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


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Just two things. Please.

 

1) Fast Track Load Order is a TOP of every MOD or a BOTTOM of every mod? 

 

 

2) If ONI Mod Manager is Enabled and Fast Track TOO. Its impossible to me to drag the order of mod, nothing happens, but also sometime a crash happens related to ONI Mod Manager, after reload the game, all mods are disabled. The Load order is changed too and some mod config are reset to default, just for example SGT_Imalas mods.

2b) And the Config Button for every MOD instead stay where ONI have placed at right before some info and icons, is auto move to left, but its only a visual thing, the rest of change config is working.

 

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On 10/14/2023 at 11:33 PM, ragzilla said:

Mod compatibility: When "No Tile Caps" is enabled, Aki's Decor Pack will crash, might be worth mentioning in mod options. Also going to drop them a note on Steam community about it.

Thx I have found it already Disabled.

 

But i have find another issue now. 

Mod Compatibility: When "Flatten Averages" is enabled, Customize Plants from Fumihiko have some issue. I have used it to edit the Joya to consume CO2 and give Oxygen, but wtih FA Enabled, this plant become idle and not working anymore. 0 consume and 0 production.

 

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17 hours ago, EvilBoomer_ITA said:

Just two things. Please.

 

1) Fast Track Load Order is a TOP of every MOD or a BOTTOM of every mod? 

 

 

2) If ONI Mod Manager is Enabled and Fast Track TOO. Its impossible to me to drag the order of mod, nothing happens, but also sometime a crash happens related to ONI Mod Manager, after reload the game, all mods are disabled. The Load order is changed too and some mod config are reset to default, just for example SGT_Imalas mods.

2b) And the Config Button for every MOD instead stay where ONI have placed at right before some info and icons, is auto move to left, but its only a visual thing, the rest of change config is working.

 

Ony's Mod Manager is likely incompatible with Virtual Scroll, since it heavily overhauls the Mods screen. Consider Mod Updater instead for a slightly less disruptive mod that runs way faster.

The Flatten Averages setting fixes an Accumulators bug that causes all plants to wilt and recover once on game load. It looks like Customize Plants relies on this bug to prime the element converters for modified plants (and this bug masks other base game bugs too, ironically!)

Customize Plants needs to properly initialize its modded converters on spawn (and not just OnWiltRecover).

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So... the new 50th update came and it crashes if the game is loaded with this mod.

I'm new here, and I spent hours reading all 16 pages here (amazing work, by the way). So I concluded that this crash is an expected behavior that will need another branch of this amazing mod to be compatible with this new version as well. Am I right?

Also, I installed the mod yesterday. Using on my 500+ cycle save, and all got not more than 5 fps boost (from 12 to 17 +-). Is it because the mod works better with new worlds, or is it because my machine is a potato? (16GB RAM DDR3, I5 4690K, GTX 970). I know it's possible the weakest machine here, but bear in mind that I'm brazilian, so a nice machine costs a bone here (I mean, a living human one lol).

 

Anyway, just wanted to thank you for this amazing work you're doing so far :)

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14 minutes ago, Marcus_BigHouse said:

所以。。。新的第 50 次更新来了,如果游戏加载了这个模组,它会崩溃。

我是新来的,我花了几个小时阅读了这里的所有 16 页(顺便说一句,很棒的工作)。所以我得出结论,这种崩溃是一种预期行为,需要这个惊人的模组的另一个分支也与这个新版本兼容。我说得对吗?

另外,我昨天安装了模组。在我的 500+ 循环保存中使用,并且所有都获得了不超过 5 fps 的提升(从 12 到 17 +-)。是因为模组在新世界中效果更好,还是因为我的机器是土豆?(16GB 内存 DDR3、i5 4690K、GTX 970)。我知道这可能是这里最弱的机器,但请记住,我是巴西人,所以一台漂亮的机器在这里要花一根骨头(我的意思是,一个活生生的人哈哈)。

 

无论如何,我只是想感谢你到目前为止所做的这项了不起的工作:)

I'll make some digressions. Games only require CPU performance (you can open Performance CPU in the Task Manager when running the game, and a certain kernel has a very high occupancy rate). The game's lag is due to a large amount of gas movement, temperature exchange, and biological movement path calculation. The simple solution is to achieve a large area of vacuum, pack the debris into a vacuum insulated box, and isolate the building with double-layer insulation bricks (the bricks will exchange slight heat with the surrounding blocks, which can be reduced by double-layer insulation). I hope it can help you:鼓励:

