Jump to content

Recommended Posts

Fast Track 0.10.9 has been released (for a few days, but I neglected to write a changelog). This change brings the mod up to date with the latest hotfix, and makes a few more small adjustments in Chore Optimizations to closer match vanilla chore priorities.

  • Thanks 2
  • Big Ups 3

Can the conveyor rail calculations be upgraded/optimized? Or can it be made to run in a background thread? 

 

When a piece is built, the game freezes for a sec, when many pieces are built, the game freezes that many secs. I can hardly do anything when my duplicants are working on a new line. 

 

Rail system is the key and vital element for my late game colony. 

 

I have Amd Ryzen 5500 CPU with 64GB 3200Mhz RAM. I bought this new config only for ONI. 

 

I do not have freezes with electric wires, gas pipes or liquid pipes. Without rail construction, my average FPS at normal speed is around 30.

 

1 hour ago, NunuDino said:

Can the conveyor rail calculations be upgraded/optimized? Or can it be made to run in a background thread? 

 

When a piece is built, the game freezes for a sec, when many pieces are built, the game freezes that many secs. I can hardly do anything when my duplicants are working on a new line. 

 

Rail system is the key and vital element for my late game colony. 

 

I have Amd Ryzen 5500 CPU with 64GB 3200Mhz RAM. I bought this new config only for ONI. 

 

I do not have freezes with electric wires, gas pipes or liquid pipes. Without rail construction, my average FPS at normal speed is around 30.

 

Smart Conduit Rebuild has been on the Fast Track to do list for a long time which makes conduit network rebuilds run up to 100x (yes, 100x!) faster, but it is extremely difficult to get right. This is pretty much the last feature remaining before a Steam release, but I have unfortunately had very little free time recently.

Edited by Peter Han
spelling
  • Like 2
  • Thanks 1
  • Health 2
  • Sad Dupe 1

So we can count on you! ;-)

 

My main asteroid will be my testing field if you release the Smart Conduit Rebuild update. I have thousands of conveyor element, and there will be many-many more. 

Until than I will be patient when I have to build a new line.

I learned programing many years ago, so I know how difficult it can be.

By the way I made a quick test for Use Mesh Renderers option. Using only the FPS meter of Steam, I didn't saw any difference when I turned it off. 

17 hours ago, Just_fil said:

Clash on beta

I guess, you meant crash. Fast Track does never support betas or public testing. Either roll back to the stable version or dont use fast track. No other option.

On 2/28/2023 at 6:38 AM, Peter Han said:

Recent conversations with other modders have called into question the actual performance gains of the "Use Mesh Renderers" option in Fast Track. As it is likely to be hardware dependent, I would like to collect more data points on the efficiency gains or losses from this option.

Can some Fast Track users with late game colonies run a test under the same view and other conditions with this option both enabled and disabled (requires restart to take effect) so that I can better understand the impact of mesh renderers on a wider variety of devices? Please include your resulting frame rate for both cases, colony size/cycle count, general hardware specs, and game speed used for testing (attaching your colony save would also help if possible). Thanks for your help!

Can't give you a framerate, because it differs. But I had some issue with some micro lags. Like a garbage collection that runs a few frames. After disabling mesh renderers it stopped being an issues. RTX 3080, 32GB DDR5 RAM, i9-13900KF

11 hours ago, imazined said:

不能给你一个帧率,因为它不同。但是我遇到了一些微滞后的问题。就像运行几帧的垃圾回收一样。禁用网格渲染器后,它不再是一个问题。RTX 3080、32GB DDR5 内存、i9-13900KF

Is this the problem? This happens to my AMD 5600X as well. The number of frames suddenly dropped from 120 to more than 30 frames and then came back immediately. This problem will occur every few tens of seconds. When FastTrack is not used, this situation will change from tens of seconds to a few seconds.

The new update (550759) crashes with Fast Track:

LOG:

Exception while loading mod PeterHan.FastTrack at C:/Users/NünüDínó/Documents/Klei/OxygenNotIncluded/mods/Local/FastTrack.
System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0
  at PeterHan.PLib.Database.PLocalization.Register (System.Reflection.Assembly assembly) [0x00010] in <e4d362d5dcc1498b8f50369b1212a240>:0
  at PeterHan.FastTrack.FastTrackMod.OnLoad (HarmonyLib.Harmony harmony) [0x0003c] in <e4d362d5dcc1498b8f50369b1212a240>:0
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <187e1bcdf4c948ba9c868da763cc778d>:0

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at KMod.Mod.Load (KMod.Content content) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at KMod.Manager.Load (KMod.Content content) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at Global.Awake () [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
  at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <d35824e72985464e85149179dd14d71e>:0
  at LaunchInitializer.Update () [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
Build: U46-550759-S

 

 

 

Fast Track has been updated to version 0.10.10.

