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[BETA] Fast Track - Performance Mod for Oxygen Not Included


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On 6/21/2023 at 2:08 AM, GingerNotANinja said:

just installed 0.11.1 but when I load the game I can't enable while playing spaced out, it's saying it's "not compatible with Spaced Out!

Not sure, what is going on on your side. I just verified 0.11.1 runs with Spaced Out! on my machine. Maybe you can verify your installation files and double check if the mod 0.11.1 is in the correct location?

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Can anyone help me with this crash?

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Exception in: (DivergentBeetle).CropTendingStates.root.findCrop.
System.IndexOutOfRangeException: Index was outside the bounds of the array.
  at PathGrid.GetCost (System.Int32 cell) [0x0000e] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at PathProber.GetCost (System.Int32 cell) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at Navigator.GetNavigationCost (System.Int32 cell) [0x00008] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at CropTendingStates.FindCrop (CropTendingStates+Instance smi) [0x00168] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at CropTendingStates.<InitializeStates>b__13_1 (CropTendingStates+Instance smi) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>: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 <acd8b6626c2b4fd39ce529db6e635279>: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 <58ca0b62768c4375875a74db2040e820>:0
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <58ca0b62768c4375875a74db2040e820>:0
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <58ca0b62768c4375875a74db2040e820>: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 <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine+Instance.StartSM () [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at Chore.Begin (Chore+Precondition+Context context) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>: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 <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachine+Instance smi) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi, System.Boolean silenceEvents) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at Brain.UpdateChores () [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at Brain.UpdateBrain () [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.UpdateBrainGroup (PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater inst, System.Boolean asyncProbe, BrainScheduler+BrainGroup brainGroup) [0x00000] in <bfe8a69bc8f749278d07799c68999a4f>:0
  at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.Prefix (BrainScheduler __instance) [0x00000] in <bfe8a69bc8f749278d07799c68999a4f>:0
  at BrainScheduler.BrainScheduler.RenderEveryTick_Patch1 (BrainScheduler , System.Single ) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <58ca0b62768c4375875a74db2040e820>:0
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <58ca0b62768c4375875a74db2040e820>:0
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <58ca0b62768c4375875a74db2040e820>:0
  at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <58ca0b62768c4375875a74db2040e820>:0
  at Game.Game.LateUpdate_Patch0 (Game ) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
Build: U47-562200-SD

It has happened twice after a long time running.

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I think i know what it now is from making sense of the log, i have some wild critters tending some crops, and i keep them fed by sending in sulfur which i replenish by having a pressure plate open a chute when needed.

The critter is trying to get to the plate and eat but that will make the plate to change state and the game shits itself trough fast track.

at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <acd8b6626c2b4fd39ce529db6e635279>:0

--

  at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.UpdateBrainGroup (PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater inst, System.Boolean asyncProbe, BrainScheduler+BrainGroup brainGroup) [0x00000] in <bfe8a69bc8f749278d07799c68999a4f>:0
  at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.Prefix (BrainScheduler __instance) [0x00000] in <bfe8a69bc8f749278d07799c68999a4f>:0

I'll pay attention to see if i can catch it happening.

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This is amazing. Thank you so much for your work. :-D

I have to admit I don't expect much from these kinds of mods for games, but this increased my fps from 40-60 to 80-100 fps (cycle 250 with a lot of debris and horrible/no plan for good pathing yet). :shock:

When you release this on Steam Workshop I'm not gonna be surprised if it becomes the most subscribed mod of all time.

Amazing! :encouragement:

Edited by Affo
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Thanks for such an amazing mod, game seems much smoother now.  Sadly as from today's patch the game keeps crashing with the following error:-

MissingMethodException: void SkyVisibilityInfo.CollectVisibleCellsTo(System.Collections.Generic.HashSet`1<int>,int)

(wrapper dynamic-method) SpaceScannerNetworkManager.SpaceScannerNetworkManager.CalcWorldNetworkQuality_Patch1(WorldContainer)
SpaceScannerNetworkManager.UpdateNetworkQualityFor (SpaceScannerWorldData worldData) (at /home/build/workspace/game/Assets/scripts/game/SpaceScannerNetworkManager.cs:92)
SpaceScannerNetworkManager.Sim1000ms (System.Single dt) (at /home/build/workspace/game/Assets/scripts/game/SpaceScannerNetworkManager.cs:85)
SimAndRenderScheduler+Sim1000msUpdater.Update (ISim1000ms updater, System.Single dt) (at /home/build/workspace/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:272)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at /home/build/workspace/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at /home/build/workspace/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at /home/build/workspace/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at /home/build/workspace/game/Assets/scripts/game/Game.cs:1398)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U48-566813-SD

 

Only crashes with the fasttrack mod on

Edited by Cwtcher
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9 minutes ago, Peter Han said:

Public testing branches are never supported by Fast Track, as every game update (even hotfix) requires a new version. If Fast Track is important to you, you should stay on the released branch.

OK that sounds fair , will stay on released branch :)

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I think I have a bug to report. Branches of arbor trees aren't domesticated even though the trunk is. Tested it in my save when I noticed that my cuddle pips are starving continously. I reloaded with only fast track enabled, the issue persisted, but with fast track disabled even with other mods enabled the trees returned to normal. I noticed that during reload with FT on, plants don't "reboot" (complain about everything for a second after reload) so maybe that is why they aren't working properly.