Edited by FeiiYa
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I also heard that almost as 

41 minutes ago, FeiiYa said:

I'll make some digressions. Games only require CPU performance (you can open Performance CPU in the Task Manager when running the game, and a certain kernel has a very high occupancy rate). The game's lag is due to a large amount of gas movement, temperature exchange, and biological movement path calculation. The simple solution is to achieve a large area of vacuum, pack the debris into a vacuum insulated box, and isolate the building with double-layer insulation bricks (the bricks will exchange slight heat with the surrounding blocks, which can be reduced by double-layer insulation). I hope it can help you:鼓励:

I also heard that making one ways paths to dupes is also a great performance enhancer. My base has a huge central elevator where each floor (4 tiles high space) has a left and right passages. No other way to reach places besides that (except for tubes traveling, but only to climb faster)

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4 hours ago, Marcus_BigHouse said:

16GB RAM DDR3, I5 4690K, GTX 970

I am amazed you can run the game at all on that colony. Although the mod is very useful, there is a limit as to how much you can squeeze out of your system.

If you want to squeeze more performance you can follow any of the many "performance enhancer techniques" out there, for instance, what has had the most impact for me in my old colony, was wrapping as many insulated pipes as i could in insulation (gas and liquid... i had a LOT). Heat transfer seems to be the bane of this game.

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Fast Track 0.12.5 has been released. In addition to compatibility with U50-581979, a compatibility warning has been added to avoid using No Tile Caps with some other mods where strange behavior has been observed, and another unusual compatibility issue with Auto-Sweepers may have been resolved as well.

Edited by Peter Han
Grammar
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On 11/17/2023 at 1:50 AM, Marcus_BigHouse said:

So... the new 50th update came and it crashes if the game is loaded with this mod.

I'm new here, and I spent hours reading all 16 pages here (amazing work, by the way). So I concluded that this crash is an expected behavior that will need another branch of this amazing mod to be compatible with this new version as well. Am I right?

Also, I installed the mod yesterday. Using on my 500+ cycle save, and all got not more than 5 fps boost (from 12 to 17 +-). Is it because the mod works better with new worlds, or is it because my machine is a potato? (16GB RAM DDR3, I5 4690K, GTX 970). I know it's possible the weakest machine here, but bear in mind that I'm brazilian, so a nice machine costs a bone here (I mean, a living human one lol).

 

Anyway, just wanted to thank you for this amazing work you're doing so far :)

 

I give you some hints. Potato or not Potato Machine.

The fps lag is also because Unity Game have some big problem with Threads and also because sometime your GPU is too powerful, yeah... Potato GPU :D

So, try this. Go in Nvidia Settings and in 3D Optionns search Oxygen not Included and change to maximum performance in Power. (I have italian Windows and not remember how this settings are in English). Then go in Windows Settings too and go in Game -> Game Mode -> Graphics Options in right corner top, Add Oxygen not Included from Browsing the .exe and put Maximum Performance.

Now you GPU stop to underclock himself to low freq ram and clock. Remain at maximum clock and this improve the performance of ONI, but also other games like Europa Universalis 4 just for info. 

You can monitor this bad things if you have MSI AfterBurner installed and use the OnScreen Display to show clock cpu, gpu, ram frequency and others thing.

I have a RTX Asus TUF 2070 Super and if not make this two things, ONI and EU4 instead run at maximum clock gpu and gpu ram freq, underclock to 700-1400mhz instead 7001mhz for gpu ram freq and about 1/3 of gpu clock = Less Elaborate Power = Low FPS. 

For this for sure you can double the FPS or more with FT TOO.

Just for info, I have a colony at 681 cycles, 4 colony estabished and tons of things. I not have 75fps stable, sometime my fps drop to 11fps. With FT i have doubled the fps and sometime are close to get 55-60 fps now. And I not have a potato computer, I have 64GB of ram at 3600mhz and I7-9700k too.

 

On 11/10/2023 at 9:11 AM, Peter Han said:

Ony's Mod Manager is likely incompatible with Virtual Scroll, since it heavily overhauls the Mods screen. Consider Mod Updater instead for a slightly less disruptive mod that runs way faster.

The Flatten Averages setting fixes an Accumulators bug that causes all plants to wilt and recover once on game load. It looks like Customize Plants relies on this bug to prime the element converters for modified plants (and this bug masks other base game bugs too, ironically!)

Customize Plants needs to properly initialize its modded converters on spawn (and not just OnWiltRecover).

