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7 hours ago, Peter Han said:

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

 

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.

I am right to assume the time needed to remove germs scales wit available CPU-power?

Not sure if it helps but I Got this crash when wrangling some shove voles to a new place :

Chore.Begin provider is null 64334 WorkChore`1[Capturable] Capture, provider , driver 

  at UnityEngine.Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at Chore.Begin (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at WorkChore`1[WorkableType].Begin (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>: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 <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at Brain.UpdateChores () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at Brain.UpdateBrain () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at MinionBrain.MinionBrain.UpdateBrain_Patch0 (MinionBrain ) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater.EndBrainUpdate () [0x00000] in <cf217e25fa624bb886d4617058607898>:0 
  at PeterHan.FastTrack.World_LateUpdate_Patch.Postfix () [0x00000] in <cf217e25fa624bb886d4617058607898>:0 
  at World.World.LateUpdate_Patch2 (World ) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
Build: U46-552078-S

Modlist :

Spoiler

Skills Master // by @Ony
No Drop // by @Ony
GasOverlay
Resize Dup UI
Move This Here
ChainedDeconstruction
Fluid Shipping
Space POI Additional Info
No Manual Delivery
Suppress Notifications
Mod Manager // by @Ony
Schedule Master // by @Ony
No Research Alerts
Thermal Tooltips
Better Info Cards
No Sensor Limits
Bigger Camera Zoom Out
Workshop Profiles
Critter Inventory
Clean Drop
Simpler Pip Plant Rule (Vanilla/DLC)
Pip Plant Overlay
Buildable Natural Tile
Build Over Plants
Efficient Supply
Falling Sand
Sweep By Type
Show Building Ranges
[Vanilla + DLC] Conveyor Rail Display

 

15 hours ago, Kelth said:

Not sure if it helps but I Got this crash when wrangling some shove voles to a new place :

Chore.Begin provider is null 64334 WorkChore`1[Capturable] Capture, provider , driver 

  at UnityEngine.Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at Chore.Begin (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at WorkChore`1[WorkableType].Begin (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>: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 <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at Brain.UpdateChores () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at Brain.UpdateBrain () [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at MinionBrain.MinionBrain.UpdateBrain_Patch0 (MinionBrain ) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater.EndBrainUpdate () [0x00000] in <cf217e25fa624bb886d4617058607898>:0 
  at PeterHan.FastTrack.World_LateUpdate_Patch.Postfix () [0x00000] in <cf217e25fa624bb886d4617058607898>:0 
  at World.World.LateUpdate_Patch2 (World ) [0x00000] in <1f4c5a7d658c4522888fade7e74323ad>:0 
Build: U46-552078-S

Modlist :

  Reveal hidden contents

Skills Master // by @Ony
No Drop // by @Ony
GasOverlay
Resize Dup UI
Move This Here
ChainedDeconstruction
Fluid Shipping
Space POI Additional Info
No Manual Delivery
Suppress Notifications
Mod Manager // by @Ony
Schedule Master // by @Ony
No Research Alerts
Thermal Tooltips
Better Info Cards
No Sensor Limits
Bigger Camera Zoom Out
Workshop Profiles
Critter Inventory
Clean Drop
Simpler Pip Plant Rule (Vanilla/DLC)
Pip Plant Overlay
Buildable Natural Tile
Build Over Plants
Efficient Supply
Falling Sand
Sweep By Type
Show Building Ranges
[Vanilla + DLC] Conveyor Rail Display

 

This looks like a base game crash that happens when the critter dies on the same frame that a Duplicant tries to wrangle it. Fast Track will be blamed for every crash, due to bugs in the crash reporter; consider reporting the bug on the Klei Bug Tracker.

  • Thanks 2
On 5/11/2023 at 2:28 AM, Just_fil said:

May i ask for the conduit network rebuilds still on your plan? canot wait for 100x faster performance

I'm fairly certain (Peter can correct me if I'm mistaken) that the "100x faster performance" he quoted only affects moments in the game when it's actually changing the state of the conduit network. If you have especially large/complicated colonies where nearly half the real estate is covered in pipes, there's a noticeable lag spike that occurs every time a new segment of pipe gets built.

So this is a good optimization to figure out, but it probably won't affect performance much if you're not actively building/destroying existing infrastructure.

I wonder why Klei is not implementing some of these optimizations if they have been proven to be effective...

