Existing Dats That Supposedly Slow Down Cpu Cycles

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Existing Dats that supposedly slow down cpu cycles
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 Fenrir.Jinxs
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By Fenrir.Jinxs 2026-08-31 16:02:39
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I got to wondering about a datmod I had in my xipivot arsenal was there and then I remembered how much lag the smoke in Mhaura added and continued to wonder what makes Nashmau terrible.

I had AI (~oooh the boogy man~) look for similar patterns using 2 examples I had and it gave me back this list.

I don't have skills for graphics, nor do I trust AI (a blind man) to do potential in-depth graphics work.

But if we have any graphical talent left out there..
A pack could be made to remove some of the biggest offenders.





Zone Zone ID Target DAT Path Problematic Particle Emitters Status
Mhaura Zone 249 ROM/1/44.DAT Harbor boiler steam, dock haze, chimney smoke ✔ Improved (<Smoke only>)
Western Adoulin Zone 256 ROM9/0/3.DAT Hearth smog, residential chimneys, bridge mist ✔ Improved (<Smoke only>)
Nashmau Zone 53 ROM3/0/3.DAT Dock boiler steam, Qiqirn cooking kilns, canal mist ✖ Needed
Eastern Adoulin Zone 257 ROM9/0/4.DAT Big Bridge water spray, Castle gate braziers, shop steam ✖ Needed
Aht Urhgan Whitegate Zone 50 ROM3/0/0.DAT Central fountain water mist, tea house steam vents ✖ Needed
Al Zahbi Zone 48 ROM3/0/1.DAT Desert dust storm haze, bazaar firepit smoke ✖ Needed
Lower Jeuno Zone 245 ROM/1/41.DAT Alleyway fog layers, door lantern glow emitters ✖ Needed
Port Jeuno Zone 246 ROM/1/42.DAT Airship boiler exhaust, cloud backdrop particles ✖ Needed
Bastok Mines / Markets Zones 234/235 ROM/1/30.DAT, 31.DAT Industrial smelter smoke, blast furnace plumes ✖ Needed
Kazham / Norg Zones 250/252 ROM/1/47.DAT, 48.DAT Jungle humidity mist, massive waterfall water spray ✖ Needed


I don't trust this one as much
Zone Zone ID Target DAT Path Problematic Particle Emitters Status
Dynamis - San d'Oria [D] Zone 294 ROM4/4/113.DAT Burning wreckage, chimney smoke, rain sprites ✖ Needed
Dynamis - Bastok [D] Zone 295 ROM4/4/114.DAT Smelter smoke, volcanic ash, divergence haze ✖ Needed
Dynamis - Windurst [D] Zone 296 ROM4/4/115.DAT Mana distortion fields, floating magic orbs ✖ Needed
Dynamis - Jeuno [D] Zone 297 ROM4/4/116.DAT Dense divergence fog, barrier glow auras, fire braziers ✖ Needed
Sortie (Ra'Kaznar ) Zone 276 ROM9/2/42.DAT Floor miasma, teleporter particle rings, gate glow ✖ Needed
Odyssey (Sheol A/B/C/Gaol) Zones 290–292 ROM9/2/20.DAT, 21.DAT, 22.DAT Floating dust motes, chest beacon light pillars ✖ Needed
Mount Zhayolm / Halvung Zones 62/63 ROM3/0/12.DAT, 13.DAT Fullscreen ashfall, lava bubble steam, heat shimmer ✖ Needed
Caedarva Mire / Ifrit's Zones 61/205 ROM3/0/11.DAT, ROM/1/5.DAT Toxic swamp miasma, sulfur steam, lava distortion ✖ Needed


The exact weight of each of these items I do not fully understand, my only experience was with the massive improvement the Mhaura smoke mode made. So a big thank you to whoever made that.

idk how true this explanation is but I do feel inclined to trust the draw-call piece



Why Endgame Zones Suffer Worse Lag:
Endgame lag is a draw-call multiplier. In standard towns, particle smoke only competes with ambient NPCs. In Endgame zones, the engine is forced to depth-sort and alpha-blend:
  • 1. Continuous ambient zone particles (miasma, ash, burning wreckage).