Thx. I have ModUpdater too but Disabled. I try it for solve the Virtual Scroll. However I have solve in different way, disable FT, re-order things and Enable FT at bottom of load order mod. But nexttime I try to switching to use it instead of Ony.

For Customize Plants I think its the author need to fix this. For now i have disabled the Flatten Averages. Infact I have modified the Joya to destroy CO2 and give Oxygen, I have make my personal Oxyfern Powerup Edition :)

In next colony I try also to avoid to use JetSuit for build in space more easy. 

 

Edited by EvilBoomer_ITA
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On 11/18/2023 at 5:48 AM, EvilBoomer_ITA said:

So, try this. Go in Nvidia Settings and in 3D Optionns search Oxygen not Included and change to maximum performance in Power. (I have italian Windows and not remember how this settings are in English). Then go in Windows Settings too and go in Game -> Game Mode -> Graphics Options in right corner top, Add Oxygen not Included from Browsing the .exe and put Maximum Performance.

For anyone wondering, I find it highly plausible that this would actually work.
As on Ubuntu I found that with certain power management settings ONI's performance would get absolutely demolished, and it could be restored by tuning various settings (without changing the overall power management settings), in my case it was CPU core affinity.

ONI does not seem very good at asserting its needs for system resources, so it lets the OS walk all over it.

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Crash with enabled Giga-watt Wire on save loading

Spoiler
IndexOutOfRangeException: Index was outside the bounds of the array.

Egladil.WirePatchs+ElectricalUtilityNetwork_UpdateOverloadTime_Patch.Prefix (ElectricalUtilityNetwork __instance, System.Single dt, System.Single watts_used, System.Collections.Generic.List`1[WireUtilityNetworkLink][] bridgeGroups, System.Single& ___timeOverloaded, UnityEngine.GameObject& ___targetOverloadedWire, Notification& ___overloadedNotification, System.Single& ___timeOverloadNotificationDisplayed, System.Collections.Generic.List`1[Wire][] ___wireGroups) (at <d03e96145dc448418f1b38c73f5c2ba4>:0)
(wrapper dynamic-method) ElectricalUtilityNetwork.ElectricalUtilityNetwork.UpdateOverloadTime_Patch1(ElectricalUtilityNetwork,single,single,System.Collections.Generic.List`1<WireUtilityNetworkLink>[])
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.SupplyTransformers (CircuitManager instance, System.Int32 circuitID, System.Single used) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.Update (CircuitManager instance) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.Sim200msLast_Prefix (CircuitManager __instance, System.Single dt) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
(wrapper dynamic-method) CircuitManager.CircuitManager.Sim200msLast_Patch1(CircuitManager,single)
Game.StepTheSim (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
Game.UnsafeSim200ms (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
Game.SimEveryTick (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U50-583005-V
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On 11/26/2023 at 5:16 AM, BugsNo said:

Crash with enabled Giga-watt Wire on save loading

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IndexOutOfRangeException: Index was outside the bounds of the array.

Egladil.WirePatchs+ElectricalUtilityNetwork_UpdateOverloadTime_Patch.Prefix (ElectricalUtilityNetwork __instance, System.Single dt, System.Single watts_used, System.Collections.Generic.List`1[WireUtilityNetworkLink][] bridgeGroups, System.Single& ___timeOverloaded, UnityEngine.GameObject& ___targetOverloadedWire, Notification& ___overloadedNotification, System.Single& ___timeOverloadNotificationDisplayed, System.Collections.Generic.List`1[Wire][] ___wireGroups) (at <d03e96145dc448418f1b38c73f5c2ba4>:0)
(wrapper dynamic-method) ElectricalUtilityNetwork.ElectricalUtilityNetwork.UpdateOverloadTime_Patch1(ElectricalUtilityNetwork,single,single,System.Collections.Generic.List`1<WireUtilityNetworkLink>[])
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.SupplyTransformers (CircuitManager instance, System.Int32 circuitID, System.Single used) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.Update (CircuitManager instance) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
PeterHan.FastTrack.GamePatches.FastElectricalNetworkCalculator.Sim200msLast_Prefix (CircuitManager __instance, System.Single dt) (at <2d5e6b86a54b4a71b24651aa0e1212f4>:0)
(wrapper dynamic-method) CircuitManager.CircuitManager.Sim200msLast_Patch1(CircuitManager,single)
Game.StepTheSim (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
Game.UnsafeSim200ms (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
Game.SimEveryTick (System.Single dt) (at <73baf12189844f1db52f7af648345f8e>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U50-583005-V

If you want to use Giga-Watt Wire with Fast Track, disable "Electrical Optimizations" in the Fast Track options.

