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The game crashes 100% if i click the teleporter to the second asteroid 

ArgumentException: Accessing mismatched handle version. Expected version=3 but got version=2

HandleVector`1[T].UnpackHandle (HandleVector`1+Handle[T] handle, System.Byte& version, System.Int32& index) (at <3366109ff608488f8317d0b43357f1ba>:0)
KCompactedVectorBase.ComputeIndex (HandleVector`1+Handle[T] handle) (at <3366109ff608488f8317d0b43357f1ba>:0)
KCompactedVector`1[T].GetData (HandleVector`1+Handle[T] handle) (at <3366109ff608488f8317d0b43357f1ba>:0)
PeterHan.FastTrack.GamePatches.BackgroundRoomProber.Refresh () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
PeterHan.FastTrack.GamePatches.BackgroundRoomProber.Sim200ms (System.Single _) (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
SimAndRenderScheduler+Sim200msUpdater.Update (ISim200ms updater, System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <3366109ff608488f8317d0b43357f1ba>:0)
Game.SimEveryTick (System.Single dt) (at <b2059d57da244ebc9fb8d55e7bbaa6c7>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U42-509629-S

Hello,

I notice a strange behavior, my fps is around 60-+ , if I open and close priorities or consumables the fps drops around 30-40 permanently or until i reload the game, after reload the game is back to 60 fps until i open one of thous tabs.

Build: U42-509629-S

I have the same issue (with other fps values).

However, this issue also exists without the FastTrack Mod. Here are my numbers:

Without FastTrack: Speed 3 fps ~97, once i clicked on priorities, it's down to ~90
With FastTrack: Speed 3 fps ~148, once i clicked on priorities, it's down to ~137

So I guess this is entirely a problem with U42-509629-S.

 

Is there a way to disable the thing that deletes mass quantifier from info cards? Instead of 8g, 160mg now I just see 8, 160 and it complicates things.

Edit: it seems enabling quick format strings and optimised info cards solves this

Edited by MiniDeathStar
On 5/20/2022 at 2:21 PM, icehot said:

Hey,

Just noticed that with this mod enabled, duplicants will never release pacu into the left hand fish release, despite it being higher priority, they will always release in the right hand one (note in this screenshot, the door is currently locked because there's 2 critters currently in there which stops duplicants from accessing the breeding chamber, but the door opens when there's less than 2).  As soon as I disable fast track, they will go to the correct fish release again.

 

image.png.24657bff5b22edac72cf149861b0e5a1.png

Hello! I had same problem but with storage bins. I had 2 storages, first one had 1 priority, second had 2, dupes chose storages randomly didn't care bout priorities. I tested it without any mods, in a new colony, with different priorities no changes. After I unchecked "Reduce Debris Check" it has started working properly.

On 6/7/2022 at 7:21 PM, zhaelita said:

Hello! I had same problem but with storage bins. I had 2 storages, first one had 1 priority, second had 2, dupes chose storages randomly didn't care bout priorities. I tested it without any mods, in a new colony, with different priorities no changes. After I unchecked "Reduce Debris Check" it has started working properly.

Yes turning off that option seems to have worked, thanks!

What option causes the following crash (if any)? Thanks.
 

Spoiler

 

MissingFieldException: Field 'PathFinder/Path/Node.transitionId' not found.

Curtain.Flutterable.UpdateMovement (Pickupable dupe) (at <9dddfae13306405cb310afa802ec0c70>:0)
Curtain.Flutterable.OnPickupablesChanged (System.Object obj) (at <9dddfae13306405cb310afa802ec0c70>:0)
ScenePartitioner.RunEntries (System.Collections.Generic.List`1[T] gathered_entries, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
ScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
GameScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
GameScenePartitioner.TriggerEvent (System.Int32 cell, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
Pickupable.NotifyChanged (System.Int32 new_cell) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
Pickupable.OnCellChange () (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
PeterHan.FastTrack.GamePatches.FastCellChangeMonitor+EventEntry.CallCellChangedHandlers () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
PeterHan.FastTrack.GamePatches.FastCellChangeMonitor.Update () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
PeterHan.FastTrack.GamePatches.CellChangeMonitor_RenderEveryTick_Patch.Prefix () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
(wrapper dynamic-method) CellChangeMonitor.CellChangeMonitor.RenderEveryTick_Patch1(CellChangeMonitor)
(wrapper dynamic-method) Game.Game.Update_Patch3(Game)

Build: U42-510738-VD

 

 

Edited by Alpe12
3 hours ago, Alpe12 said:

What option causes the following crash (if any)? Thanks.
 

  Hide contents

 

MissingFieldException: Field 'PathFinder/Path/Node.transitionId' not found.

