this would happen unless maybe something is also messing with the callback system or a mod is set up wrong
23 Mar @ 9:04pm 
[INFO] - Lua Debug: [AntiCrash] ver. 1.18 | config: {"alwaysOn":false,"configVersion":3,"disabledForSeed":false,"saferTearDetonator":true,"improveModCompatibility":true,"superMode":false,"lastSeed":722728485,"exitedCleanly":true,"debug":false,"enabled":false}
[INFO] - [warn] no animation named Idle
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named Yellow
[INFO] - [warn] no animation named
[INFO] - [warn] no animation named Idle2
[INFO] - [warn] no animation named Idle
[INFO] - [warn] no animation named Idle
[INFO] - music stopped playing
[INFO] - [warn] no music for ID 35 ().
[INFO] - Error in "PostRender" call: ...ac Rebirth/mods/!!!!!!!!!modprofiler_2505060515/main.lua:426: attempt to call a nil value (upvalue 'callbackFn')
This is the earlier part of a series of red error messages. Could it be caused by AntiCrash or Music Mod Callback?
☢ Nato Potato ☢  [author] 23 Mar @ 6:05am 
it depends, if another mod had a callback function fail then it could also make this mod fail since it loads and stores all the other mods callbacks, in which case the error message would have multiple lines and mention some other mod as well as mod profiler

if you look at your log file and find errors are there any mentions of other mods or is it just the bit in your comment?
23 Mar @ 12:05am 
After I used this mod on the rep+ version, the console reported a red error:"PostRender" failed:... ac Rebirth/mods/!!!!!!!!!!! modprofiler_2505060515/main.lua : 426 : attempt to call a nil value (upvalue 'callbackFn').And I pressed 'i', but nothing happened.
I haven't installed repentogon. Is this the cause of the error? Could you fix this error? If you need more error log, please let me know. I'm more than willing to assist you in resolving this issue.Thank you.
☢ Nato Potato ☢  [author] 6 Feb @ 6:08pm 
hmm, I'm not getting any errors with cathedral in greed mode, and I just realized you meant the text isn't even appearing (rather than just "I can't read it"), if you could comment one of the error messages here, or maybe use pastebin to send me a link for your log.txt file (Documents\my games\Binding of Isaac Repentance) that would be great
Guineatown20806 6 Feb @ 1:04pm 
Also, I still can't see the text. No matter what number I put in the ProfilerTextScale command. I don't know why. It also still lags a ton when I am in a run. I have no idea what is up with that.:steamsad:
Guineatown20806 6 Feb @ 12:29pm 
Thanks a lot for the quick update. The lag no longer acumaletes. However I am still getting lots of MC_INPUT_ACTION errors with the mod Cathedral in greed mode.
☢ Nato Potato ☢  [author] 6 Feb @ 10:44am 
its been updated, if you still see tons of errors, try unsubscribing, deleting the mod from your pc (Steam\steamapps\common\The Binding of Isaac Rebirth\mods\!!!!!!!!!modprofiler) run the game until you see the title screen, then resubscribe, close and re-open the game
☢ Nato Potato ☢  [author] 6 Feb @ 5:58am 
ah that helps, I tested with repentogon without issue so was wondering what could be going on for you, tested with challenge shenanigans and started getting issues, will see whats going on
Guineatown20806 6 Feb @ 5:35am 
@Nato Potato Sorry if I was unclear. When I enable this mod it trows up all sorts of errors that are continuesly spammed. I can barely check what those are, due to the luamemory getting higher every second, which than causes lag that is worse than my current modlist on a laggy run. It gets so laggy that it is unplayable. The mods that I was able to notice were the "shenanigans" mods that use repentogon and Greedmode rebalanced when I disabled the shenanigans mods. Even without any mods other than repentogon and mod profiler, the Luamemory increases every second. I think this is an issue caused by repentogon. Lastly I can't see the text even if the filter is off, I am unsure why. I can give you the logs if you need them.
Borko 5 Feb @ 8:43pm 
Yeah fair enough
☢ Nato Potato ☢  [author] 5 Feb @ 8:20pm 
oh the comments are back
if it wasn't you then sorry for jumping to conclusions but you can understand why I would think that given the timing
Borko 5 Feb @ 5:57pm 
I did no such thing, but go off I guess
☢ Nato Potato ☢  [author] 5 Feb @ 5:45pm 
and now you've reported the mod to steam and the comments are hidden from the front page, cool
☢ Nato Potato ☢  [author] 5 Feb @ 5:39pm 
Borko I didn't delete your comments because your're saying something is wrong with the mod, loads of people say there's loads of things wrong with most of my mods, I flagged them because they were abusive, if someone has an issue they can give me some details and I'll see what I can do, just repeatedly saying "it's broken" and then most of the comment being insults helps no one

