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Lock can cause performance issues, but it should be reasonably safe in this context. I'll make a note to take a look at that as well though.
Based on your log, this issue doesn't appear to be related to Game Anarchy, since Game Anarchy hasn't performed any code-level operations on District. From the log, the problem seems to arise during the patching phase. I took a quick look at the code for the District Tool mod and noticed that it applies a prefix patch to the lifecycle's Awake method — apparently skipping the original Awake method entirely. It seems the intention is to bind its own UI logic, but completely bypassing Awake is something that should be done with extreme caution. Additionally, it uses a “lock” inside OnGUI, which could potentially lead to performance issues.
No idea why they would conflict though.
Any mod that just adds assets, like buildings, cars, etc, can be safely ignored.
My log shows this error:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at GeneratedScrollPanel.GetOptionPanel (System.String templateName) [0x00000] in <filename unknown>:0
at GeneratedScrollPanel.ShowDistrictOptionPanel () [0x00000] in <filename unknown>:0
If you do run into an issue though let me know.
====================Start Harmony conflict report for Advanced District Snapping 0.4====================
Possible conflict with Toggle It! by methods:
--- DistrictTool.OnDisable
------ [POSTFIX] ToggleIt.DistrictToolOnDisablePatch.Postfix
====================End Harmony report====================
This is with many more mods (and assets) active, but those have been stable and without Harmony errors for me. I have not yet tried it without other mods.