As usual, with new Klei updates significant changes are required to Fast Track, which often take a day or more of work to complete. In addition to those changes:

  • Fix a compatibility issue with Efficient Supply
  • Fix a thread resource leak when loading a new game that could cause native stack overflows
  • Fix a crash caused by Cluster Map Optimizations
  • Big Ups 2

There is another bug with Fast Track. Complete colonies have become nearly invisible:

Edit: Disabling Threaded Tile Updates can fix this issue.

Edit 2: This bug has been fixed in 0.10.12. version.

image.thumb.png.25d89b84c2b654ded04f48d66e173b25.png

 

image.thumb.png.e20869162b1bb119eb12484585206f6d.png

Edited by NunuDino
new Fast Track update

Version 0.10.12 has been released. This version fixes a No Disease crash and hopefully should help with some issues caused by debug mode. It also fixes an issue with some cluster layouts showing blank geometry. Note that debug mode options are not tested under Fast Track and could cause crashes or unusual behavior.

To fix one of the issues introduced by Whatta Blast, Fast Track 0.10.11 unfortunately must reset the mod configuration. If your Fast Track configuration matters to you, you may need to restore the mod configuration settings after updating.

Edited by Peter Han
0.10.12 release
  • Big Ups 1
13 hours ago, NunuDino said:

There is another bug with Fast Track. Complete colonies have become nearly invisible:

Edit: Disabling Threaded Tile Updates can fix this issue.

image.thumb.png.25d89b84c2b654ded04f48d66e173b25.png

 

image.thumb.png.e20869162b1bb119eb12484585206f6d.png

It looks like this issue only occurs on some Spaced Out cluster asteroid layouts. Most issues of this kind should be fixed in 0.10.12.

  • Like 1

Had this crash occur when a Beeta Hive died due to getting too warm.

I saw a beeta trying to fly back into the hive right at that moment.

Exception in: (Bee).BeeForageStates.root.storage.storeMaterial. 
System.NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
  at UnityEngine.Component.GetComponent[T] () [0x00021] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at BeeForageStates.StoreOre (BeeForageStates+Instance smi) [0x0000b] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <d3a376420e78430e89fc189ee049a6ac>:0 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at PeterHan.FastTrack.PathPatches.DeferredTriggers.TriggerAndQueue (KAnimControllerBase source, System.Int32 hash, System.Object data) [0x00000] in <70a2a68c236d4f72a9a06ed3adc7f3a5>:0 
  at PeterHan.FastTrack.PathPatches.KBatchedAnimController_TriggerStop_Patch.Prefix (KBatchedAnimController __instance) [0x00000] in <70a2a68c236d4f72a9a06ed3adc7f3a5>:0 
  at KBatchedAnimController.KBatchedAnimController.TriggerStop_Patch1 (KBatchedAnimController ) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at AnimEventManager.Update () [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at Global.Global.Update_Patch1 (Global ) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
Build: U46-551176-SD

 

This looks like a base game crash that just happened to get Fast Track caught up in it (due to it executing on the deferred queue), as Fast Track will be blamed for all crashes. Consider reporting it to the bug tracker.

41 minutes ago, Xirema said:

Had this crash occur when a Beeta Hive died due to getting too warm.

I saw a beeta trying to fly back into the hive right at that moment.

Exception in: (Bee).BeeForageStates.root.storage.storeMaterial. 
System.NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
  at UnityEngine.Component.GetComponent[T] () [0x00021] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at BeeForageStates.StoreOre (BeeForageStates+Instance smi) [0x0000b] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <d3a376420e78430e89fc189ee049a6ac>:0 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PopState () [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at PeterHan.FastTrack.PathPatches.DeferredTriggers.TriggerAndQueue (KAnimControllerBase source, System.Int32 hash, System.Object data) [0x00000] in <70a2a68c236d4f72a9a06ed3adc7f3a5>:0 
  at PeterHan.FastTrack.PathPatches.KBatchedAnimController_TriggerStop_Patch.Prefix (KBatchedAnimController __instance) [0x00000] in <70a2a68c236d4f72a9a06ed3adc7f3a5>:0 
  at KBatchedAnimController.KBatchedAnimController.TriggerStop_Patch1 (KBatchedAnimController ) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at AnimEventManager.Update () [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
  at Global.Global.Update_Patch1 (Global ) [0x00000] in <d3a376420e78430e89fc189ee049a6ac>:0 
Build: U46-551176-SD