Guineatown saying 'lots' doesn't exactly help, could you maybe share some specific errors, if there are repeats maybe open the log.txt file and see which are the first few to appear
Guineatown20806 5 Feb @ 1:51am 
yeah lots of errors with all sort of different mods.
☢ Nato Potato ☢  [author] 4 Feb @ 9:40pm 
what issues is it causing? are there any error messages in your debug console?
Guineatown20806 4 Feb @ 6:21am 
I don't know if I am not understanding something here, but for me, it just doesn't work. It lags way to much, and causes more issues than it helps analyse the issues. Might be something with repentogon.
majorinconvenience 19 Aug, 2024 @ 11:04pm 
cant believe the real jerma985 helped make this binding of isaac mod
Guilherme 14 Jun, 2024 @ 10:13pm 
thank you so much for this mod to exist, I always use it to test the mods that I create to see if I'm not creating something very laggy
Flex 7 Feb, 2024 @ 12:50pm 
This Mod just saved my Sanity,
No longer do I have to manually binarialy disable/enable all my mods untill the suspect is found.
I am saved.
Fanrail 20 Aug, 2023 @ 11:38am 
Despite the small as hell text, I've found out that Repentance Plus and ESPECIALLY Moonlight Hearts were causing bugs. By especially I mean that Moonlight Hearts were bright red, while Repentance Plus was so pinkish-white that I'm not sure if it was pink at all.
Fanrail 16 Aug, 2023 @ 10:59am 
This mod closes Dead Sea Scrolls menu upon its opening. Also the font of the mod's lines is too small to be readable.
DuckQuacker 7 Jun, 2023 @ 7:22am 
This was very useful! Found out about a mod that was causing me intense lag when restarting a run.
Kenny 22 Mar, 2023 @ 7:27am 
lagma balls
Auld 22 Feb, 2023 @ 1:12pm 
Super useful mod, thanks!
Kenny 8 Feb, 2023 @ 11:56pm 
incredibly useful! disabling it after using it to find the problematic mods is probably a good idea, more mods enabled means more lag
Mango 15 Apr, 2022 @ 9:17pm 
Holy fuck, discovering this mod was a godsend lol
Malaren 15 Feb, 2022 @ 9:40pm 
do you think you could add a feature where messages only stay for a couple seconds? id like to have this running during normal gameplay so i can see if any mods (or which particular mod) is causing lag spikes
as of right now i cant do that because theres so much text and i cant see through the text
GhostGlitch 14 Feb, 2022 @ 7:57pm 
@EnderGrimm for the first one you can type "MinFunctionTime 10" into the console (it's case sensitive.)
EnderGrimm 10 Dec, 2021 @ 8:34am 
Can I suggest to things to be added a button to turn on only things coming up with 10ms or more and a button to print to a log file
☢ Nato Potato ☢  [author] 14 Oct, 2021 @ 5:26pm 
this wouldn't really do that, you could set the min time for a mod to 0 but it would still prioritise whichever one took the longest time so the one with an issue might not even appear

instead when you get an issue you can check the debug console (~) and see if there's any error messages that list a particular mod, even if you don't get any messages it's fairly easy to determine if one mod is broken even if you have 100

just disable 50 and see if the issue occurs, if not then its one of the 50 you disabled, if it does then its one of the 50 you left on, then just take the 50 with the issue and split that in half too, checking 25 mods and seeing if it happens, then check 12 mods, then 6, then 3, then go individually, that's 8 checks instead of 100