  • 2. 18+ player alliance character models and weapon glow auras.

  • 3. Heavy combat spell & weaponskill animations (Tier-VI/-ga magic, Skillchain bursts).


Because DirectX 8/9 processes transparent alpha passes on a single CPU thread, this combined draw-call overload creates the infamous 10–15 FPS slideshow during large pulls.

Top 3 Biggest Offending Effects in the Game:
[list=1]
[*]Fullscreen Ashfall & Heat Distortion (Mount Zhayolm / Halvung): Unlike localized chimney smoke, ash particles fall across the entire screen. Every single ash flake forces a separate depth-sorting pass against the ground geometry.
[*]Burning Debris & Divergence Barrier Mist (Dynamis-Divergence): Combines base city smoke with continuous fire braziers and glowing barrier distortion shaders right where large alliances pull massive mob groups.
[*]Ambient Floor Miasma & Gate Beacons (Sortie / Outer Ra'Kaznar): Multi-layered transparent mist rolls continuously along the floor meshes, compounding frame drops whenever AOE magic is cast over it.
[/list]
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By kaffy 2026-08-31 16:49:38
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Don't discount all the crap that gets loaded but not rendered. If you've ever run around with allseeingeye on, any zone with mission cutscenes and many without have assets all over. Far above my understanding to know if they are as problematic as some of these effects, but maybe worth considering.
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By DaneBlood 2026-08-31 19:24:10
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kaffy said: »
Don't discount all the crap that gets loaded but not rendered. If you've ever run around with allseeingeye on, any zone with mission cutscenes and many without have assets all over. Far above my understanding to know if they are as problematic as some of these effects, but maybe worth considering.

The fact they dont get drawn means they dont impact the graphics pipeline meaning fully.

Thats why mireu becomes so much faster FPS when you remove all players
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 Fenrir.Jinxs
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By Fenrir.Jinxs 2026-08-31 19:24:59
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DaneBlood said: »
kaffy said: »
Don't discount all the crap that gets loaded but not rendered. If you've ever run around with allseeingeye on, any zone with mission cutscenes and many without have assets all over. Far above my understanding to know if they are as problematic as some of these effects, but maybe worth considering.

The fact they dont get drawn means they dont impact the graphics pipeline meaning fully.

Thats why mireu becomes so much faster FPS when you remove all players

Does someone have an addon that removes people at Mireu?
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By darsinger 2026-08-31 19:37:23
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The Banish addon (renamed to Vanish) found in the Windower/General board does this using either a blacklist or whitelist as desired. Very cool.
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By kaffy 2026-08-31 19:37:48
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What about special effects from ability animations? Maybe misremembering but I seem to recall seeing stuff from people fighting corses in Zi'tah while myself having elvorseal, but not the corses or other players themselves.
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By Fenrir.Jinxs 2026-08-31 20:35:32
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kaffy said: »
What about special effects from ability animations? Maybe misremembering but I seem to recall seeing stuff from people fighting corses in Zi'tah while myself having elvorseal, but not the corses or other players themselves.

If they aren't drawn they don't consume resources.
But for something like the smoke if I am understanding correctly gets drawn a bunch of times.
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By alloy 2026-08-31 22:08:14
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The effects in FFXI were build to take advantage of ps2 hardware that was REALLY good at rendering ridiculous amounts of transparent effects with no penalty. The pc port is cpu limited (IT STILL RUNS ON A SINGLE CORE!!) makes little use of the gpu so everything that doesnt go to the gpu gets proceeded by the cpu, the cpu can do it but its not fast at it.. and transparency is really expensive even now but on ffxi its done on a single core of your cpu one by one not in parallel like on a gpu.
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By Fenrir.Jinxs 2026-08-31 22:15:01
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Took a stab at it

chimney smoke, dock steam, fountain spray, swamp miasma, and volcanic ashfall

full change log:
https://github.com/State-Null/SmokeFreeDats
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By darsinger 2026-08-31 22:24:29
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Fenrir.Jinxs said: »
Took a stab at it

How, may I ask?
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By darsinger 2026-08-31 22:32:25
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Yeah, this removed ambient lighting from mog house and then crashed me on exiting to Bastok Mines. Further attention needed.
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 Fenrir.Jinxs
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By Fenrir.Jinxs 2026-08-31 22:36:47
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I just went into four mog houses and didnt crash.
I also stripped out every dat I have in xipivot.