 

 

This is somewhat random, but does this mod have anything that specifically targets buildings that require dupe labor and contain/eject fluids, like a metal refinery or oil refinery?  I'm having this hellishly intermittent but persistent issue where I get severe stuttering, like a 1 second pause every half a second, any time a dupe is actively working at a building, but specifically only buildings that require dupe labor and also have fluid input/outputs for the recipes.  It seems to be caused by some combination of mods I can't narrow down even after hours of trying the good old 50:50 method of troubleshooting, but fast track seems to be one of the consistent factors. 

It only happens when fast track is installed, it doesn't happen in vanilla, doesn't happen with fast track alone, or fast track and 1-2 other mods, it's some complex combination of mods.  There's no error messages and nothing in the log, and I have literally no other mod that specifically modifies labor buildings, just QoL stuff like chained deconstruction, build over plants, build without materials, and mods that add new asteroid clusters.  It's an absolute bitch to troubleshoot because the game can randomly start doing it after 3 minutes of gameplay or it can be fine for hours and then suddenly start, and I cannot work out why.

14 hours ago, King of Blades said:

This is somewhat random, but does this mod have anything that specifically targets buildings that require dupe labor and contain/eject fluids, like a metal refinery or oil refinery?  I'm having this hellishly intermittent but persistent issue where I get severe stuttering, like a 1 second pause every half a second, any time a dupe is actively working at a building, but specifically only buildings that require dupe labor and also have fluid input/outputs for the recipes.  It seems to be caused by some combination of mods I can't narrow down even after hours of trying the good old 50:50 method of troubleshooting, but fast track seems to be one of the consistent factors. 

It only happens when fast track is installed, it doesn't happen in vanilla, doesn't happen with fast track alone, or fast track and 1-2 other mods, it's some complex combination of mods.  There's no error messages and nothing in the log, and I have literally no other mod that specifically modifies labor buildings, just QoL stuff like chained deconstruction, build over plants, build without materials, and mods that add new asteroid clusters.  It's an absolute bitch to troubleshoot because the game can randomly start doing it after 3 minutes of gameplay or it can be fine for hours and then suddenly start, and I cannot work out why.

Can you list at least one combination of mods that you've had installed that you've seen this issue?

21 hours ago, King of Blades said:

This is somewhat random, but does this mod have anything that specifically targets buildings that require dupe labor and contain/eject fluids, like a metal refinery or oil refinery?  I'm having this hellishly intermittent but persistent issue where I get severe stuttering, like a 1 second pause every half a second, any time a dupe is actively working at a building, but specifically only buildings that require dupe labor and also have fluid input/outputs for the recipes.  It seems to be caused by some combination of mods I can't narrow down even after hours of trying the good old 50:50 method of troubleshooting, but fast track seems to be one of the consistent factors. 

It only happens when fast track is installed, it doesn't happen in vanilla, doesn't happen with fast track alone, or fast track and 1-2 other mods, it's some complex combination of mods.  There's no error messages and nothing in the log, and I have literally no other mod that specifically modifies labor buildings, just QoL stuff like chained deconstruction, build over plants, build without materials, and mods that add new asteroid clusters.  It's an absolute bitch to troubleshoot because the game can randomly start doing it after 3 minutes of gameplay or it can be fine for hours and then suddenly start, and I cannot work out why.

Interactions with more than one or two other mods will almost certainly be impossible to reproduce and fix without naming the exact mods that could cause a multi-way compatibility issue. There are hundreds of mods on the workshop, some of which may require compatibility by name if they have not yet been tested. Fast Track currently has manual workarounds for almost 30 mod compatibility issues, but it is impractical to actively look for others without targeting a particular mod.

In other news, Fast Track version 0.10.13 fixes an issue that could cause chore loops on some computers with Chore Optimizations turned on.