Also, Klei should optimize the game anyway. Even on better computers the lags are sometimes severe, up to the point where it is no fun anymore. 

  • Like 1
10 hours ago, Henlikuoth said:

I wonder why Klei is not implementing some of these optimizations if they have been proven to be effective...

Also, Klei should optimize the game anyway. Even on better computers the lags are sometimes severe, up to the point where it is no fun anymore. 

And while you wonder KLEI had already done it. Some and not all. Why? Because the changes Peter made are noch 100% stable. They can cause problems. Problems the Team at Klei do not want to throw at all of the users. If you use such "hacks" you have to support your customers, if something does not work out. Just read THIS very thread with all the reports of problems, and if you want, take a look at the source page of this mod. Its not all roses and sunshine and some people get serious problems with this mod active. You do NOT want this as a game dev. And so they are very limited to what implement and what not.

39 minutes ago, SharraShimada said:

And while you wonder KLEI had already done it. Some and not all. Why? Because the changes Peter made are noch 100% stable. They can cause problems. Problems the Team at Klei do not want to throw at all of the users. If you use such "hacks" you have to support your customers, if something does not work out. Just read THIS very thread with all the reports of problems, and if you want, take a look at the source page of this mod. Its not all roses and sunshine and some people get serious problems with this mod active. You do NOT want this as a game dev. And so they are very limited to what implement and what not.

It's also worth stating that some of the changes that Peter has made with this mod actually constitute gameplay changes. Some trivial, some less so, but the overall impact is that the version of the game that Peter has created with this mod goes against some of the design choices that Klei have made. Some of the choices about how Klei designed the game have [negative] performance impacts, and fixing performance in those cases means changing the design of the game. There's probably quite a few performance fixes Peter hasn't (or refuses) to consider specifically because they would go too far, from his perspective, in changing the design of the game.

So that probably plays a lot into the reasoning that some of these changes haven't been incorporated into the base game.

On 5/15/2023 at 10:37 PM, SharraShimada said:

If you use such "hacks" you have to support your customers, if something does not work out.

You know, Peter has to use said "hacks" because he does not have access to the code. I wasn't brave enough to peek into FT code to see what does it change, but I can imagine some scenarios where variable type could affect performance, something that is trivial to change if you have access to the code, but close to impossible if you are modder and must use patching.

And about issues - yeah, each code change can make them appear, just see how many new things appear with each new game update. And it's not like they appear because Peter is doing shady-hacky things or Klei is bad at their job. Those things just happen, it's impossible to test everything and I really appreciate how Klei handles early access of each update to fix every major issue before the release. To not have bugs would mean not to update the game, and I'm really happy with current update model

  • Like 1
18 hours ago, cpy said:

So what kind of gameplay mechanics this performance mod changes?

- Everything is generally faster. FPS is up in the teens or better.

- Critters get stuck less often. But there are still a couple bugs, like Pacus don't recognize when a fish feeder goes from not enough water to enough, and sometimes dreckos or pufts get stuck waiting for grooming. Save and reload to fix. Pretty sure these are not the mod's doing.

- In my current game I have three Morb rooms with ~20 Morbs each to generate free polluted oxygen. Does not seem to cause any lag.

- The Starmap is not ludicrously slow.

- Sometimes when I load an old save file, all the cycle timers have floating point values instead of integer values, so they'll be set to start at 29.9% and run for 9.9% instead of 30% and 10%, and you can't fix them. I think this is related to FT but can't prove it, but it's not a big deal.

- My giant cooling loops sometimes look like they're stuttering, but the flow is still correct as far as the physics is concerned.

- Dupes might take an extra few seconds to recognize when the map has changed (navigation) or a new task has become available. This was an intentional tradeoff.

If you're playing games into 1000 cycles or more I'd strongly recommend it. I basically consider the game unusable without it anymore.

 

Edited by meekay
On 5/18/2023 at 9:43 AM, meekay said:

- Everything is generally faster. FPS is up in the teens or better.

- Critters get stuck less often. But there are still a couple bugs, like Pacus don't recognize when a fish feeder goes from not enough water to enough, and sometimes dreckos or pufts get stuck waiting for grooming. Save and reload to fix. Pretty sure these are not the mod's doing.

- In my current game I have three Morb rooms with ~20 Morbs each to generate free polluted oxygen. Does not seem to cause any lag.

- The Starmap is not ludicrously slow.