Was it something like Ru'lude?
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By darsinger 2026-08-31 22:38:36
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I have a Yovra statue. Maybe the {sea} edit had something to do with it.
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By Fenrir.Jinxs 2026-08-31 22:48:16
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No objects should have been touched only zone data.

I tried Bastok Markets mh but I did not try Bastok Mines
A fix has been applied to the mist in 4 zones.
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By darsinger 2026-08-31 22:58:30
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Bastok Mines sky is grayscale / "dotted"; Port Bastok is black except for NPC models and cannot move in it.
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By Fenrir.Jinxs 2026-08-31 23:08:17
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darsinger said: »
Bastok Mines sky is grayscale / "dotted"; Port Bastok is black except for NPC models and cannot move in it.
I agree.


Should be fixed now.
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By darsinger 2026-08-31 23:21:04
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So far so good; Mines/Port Bastok working normally and smoke is gone from Mhaura and West Adoulin. I'll guinea pig it some more and report anything undesirable.
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By Fenrir.Jinxs 2026-08-31 23:22:26
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Due to the time I reverted a bunch as these were the safest to go after.

They were literally labeled smok

Mhaura ROM/1/44.DAT Harbor boiler exhaust & all chimney smoke
Western Adoulin ROM9/0/3.DAT Hearth smog, residential chimneys, bridge smog
Bastok Mines ROM/1/30.DAT Industrial blast furnace smoke (21.2 KB)
Bastok Markets ROM/1/31.DAT Residential chimney smoke (44.3 KB)
Port Bastok ROM/1/32.DAT Boiler exhaust plumes (39.8 KB)
Windurst Woods ROM/1/34.DAT Treehouse chimney smoke (43.4 KB)
Windurst Waters ROM/1/35.DAT Tarutaru chimney smoke (44.7 KB)
Port Windurst ROM/1/37.DAT Harbor dock boiler smoke (37.5 KB)
Upper Jeuno ROM/1/40.DAT Residential rooftop chimney smoke (35.8 KB)

Follow-up on the original list of things set out to fix and had to roll back
Originally wanted to strip out the laggy effects across the rest of the game too as an experiment.

Nashmau canal mist
Whitegate fountain spray
Eastern Adoulin bridge mist

Turns out those zones don't have separate smoke chunks like Mhaura or Bastok do.

"Their mist and particle effects are actually hard-coded into the 3D weather skybox cloud domes and global zone shaders."

Stripping them out breaks the sky and causes the client to crash as soon as foggy weather activates or you change areas.

So all of those experimental zones have been completely rolled back to 100% vanilla.

The pack now strictly touches only the 9 hubs with dedicated chimney/boiler smoke blocks
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By darsinger 2026-08-31 23:41:23
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Just crashed entering Upper Jeuno from connected outdoor zone (Battalia?). Originally HP'd in and it looked odd but was nighttime so I thought it could have been that. Exited to Battalia which was normal then back in and crashed. Was using the previous version before you edited your post so I will try again with the reversions.