although if the problem is 2 mods being incompatible with each other and working fine individually that could make things a bit more complicated, but you can still test batches of mods at a time
Femboy Elay ⁧⁧ :3 14 Oct, 2021 @ 7:48am 
could i find out what mod causes problems for example i subscribed to like 100 mods and dont wanna turn them off one by one instead could i just look what mod in the exact frame got called ?
AstriaTheFox 5 Sep, 2021 @ 9:05pm 
Oh ok, I figured out why, having the filter option that makes everything look smoother turned on actually messes up the text.
AstriaTheFox 5 Sep, 2021 @ 8:53pm 
For some reason the text is very funky and hard to read for me.
Captain Chemo 23 Aug, 2021 @ 11:11am 
could you add a config for something like potato pack 2 where keeper and tainted keeper are able to take health ups to increase max health, or can it already do that
Anahkiasen 5 Aug, 2021 @ 1:13am 
Ah thanks perfect! Have you considered making this, the callback being used, etc. configurable through Mod Config perhaps?
☢ Nato Potato ☢  [author] 4 Aug, 2021 @ 7:50pm 
have added a minimum time setting, any callback taking under that time (in ms) will be ignored
Anahkiasen 4 Aug, 2021 @ 10:32am 
I agree that a way to *only* display things that are marked as too slow would be helpful, currently it's really hard to play and then have to rush on the keyboard when you see a glimpse of red for a nanosecond :/ I'd rather only callbacks flagged as slow be shown so I can directly see the information I'm after, seeing dozens of 0ms callbacks is flooding the results atm :/
ketamine addict  [author] 27 Jul, 2021 @ 6:30pm 
the bottom one would be quite hard because the overlay also controls the most expensive part of the whole mod, that being table sorting
it sorts tables which is EXTREMELY slow every single frame whenever the overlay is open, often causing your game to lag much more than without it
its probably possible, but honestly very much not worth it. keep the overlay open if you really want to see some occasional rare lag
and im p sure it adds all of the callbacks in a part of the hud, specifically bottom left
GhostGlitch 26 Jul, 2021 @ 9:43am 
It would also be nice if it added all of the calbacks for each mod together. it doesn't matter much to me if a mod has 100 callbacks that each take 1 millisecond or one callback that takes 100. love this mod either way, but these two features would make it much more useful.
GhostGlitch 24 Jul, 2021 @ 7:08am 
any chance of adding a feature where any callback that takes more than a certain amount of time notifies you without having to have the overlay on? I'm using a lot of mods so it's hard to see which ones are causing issues.
☢ Nato Potato ☢  [author] 11 Jul, 2021 @ 10:42pm 
that sounds really strange, this mod just intercepts the add callback function to record the time taken by callbacks, doesn't do anything with visuals

I spent like 20 mins using forget me now in burning basement and didn't get anything, if I had to guess I'd say some other mod adds a darkness effect in one of its callbacks and instead of removing the effect when it shouldn't happen it removes the callback (which for some reason doesn't work with this mod, have been trying to fix that but nothings worked so far)
Psiell 7 Jul, 2021 @ 7:47pm 
can confirm the encyclopedia bug, but also found a weirder bug with it.

It seems that upon going to a new floor with an overlay such as burning basement or refreshing the floor; the games screen will darken permanently until reset(perhaps the overlay mem is saved somewhere it shouldnt be and stacking on top of each other making it dark?).

this can get to the point that the screen is entirely black on certain floors, this persists across runs
this is especially noticeable with either every floor mood or da rules mod and opening and closing the rules page(which refreshes the floor so it can apply new rules)
☢ Nato Potato ☢  [author] 24 Jun, 2021 @ 10:31pm 
the higher the ms (milliseconds) the longer it takes for that mod to execute a specific function, which means a longer wait for the functions of other mods and the games internal functions to happen
Carlos 24 Jun, 2021 @ 6:02am 
@☢ Nato Potato ☢ What does it mean if a mod has a high MS? Is that bad? Does that mod slow down the game?