20230728133922_1.thumb.jpg.c11f7abe53fc4830cf866f1ec7c42e44.jpg

Edited by Nogard78
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22 hours ago, Nogard78 said:

I think I have a bug to report. Branches of arbor trees aren't domesticated even though the trunk is. Tested it in my save when I noticed that my cuddle pips are starving continously. I reloaded with only fast track enabled, the issue persisted, but with fast track disabled even with other mods enabled the trees returned to normal. I noticed that during reload with FT on, plants don't "reboot" (complain about everything for a second after reload) so maybe that is why they aren't working properly.

20230728133922_1.thumb.jpg.c11f7abe53fc4830cf866f1ec7c42e44.jpg

I can second this. I'm on the public test branch right now and deactivated Fast Track. Usually (with Fast Track) this Arbor Trees would be gnawed bare with this amount of Cuddle Pips.

image.thumb.png.1a7b811c4af2620ce902e336c5621474.png

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22 minutes ago, imazined said:

I can second this. I'm on the public test branch right now and deactivated Fast Track. Usually (with Fast Track) this Arbor Trees would be gnawed bare with this amount of Cuddle Pips.

image.thumb.png.1a7b811c4af2620ce902e336c5621474.png

Hmmm. It's wierd that we both again have a problem(dupes dying by starvation remember?). I hope it isn't as specific (to sysytem or machine) as the previous bug. Though I am happy to tell that no dupes starved spontaneously since then.

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On 7/28/2023 at 5:12 AM, Nogard78 said:

I think I have a bug to report. Branches of arbor trees aren't domesticated even though the trunk is. Tested it in my save when I noticed that my cuddle pips are starving continously. I reloaded with only fast track enabled, the issue persisted, but with fast track disabled even with other mods enabled the trees returned to normal. I noticed that during reload with FT on, plants don't "reboot" (complain about everything for a second after reload) so maybe that is why they aren't working properly.

20230728133922_1.thumb.jpg.c11f7abe53fc4830cf866f1ec7c42e44.jpg

This is indeed a base game component load order race condition; if the branches load before the tree, the wild/domestic flag of the trunk is not yet initialized and they have the wrong growth rate. Fast Track fixes another bug which causes the plants to wilt for a few seconds on reload, and wilting causes the branches to re-read the flag again when they begin growing.

image.png.68f9166659fbe2164cd17c57bf5ffbe3.png

If you load a game without Fast Track and before unpausing, mouse over the status, it will indeed show the wrong growth time, even though the domestic growth status is shown correctly in the panel below it. Upvote this bug to get it fixed!

Edited by Peter Han
Filed bug
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On 7/29/2023 at 12:43 PM, Nogard78 said:

Hmmm. It's wierd that we both again have a problem(dupes dying by starvation remember?). I hope it isn't as specific (to sysytem or machine) as the previous bug. Though I am happy to tell that no dupes starved spontaneously since then.

I have a new system and don't have the instant starve issues anymore. Could be the system or some update.

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I can’t figure out why it says it isn’t compatible, when I download it I can’t tell if I am supposed to make a new folder called local inside of the mods folder, then put the local mods folder inside of said folder. I have also tried just putting the local mods folder into the mods folder but nothing popped up in the mods menu in-game.

image.jpg

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48 minutes ago, PeopoNut94 said:

I can’t figure out why it says it isn’t compatible, when I download it I can’t tell if I am supposed to make a new folder called local inside of the mods folder, then put the local mods folder inside of said folder. I have also tried just putting the local mods folder into the mods folder but nothing popped up in the mods menu in-game.

image.jpg

G:\Mis documentos\Klei\OxygenNotIncluded\mods\local

Don't place a local folder inside the local folder. Just the mod's folder inside local.

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41 minutes ago, Peter Han said:

Version 0.12.0 has been released. In addition to compatibility with 0.12.0, two workarounds have been added for new base game bugs exposed by Fast Track.

Amazing. Thank you for getting this out on the day of the patch release, and for all your hard work! Much appreciated.

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On 8/7/2023 at 6:38 PM, yoooom said:

When I use fast track, there may be bugs in the potential load.

1RXU@2SS{HO{9351I2{~B$U.pngunused

_}IR@6H~0$D8]N9%PJ8FZ8D.pngused

Fast Track fixes a bug in the base game where transformers are not counted in the potential electrical load, so the tooltip is actually correct. The base game used to include transformers, but stopped doing so around the time of the Mergedown.

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4 hours ago, imazined said:

How much of an impact would it have if there was an option to turn the whole decor system off?

It would probably not be worth the impact, as decor calculations only update when things move. If you have Decor Reimagined, you can try enabling No Critter Decor and see how much that helps, as moving critters are the lion's share of the decor calculations.

Edited by Peter Han
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8 hours ago, Peter Han said:

Fast Track 0.12.1 has been released. Two mod compatibility bugs have been fixed, along with a rare crash when using Disable Disease on mature colonies.

Oh wow, i used the priority zero mod a while ago and it was behaving weirdly, outright not working. It didn't occurred to me it was an incompatibility, Thanks for fixing it, it check it out again.

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Just a heads up for the heavily modded players this mod is compatible with higher pressure applications mod but sometimes would crash randomly, also that mod also randomly crashes with pipe flow overlay mod Edit: also crashes with fast track too, other than that I had no issues with my other 85 mods installed

Edited by Halcyon404
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