Edited by Peter Han
  • Thanks 1
  • Health 1
On 4/10/2023 at 6:59 AM, King of Blades said:

This is somewhat random, but does this mod have anything that specifically targets buildings that require dupe labor and contain/eject fluids, like a metal refinery or oil refinery?  I'm having this hellishly intermittent but persistent issue where I get severe stuttering, like a 1 second pause every half a second, any time a dupe is actively working at a building, but specifically only buildings that require dupe labor and also have fluid input/outputs for the recipes.  It seems to be caused by some combination of mods I can't narrow down even after hours of trying the good old 50:50 method of troubleshooting, but fast track seems to be one of the consistent factors. 

It only happens when fast track is installed, it doesn't happen in vanilla, doesn't happen with fast track alone, or fast track and 1-2 other mods, it's some complex combination of mods.  There's no error messages and nothing in the log, and I have literally no other mod that specifically modifies labor buildings, just QoL stuff like chained deconstruction, build over plants, build without materials, and mods that add new asteroid clusters.  It's an absolute bitch to troubleshoot because the game can randomly start doing it after 3 minutes of gameplay or it can be fine for hours and then suddenly start, and I cannot work out why.

got same issue
modlist: 
wrangle fliers
build over plants
blueprints fixed
no research alerts
better automation overlay
better info cards
true tiles
suppress notifications
checkpoint automation
dont starve mr puft
clean drop
automatic dispencer only transfer from lower priority
emptiable rocketry
smart egg incubator

resolved(at least for now) after deleting
no long cummutes
sufficient oxygen generation

On 4/12/2023 at 1:03 AM, fensh said:

got same issue
modlist: 
wrangle fliers
build over plants
blueprints fixed
no research alerts
better automation overlay
better info cards
true tiles
suppress notifications
checkpoint automation
dont starve mr puft
clean drop
automatic dispencer only transfer from lower priority
emptiable rocketry
smart egg incubator

resolved(at least for now) after deleting
no long cummutes
sufficient oxygen generation

I’ve noticed something similar but the stutters are not as severe. Only mods in common are true tiles, suppress notifications, and checkpoint automation.

Issue seems to be more pronounced with the molecular forge when making supercoolant.

Apologies for the lack of more specific information, the issue is intermittent and very challenging to troubleshoot.

I have a question before I consider making a bug report.

Does anyone else get a game crash or freeze using FastTrack with DISEASES TURNED OFF and trying to generate a new cluster? Every time I've tried with FT enabled and diseases off, the cluster generation will crash or freeze endlessly with a mention of diseases in the log. 

I want to make sure this isn't a "me" problem and that other people also see the same behaviour before I bother the developer with a bug report and logs.

  • Like 1
On 4/19/2023 at 3:16 PM, The Toblin said:

I have a question before I consider making a bug report.

Does anyone else get a game crash or freeze using FastTrack with DISEASES TURNED OFF and trying to generate a new cluster? Every time I've tried with FT enabled and diseases off, the cluster generation will crash or freeze endlessly with a mention of diseases in the log. 

I want to make sure this isn't a "me" problem and that other people also see the same behaviour before I bother the developer with a bug report and logs.

Got this problem 2 times, disabled ALL mods, started the cluster, enabled all again, and it works just fine. 

With the new version (game and FT) no problems. It just took its time to generate (around 5 minutes)

If i had to guess: I think the mod goes over the whole map, removing germs from the tiles. This may take quite a while.

On 4/19/2023 at 6:16 AM, The Toblin said:

I have a question before I consider making a bug report.

Does anyone else get a game crash or freeze using FastTrack with DISEASES TURNED OFF and trying to generate a new cluster? Every time I've tried with FT enabled and diseases off, the cluster generation will crash or freeze endlessly with a mention of diseases in the log. 

I want to make sure this isn't a "me" problem and that other people also see the same behaviour before I bother the developer with a bug report and logs.

The most recent base game hotfix did introduce an issue with No Diseases, make sure that the latest version of Fast Track is installed.

 

15 hours ago, SharraShimada said:

Got this problem 2 times, disabled ALL mods, started the cluster, enabled all again, and it works just fine. 

With the new version (game and FT) no problems. It just took its time to generate (around 5 minutes)

If i had to guess: I think the mod goes over the whole map, removing germs from the tiles. This may take quite a while.

But even with the fix, the point made above is valid - No Diseases must remove all germs from the map during world gen, tile by tile, which might add 10-15 seconds to world gen for larger maps and clusters.

  • Like 2

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...