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Sometimes I feel like we need ONI 2 with complete engine rewrite that would use GPU physics and SMT like cities skylines 2 that can use 64 CORE CPU like it's nothing.

Or take Dyson Sphere Program, they are like oh man not even 64 core CPU is enough let's do simulation on GPU because why not?

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On 3/6/2024 at 9:48 AM, imazined said:

It appears that Fast Track causes severe performance regressions with an opened side panel. Most impactful if it contains a list of dupes or recipes. I tested it with activated and deactivated Fast Track.

 

Second this, opening side-panels causes MASSIVE lag.

Fast Track 0.13.3 has been released. A rounding error has been addressed that sometimes led Radbolts fly through the head of a Duplicant or Pokeshell. A compatibility issue with the latest hotfix that could lead to extreme memory churn has also been fixed.

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8 hours ago, oraniancroaxia9410 said:

Is Fast track not compatible with DLC?

it is, you probably dont have it installed correctly. make sure to take the folder inside the zip and put it into /local/, dont simply hit extract.

otherwise you might end up with the structure /local/fasttrack/fasttrack/ModData, which is one layer too deep, it should be /local/fasttrack/ModData

Edited by SGT_Imalas
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My game isn't liking the mod, the game crashed on launch.

 

Exception while loading mod PeterHan.FastTrack at C:/Files/Documents/Klei/OxygenNotIncluded/mods/Local/FastTrack. 
System.BadImageFormatException: 
File name: 'C:\Files\Documents\Klei\OxygenNotIncluded\mods\Local\FastTrack\FastTrack.dll'
  at (wrapper managed-to-native) System.Reflection.Assembly.LoadFrom(string,bool)
  at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00099] in <10441a52cf784e609fef9aaaa8368210>: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 <3ca21dc18eae422d87255277091f8593>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at KMod.Mod.Load (KMod.Content content) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at KMod.Manager.Load (KMod.Content content) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at Global.Awake () [0x00000] in <10441a52cf784e609fef9aaaa8368210>: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 <3ca21dc18eae422d87255277091f8593>:0 
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at LaunchInitializer.Update () [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
Build: U51-597172-S

On 3/10/2024 at 5:08 PM, Leofarr said:

My game isn't liking the mod, the game crashed on launch.

 

Exception while loading mod PeterHan.FastTrack at C:/Files/Documents/Klei/OxygenNotIncluded/mods/Local/FastTrack. 
System.BadImageFormatException: 
File name: 'C:\Files\Documents\Klei\OxygenNotIncluded\mods\Local\FastTrack\FastTrack.dll'
  at (wrapper managed-to-native) System.Reflection.Assembly.LoadFrom(string,bool)
  at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00099] in <10441a52cf784e609fef9aaaa8368210>: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 <3ca21dc18eae422d87255277091f8593>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at KMod.Mod.Load (KMod.Content content) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at KMod.Manager.Load (KMod.Content content) [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
  at Global.Awake () [0x00000] in <10441a52cf784e609fef9aaaa8368210>: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 <3ca21dc18eae422d87255277091f8593>:0 
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <3ca21dc18eae422d87255277091f8593>:0 
  at LaunchInitializer.Update () [0x00000] in <10441a52cf784e609fef9aaaa8368210>:0 
Build: U51-597172-S

The DLL file is corrupt. You may need to reinstall the mod again (settings will be preserved).

Error in DetailsScreen(Clone).DetailsScreen.OnPrefabInit at (1870.0, 176.0, 0.0)

PeterHan.PLib.Detours.DetourException: Unable to find sideScreenContentBody on type DetailsScreen
  at PeterHan.PLib.Detours.PDetours.DetourField[P,T] (System.String name) [0x0006f] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].Initialize () [0x00016] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].get_Get () [0x00000] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.UI.PUIUtils.AddSideScreenContentWithOrdering[T] (System.String targetClassName, System.Boolean insertBefore, UnityEngine.GameObject uiPrefab) [0x0002b] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.UI.PUIUtils.AddSideScreenContent[T] (UnityEngine.GameObject uiPrefab) [0x00000] in <3ec21941392d41d784933cdbbed6a16f>:0
  at ConfigurableSweepy.DetailsScreen_OnPrefabInit_Patch.Postfix () [0x00007] in <3ec21941392d41d784933cdbbed6a16f>:0
  at (wrapper dynamic-method) DetailsScreen.DetailsScreen.OnPrefabInit_Patch9(DetailsScreen)
  at KMonoBehaviour.InitializeComponent () [0x00068] in <3ca21dc18eae422d87255277091f8593>:0
Build: U51-597172-S (FT-0.13.3.0)

 

I guess, there is still a problem with the sidescreen?

1 minute ago, SharraShimada said:

Error in DetailsScreen(Clone).DetailsScreen.OnPrefabInit at (1870.0, 176.0, 0.0)

PeterHan.PLib.Detours.DetourException: Unable to find sideScreenContentBody on type DetailsScreen
  at PeterHan.PLib.Detours.PDetours.DetourField[P,T] (System.String name) [0x0006f] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].Initialize () [0x00016] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].get_Get () [0x00000] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.UI.PUIUtils.AddSideScreenContentWithOrdering[T] (System.String targetClassName, System.Boolean insertBefore, UnityEngine.GameObject uiPrefab) [0x0002b] in <3ec21941392d41d784933cdbbed6a16f>:0
  at PeterHan.PLib.UI.PUIUtils.AddSideScreenContent[T] (UnityEngine.GameObject uiPrefab) [0x00000] in <3ec21941392d41d784933cdbbed6a16f>:0
  at ConfigurableSweepy.DetailsScreen_OnPrefabInit_Patch.Postfix () [0x00007] in <3ec21941392d41d784933cdbbed6a16f>:0
  at (wrapper dynamic-method) DetailsScreen.DetailsScreen.OnPrefabInit_Patch9(DetailsScreen)
  at KMonoBehaviour.InitializeComponent () [0x00068] in <3ca21dc18eae422d87255277091f8593>:0
Build: U51-597172-S (FT-0.13.3.0)