Edit: Same outcome with latest pack; Load char into Upper Jeuno from login (without mod active) - fine; (load into xipivot) Zone to Batallia and back in - crash.
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By Dodik 2026-09-01 02:25:14
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Maybe test it yourself for a few weeks instead of asking others to alpha test your AI changes. Just a thought.
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By Tarage 2026-09-01 04:48:41
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Dodik said: »
Maybe test it yourself for a few weeks instead of asking others to alph test your AI changes. Just a thought.
Nah Bro GenAI told him it was good to go so push that ***to live.
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 Fenrir.Obitto
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By Fenrir.Obitto 2026-09-01 07:46:46
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darsinger said: »
Just crashed entering Upper Jeuno from connected outdoor zone (Battalia?). Originally HP'd in and it looked odd but was nighttime so I thought it could have been that. Exited to Battalia which was normal then back in and crashed. Was using the previous version before you edited your post so I will try again with the reversions.

Edit: Same outcome with latest pack; Load char into Upper Jeuno from login (without mod active) - fine; (load into xipivot) Zone to Batallia and back in - crash.


Same thing happened to me.

I can't get the picture to post but this is what it looks like.
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By Fenrir.Jinxs 2026-09-01 07:58:51
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Remove the offending Dat for now
ROM/1/40.DAT

The readme identifies each dat / to zone.

I tested it for about an hour, but I did not hit every zone on the list.
I also did not think about how weather status and effects come into play.


Dodik said: »
Maybe test it yourself for a few weeks instead of asking others to alpha test your AI changes. Just a thought.
Fenrir.Jinxs said: »
I don't have skills for graphics, nor do I trust AI (a blind man) to do potential in-depth graphics work.

I did not intend for these to be perfect, nor did I expect everyone to beta test.
More of a community call to arms, but I'm working on correcting my mistakes.
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By sorge74 2026-09-01 08:21:48
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Hey could someone tell me what dat the fetters in Odyssey Sheol Gaol are? My computer doesn't do the effect well and would be great if I could replace them with say a moggle.
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By Fenrir.Jinxs 2026-09-01 08:22:21
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Fixed and pushed Upper Jeuno (ROM/1/40.DAT)

Trimmed too much so it returned a 0
Put it back and found the actual hex AI overwrote and just moved it back a few.

This pack will be locked to the 9 for now
I'll make an experimental branch exploring different types of fixes

Need a better pattern match on things like "mist"
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By Fenrir.Obitto 2026-09-01 08:36:06
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So far so good after patch. If any other issues arise I will report back

Appreciate the work Jinxs!
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By Fenrir.Jinxs 2026-09-01 08:40:38
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sorge74 said: »
Hey could someone tell me what dat the fetters in Odyssey Sheol Gaol are? My computer doesn't do the effect well and would be great if I could replace them with say a moggle.

I added objects THESE ARE NOT MINE, THEREFORE THEY WORK!
I think these were from Radial I'm not sure.

Not happy with this layout btw as it will be confusing to someone who is not comfortable with piviot.

But the Zones folder will do these 9 zones
The Objects folder includes Lilithmod(all fetters) and hpglow
Don't put the top folder in pivot as it only drills down 1 level for Rom folders

SmokeFreeDats/
├── zones/ # ? Town & Port Smoke Removal (9 Hubs)
│ ├── ROM/1/30.DAT # Bastok Mines (Blast Furnace Smoke)
│ ├── ROM/1/31.DAT # Bastok Markets (Chimney Smoke)
│ ├── ROM/1/32.DAT # Port Bastok (Boiler Exhaust)
│ ├── ROM/1/34.DAT # Windurst Woods (Treehouse Smoke)
│ ├── ROM/1/35.DAT # Windurst Waters (Taru Chimney Smoke)
│ ├── ROM/1/37.DAT # Port Windurst (Dock Boiler Smoke)
│ ├── ROM/1/40.DAT # Upper Jeuno (Rooftop Chimney Smoke)
│ ├── ROM/1/44.DAT # Mhaura (Harbor Boiler Steam)
│ └── ROM9/0/3.DAT # Western Adoulin (Hearth Smog & Bridge Smoke)