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ONI thinks this crash was caused by Fast Track, occurring when I tried to build a new space engine right as another rocket was taking off.

I'm guessing it's a base game bug, but checking here first.

Spoiler

NullReferenceException: Object reference not set to an instance of an object

LaunchPad.AddBaseModule (BuildingDef moduleDefID, System.Collections.Generic.IList`1[T] elements) (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OrderBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OnClickBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
KButton.SignalClick (KKeyCode btn) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.EventSystem:Update()

Build: U50-583750-SD

 

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Hi, I'm new here! Firstly, I want to express my appreciation for this mod, it's truly excellent and feels like an Optifine for ONI – thank you !

I encountered a crash while using the High Pressure Application mod, it happens very randomly, and I don't use any build of the mod that gives.

Spoiler

Assert failed: Anim overrides containing additional symbols require a symbol override controller.

  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at Debug.Assert (System.Boolean condition, System.Object message) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at DebugUtil.Assert (System.Boolean test, System.String message) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at KAnimControllerBase.AddAnimOverrides (KAnimFile kanim_file, System.Single priority) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Worker.AttachOverrideAnims (KAnimControllerBase worker_controller) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at GameStateMachine`4+State+<>c__DisplayClass86_0`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,WorkableType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at GameStateMachine`4+State+<>c__DisplayClass85_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>: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 <e519dd73da9048a8894ab7f073f3ead7>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at GameStateMachine`4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at GameStateMachine`4+State+<>c__DisplayClass77_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<TriggerOnEnter>b__0 (StateMachineInstanceType smi) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>: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 <e519dd73da9048a8894ab7f073f3ead7>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Navigator.Navigator.Stop_Patch1 (Navigator , System.Boolean , System.Boolean ) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Navigator.Navigator.AdvancePath_Patch0 (Navigator , System.Boolean ) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Navigator.SimEveryTick (System.Single dt) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0 
  at Game.SimEveryTick (System.Single dt) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
  at Game.Game.Update_Patch3 (Game ) [0x00000] in <e519dd73da9048a8894ab7f073f3ead7>:0 
Build: U50-583750-S

I appreciate any assistance or insights you can provide.

Thanks !

P.S : If there are any mistakes in my report, please let me know. Thank you !

image.png

Edited by AquaTech
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Fast Track will be blamed for every crash, due to bugs in the base game crash reporter. If you think an issue may be caused by Fast Track, first try to reproduce it without the mod; many base game bugs still exist and will be blamed on Fast Track. Compatibility has also not been tested with every mod, and some mods have race conditions in them that occur more often with the game speed increase provided by Fast Track.

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On 12/1/2023 at 3:42 PM, Xirema said:

ONI thinks this crash was caused by Fast Track, occurring when I tried to build a new space engine right as another rocket was taking off.

I'm guessing it's a base game bug, but checking here first.

  Hide contents

NullReferenceException: Object reference not set to an instance of an object

LaunchPad.AddBaseModule (BuildingDef moduleDefID, System.Collections.Generic.IList`1[T] elements) (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OrderBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
SelectModuleSideScreen.OnClickBuildSelectedModule () (at <e519dd73da9048a8894ab7f073f3ead7>:0)
KButton.SignalClick (KKeyCode btn) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <1e2b7d5db95c4d6b84eabb7ca0270927>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.EventSystem:Update()

Build: U50-583750-SD

 

This particular crash is indeed a base game crash - if you try to plan a new Spaced Out rocket from the launch pad screen, but it cannot be placed due to another rocket being in the way, the game will crash with or without Fast Track. File a bug on the tracker and it may be fixed!

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On 12/6/2023 at 9:47 PM, Peter Han said:

Fast Track will be blamed for every crash, due to bugs in the base game crash reporter. If you think an issue may be caused by Fast Track, first try to reproduce it without the mod; many base game bugs still exist and will be blamed on Fast Track. Compatibility has also not been tested with every mod, and some mods have race conditions in them that occur more often with the game speed increase provided by Fast Track.

Oh yes, sorry, it was for another mod and it's fixed now!

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Thank you so much for this mod! At cycle 2800+ with 4 asteroids digged out and lots of things built it is still 13fps BUT, only with 3x speed. If i lover to 2x speed it can almost a stable 30 fps. Speed 1 could be the best for 45+ fps, just the game is too slow like that. So some significant fps boost for late game could be the game speed too with this mod.

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