Curtain.Flutterable.UpdateMovement (Pickupable dupe) (at <9dddfae13306405cb310afa802ec0c70>:0)
Curtain.Flutterable.OnPickupablesChanged (System.Object obj) (at <9dddfae13306405cb310afa802ec0c70>:0)
ScenePartitioner.RunEntries (System.Collections.Generic.List`1[T] gathered_entries, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
ScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
GameScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
GameScenePartitioner.TriggerEvent (System.Int32 cell, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
Pickupable.NotifyChanged (System.Int32 new_cell) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
Pickupable.OnCellChange () (at <6b1fe94e23464e8cbce43389ee9b8d71>:0)
PeterHan.FastTrack.GamePatches.FastCellChangeMonitor+EventEntry.CallCellChangedHandlers () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
PeterHan.FastTrack.GamePatches.FastCellChangeMonitor.Update () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
PeterHan.FastTrack.GamePatches.CellChangeMonitor_RenderEveryTick_Patch.Prefix () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0)
(wrapper dynamic-method) CellChangeMonitor.CellChangeMonitor.RenderEveryTick_Patch1(CellChangeMonitor)
(wrapper dynamic-method) Game.Game.Update_Patch3(Game)

Build: U42-510738-VD

 

 

This is a bug in another mod. From the name "Curtain" it suggests that the crashing mod is actually Plastic Door.

  • Like 1

Fast Track version 0.9.1 has been released.

  • Flush the path cache when selecting the Move To tool, allowing manually saving trapped Duplicants that were recently freed
  • Duplicants can now deliver to storage that is 0 cells away (oops!)
  • Fix a potential race condition if the same room was destroyed twice, possibly caused by POI spawning (like discovering the teleporter world in Spaced Out)
  • Like 3
  • Big Ups 2
On 6/10/2022 at 4:16 AM, Peter Han said:

Fast Track version 0.9.1 has been released.

  • Flush the path cache when selecting the Move To tool, allowing manually saving trapped Duplicants that were recently freed
  • Duplicants can now deliver to storage that is 0 cells away (oops!)
  • Fix a potential race condition if the same room was destroyed twice, possibly caused by POI spawning (like discovering the teleporter world in Spaced Out)

This version seems to break some auto-sweeper interactions with the payload opener. I have a few payload openers that are being loaded less frequently, and 1 payload opener that isn't being loaded at all. If I disable Fast Track the payload opener/autosweeper interaction works normally. No crashes and otherwise fast track works wonderfully to improve performance. Let me know if a .sav would be useful.

Fast Track version 0.9.2 has been released.

  • Add compatibility with some mods that display skills and stats progress
  • Items that move have reachability immediately updated, which fixes some issues with the payload opener
  • Big Ups 2

At the request of a few late game players, an option has been added to Fast Track version 0.9.3 to completely disable diseases. If this option is enabled (disabled by default), all germs are removed from the game, and no diseases can be contracted.

Hi Peter, I'm so sorry I'm pretty useless with technology at any level but am desperate to install this Mod.

I'm on a MacBook Air, when I follow your instructions I see the following:

217415509_Screenshot2022-06-29at09_41_53.thumb.png.665c0deff6c34f36a438eeb21ad6a540.png

There's no Local folder, if I create one it doesn't affect the game if I re-login, any guidiance would be super appreciated!

Edited by PhinOG

@PhinOG just create a new folder called "local", and then copy the folder for fast track from the archive into the local-folder. Unless the mac version works completely different from the PC it should do the trick.

On 7/2/2022 at 9:56 AM, Leofarr said:

image.thumb.png.91a4c883b37c9766c75d87cd4bb8692f.png

Critter sensor stays at 1 even when egg already got removed.
Without the mod, the sensor works perfectly.

I have the same problem too. When egg hatched, the counter does not reset.

Edited by Atomic Nucleus

There may be an issue with the Critter Optimizations relating to Incubators and the Fish Release building. When a Pacu finishes incubating, Dupes don't detect it, which means the pacu just sits in the incubator instead of being moved to a valid Fish Release. The issue resolves itself if the game is saved and loaded.

I couldn't reproduce the issue with the Fast Track mod disabled: without the mod, dupes correctly detect a Pacu Incubator that finishes operation.

Version 0.9.4 has been released.

  • Add a workaround after numerous reports of Pacus that cannot be retrieved from the Incubator - the base game cannot agree on where the Pacu actually is after it spawns, with the chore logic thinking it is one cell off the ground, but the fetch logic thinking it is sitting on the floor, due to rounding errors when placing the Pacu for spawn. This hack forces both sections of the game to agree on the floor to allow pickup
  • Electrical networks with a mix of charged and uncharged batteries should work more reliably
  • Find Safe Area chore triggers more reliably in large open areas
  • Like 5
  • Big Ups 3
  • Potato Cup 1

Just tried this out today. One strange thing I noticed is that now the priority overlay doesn't always remove the priority numbers after something is built. I would submit an issue on GitHub but I've only seen it once so far, it's not consistent, and I haven't picked out a pattern yet. So I just thought I'd mention it here for now.

38 minutes ago, Roachy1 said:

Just tried this out today. One strange thing I noticed is that now the priority overlay doesn't always remove the priority numbers after something is built. I would submit an issue on GitHub but I've only seen it once so far, it's not consistent, and I haven't picked out a pattern yet. So I just thought I'd mention it here for now.

This and if i overbuild a tile i cant select it and change the priority, but have to use the priority-tool instead.

Will you be adding a setting for adjusting condition threshold for when the heat transfer calculations will be done? And critter path finds less when just idle or only does it when they have to interact with something (eating, getting groomed, etc.).

From Wiki: 

Heat Transfer will not occur if:

the temperature difference is less than 1 °C

the calculated thermal flow is less than 0.1 DTU

either of the masses is less than 1g

Edited by Leofarr

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