├── objects/ # ? Interactive Object & Battle Summon Glow Removal
│ ├── ROM/3/25.DAT # Home Point Crystals (Silences rotating crystal aura)
│ └── ROM/259/ # 8 Elemental Crystal Fetters & Gyres (Sortie / Odyssey / Lilith)
│ ├── 73.DAT (Fire Fetter) # Silences 3D rotating fire particle halo
│ ├── 74.DAT (Ice Fetter) # Silences 3D rotating ice particle halo
│ ├── 75.DAT (Wind Fetter) # Silences 3D rotating wind particle halo
│ ├── 76.DAT (Earth Fetter) # Silences 3D rotating earth particle halo
│ ├── 77.DAT (Lightning Fetter) # Silences 3D rotating thunder particle halo
│ ├── 78.DAT (Water Fetter) # Silences 3D rotating water particle halo
│ ├── 79.DAT (Light Fetter) # Silences 3D rotating light particle halo
| └── 80.DAT (Dark Fetter) # Silences 3D rotating dark
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By sorge74 2026-09-01 08:51:11
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Fenrir.Jinxs said: »
sorge74 said: »
Hey could someone tell me what dat the fetters in Odyssey Sheol Gaol are? My computer doesn't do the effect well and would be great if I could replace them with say a moggle.

I added objects THESE ARE NOT MINE, THEREFORE THEY WORK!
I think these were from Radial I'm not sure.

Not happy with this layout btw as it will be confusing to someone who is not comfortable with piviot.

But the Zones folder will do these 9 zones
The Objects folder includes Lilithmod(all fetters) and hpglow
Don't put the top folder in pivot as it only drills down 1 level for Rom folders

SmokeFreeDats/
├── zones/ # ? Town & Port Smoke Removal (9 Hubs)
│ ├── ROM/1/30.DAT # Bastok Mines (Blast Furnace Smoke)
│ ├── ROM/1/31.DAT # Bastok Markets (Chimney Smoke)
│ ├── ROM/1/32.DAT # Port Bastok (Boiler Exhaust)
│ ├── ROM/1/34.DAT # Windurst Woods (Treehouse Smoke)
│ ├── ROM/1/35.DAT # Windurst Waters (Taru Chimney Smoke)
│ ├── ROM/1/37.DAT # Port Windurst (Dock Boiler Smoke)
│ ├── ROM/1/40.DAT # Upper Jeuno (Rooftop Chimney Smoke)
│ ├── ROM/1/44.DAT # Mhaura (Harbor Boiler Steam)
│ └── ROM9/0/3.DAT # Western Adoulin (Hearth Smog & Bridge Smoke)

├── objects/ # ? Interactive Object & Battle Summon Glow Removal
│ ├── ROM/3/25.DAT # Home Point Crystals (Silences rotating crystal aura)
│ └── ROM/259/ # 8 Elemental Crystal Fetters & Gyres (Sortie / Odyssey / Lilith)
│ ├── 73.DAT (Fire Fetter) # Silences 3D rotating fire particle halo
│ ├── 74.DAT (Ice Fetter) # Silences 3D rotating ice particle halo
│ ├── 75.DAT (Wind Fetter) # Silences 3D rotating wind particle halo
│ ├── 76.DAT (Earth Fetter) # Silences 3D rotating earth particle halo
│ ├── 77.DAT (Lightning Fetter) # Silences 3D rotating thunder particle halo
│ ├── 78.DAT (Water Fetter) # Silences 3D rotating water particle halo
│ ├── 79.DAT (Light Fetter) # Silences 3D rotating light particle halo
| └── 80.DAT (Dark Fetter) # Silences 3D rotating dark


Dope thank you, any idea what's a good dat to replace them with? Like a bench or moogle or NPC?
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By Fenrir.Jinxs 2026-09-01 09:20:59
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The original author made them completely transparent.

Oddly enough this is exactly what I needed to target mist in Nashmau

but before I add Mistfreedats I am zoning in and out of every door in this place and then riding the boat
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By darsinger 2026-09-01 10:27:01
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I'm just happy that we're collectively learning and sharing info about how to make these changes. I imagine that folk will want to have these tweaks applied to HD dats once the methods have been hammered out.
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