- Sometimes when I load an old save file, all the cycle timers have floating point values instead of integer values, so they'll be set to start at 29.9% and run for 9.9% instead of 30% and 10%, and you can't fix them. I think this is related to FT but can't prove it, but it's not a big deal.

- My giant cooling loops sometimes look like they're stuttering, but the flow is still correct as far as the physics is concerned.

- Dupes might take an extra few seconds to recognize when the map has changed (navigation) or a new task has become available. This was an intentional tradeoff.

If you're playing games into 1000 cycles or more I'd strongly recommend it. I basically consider the game unusable without it anymore.

 

None of those are changes to gameplay mechanics, just optimizations of performance issues or changes that are visual only, like the pipes. 

 

A change to gameplay mechanics would be something that has an actual material effect on the mechanics of a game.  New machines with functionality not present in the original game, changes in dupe AI (not throttling the existing AI, but something like a AI change that prevents dupes from deconstructing a ladder if it would result in them being trapped underwater), alterations to the function of existing machines, alterations to the math used for heat transfer, etc.  For example, take a complex colony (a theoretical one that has every possible machine and building being actively used), save it, add or remove a specific mod, then load the game.  If anything in that colony no longer functions after adding or removing that mod, it probably made actual changes to the gameplay mechanics.

5 hours ago, melquiades said:

Regarding this, I don't really know if it was this mod that did it or if it was a base game change (or an interaction with a bigger capacity mod that i use), but i remember 1 autosweeper being able to feed a conveyor belt on their own, now they pause between loads, leaving empty space in the belt. That would be a gameplay change, but the trade off is just too good let it pass.

One of the best features of this mod (among many, it’s an incredible body of work) is the ability to turn off specific optimizations to troubleshoot minor issues like this.

First, I’d recommend turning off the mod entirely to see if this behavior changes. If so, then go through and test each option to see what is causing it. You may find that you can recover the desired behavior with a more acceptable performance tradeoff.

image.thumb.png.374ce3d480ccdf2c0c157455e68e0a60.png

 

Have no idea what does it mean, but FastTrack marked as red. I'm not sure when it happens, but last my command was to demolish multiple cots, which were assigned to duplicants, but non of them was in use.

Edited by degr
2 hours ago, degr said:

image.thumb.png.374ce3d480ccdf2c0c157455e68e0a60.png

 

Have no idea what does it mean, but FastTrack marked as red. I'm not sure when it happens, but last my command was to demolish multiple cots, which were assigned to duplicants, but non of them was in use.

 

Please provide crash log when the crash happen, this screen doesn't say much about what happen in the background.

 

On 3/21/2022 at 5:11 AM, Peter Han said:

It crashes!

Crashes or bugs that occur will be easier to fix if reported on the GitHub Issues page rather than this thread. Please include logs with any reports:

  • Windows: %USERPROFILE%\AppData\LocalLow\Klei\Oxygen Not Included\Player.log
  • Mac: ~/Library/Logs/Klei/Oxygen Not Included/Player.log
  • Linux: ~/.config/unity3d/Klei/Oxygen Not Included/Player.log

 

On 5/31/2023 at 2:21 PM, degr said:

I'm assuming you're on the testing branch for Oxygen Not Included? They've released an update that includes a fix around suited dupes; it might be a bit buggy.

Works well but crashes every so often (to desktop, as in segfault). Hard to pinpoint why, I did not see anything relevant in the log.

Animations are smother and following dupes with camera on high speed is more enjoyable. It has the tendency to 'hick up' for 0.5 - 1 second every 4-7 minutes but it's seems like a worthwhile tradeoff. Whatever you are doing, I support your effort! I wish people who work at Klei/Unity look at your stuff and learn from it.

I loaded the mod, played a few hours with it and unloaded, continuing on the same save. Not sure if that's supported, but seems to work. Today is the day after I unloaded the mod, and the game/save is still running fine after unloading, about 150 cycles later.

Let me know If I can help test whatever. I have not done any mods for unity, or oni, but I know programming/software development and testing in general. I'm using a ryzen 5900x with lots of ddr4-3600 ram, if that matters. I am already on github, if that matters. 

Cheers!

On 6/6/2023 at 11:08 AM, tox2ik said:

see above

As far as i know, Fast Track does not change anything permanently, so removing it and playing should be fine.

But if you experience crashes, you may want to check the other mods you are using. FT is not compatible with everything. And its not compatible with preview versions of the game.

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