 

I guess, there is still a problem with the sidescreen?

that error is caused by a mod called ConfigurableSweepy which uses PLib, not FastTrack

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Just now, SGT_Imalas said:

that error is caused by a mod called ConfigurableSweepy which uses PLib, not FastTrack

My bad! You´re right! Should not tinker while ill with the flu ^^ Sorryyyyyyyyy

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Player.log
My game runs worse and/or about the same with the mod enabled and configured properly, i attached my player.log. For reference I run arch linux on a laptop with a 9750H and a 2080 mobile. I'm in a mid-game save and with the mod i averaged like 15fps and without i averaged like 17

Edited by KhorneTheProto
3 hours ago, KhorneTheProto said:

Player.log
My game runs worse and/or about the same with the mod enabled and configured properly, i attached my player.log. For reference I run arch linux on a laptop with a 9750H and a 2080 mobile. I'm in a mid-game save and with the mod i averaged like 15fps and without i averaged like 17

The log states:

Renderer: Mesa Intel(R) UHD Graphics 630 (CFL GT2)

I guess, you switched to the internal GPU by accident. Thats one part making the game run worse.

 GPUgraphicsMultiThreaded=False means your Graphics run singlethreaded, which makes it worse.

Both can be switched in the ingame options.

Beside that... Your CPU runs only with a base clock speed of 2.6 GHz. Yeah, it can boost up to 4.5, but only for a few seconds. Thats just no gaming-CPU at all. And ONI is a VERY CPU bound game (unlike most of the games out there). Long story short, and i´m just guessing here: Fast track does some more computations than the base game, but in a more efficient way. But due to the performance limits of your CPU itself it runs worse. But: You may experience better overall performance late game, where you would run into a bigger bottleneck with the base game itself. That is something needing some testing.

 

Hee Peter!

Thank you for making this mod. I have an issue where the game stutters every 5/6 sec since I got new hardware. (posted about it here); 

 

It seems your mod makes the stutter go down to once every 12 seconds or so. Would you have an idea where the stutter comes from? It's on an AMD 7800x3d and RX7800xt.

On 11/16/2023 at 9:50 PM, 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 :)

Hey guys! It`s me again.

So, just to point out some interesting performance tests here:

I was playing on a 1500+ world on my "potato" computer with fast track. It was running with less than 10fps and I couldnt take it anymore. So now I updated my rig... a bit too far I might say. I'm now with a 32GB DDR5, I9 14900K, RTX 4080 SUPER. Yeah I know I said computers were very expesive here in Brazil, but I also discovered I dont need two lungs to live (just kidding lol). Anyways, I decided to test how the game would perform with this new rig on that messy world. I was expecting something above 120fps, but to my surprise, the game was running at 45fps WITHOUT and WITH Fast Track. (So yeah.. fast track did no difference on performance in my case now). Im not criticizing the MOD in any way, as you may know I'm very thankful for this MOD had helped me A LOT on my old rig and I totally recommend it.

Anyways, in resume, Im sending a pic for u guys to see for yourselves: No core was throttling for temp issues, but also no core was near in full speed. Only two core seem to be running at 80% MAX.

Im gonna start a new world, since I dont remember most of my **** there lol, since its been some months without playing. And Im still going to use fast track since I trust it a lot.

Thanks! Hope this pic helps

ONI WITH FASTTRACK.png

Fast Track 0.13.5 has been released. Two compatibility improvements have been made for rare crashes with Rocketry Expanded, and a note has been added that Giga-Watt Wire breaks Electrical Optimizations.

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On 3/8/2024 at 4:27 PM, SGT_Imalas said:

it is, you probably dont have it installed correctly. make sure to take the folder inside the zip and put it into /local/, dont simply hit extract.

otherwise you might end up with the structure /local/fasttrack/fasttrack/ModData, which is one layer too deep, it should be /local/fasttrack/ModData

Hi, sorry to barge into this conversation, but I have same problem. I think I have it installed in the correct location:

Edit: nvm, I am dumb. Used Fasttrack folder from github, and not from the main post here.

Edited by SassyKat
I am dumb.
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Fast Track 0.13.6.0 has been released. A race condition on load has been resolved that could cause Critter Sensors to be incorrect for one frame, and a potential infinite loop in the Storage side screen has been fixed.

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Hi, I've noticed significant performance improvements using your mod, but i've also noticed something else.

I have a mod that extends sweeper range, and i don't know if this is vanilla behaviour or if one of my other mods does this but my sweepers can see and reach through farm tiles and hydroponic tiles.

But after installing Fast track this stopped, and caused some of my systems to stop working, i have one sweeper taking care of 4 rows of farms, but it can only reach one now.

As i was typing this i realised i should probably test it before commenting, so i disabled fast track and the sweepers were able to pick up through farm tiles again.

Does you know if there is a particular setting that is causing this behaviour? for now i'll just load up the game without the mod once every now and again to let the sweepers catch up. But that does take a while to actually load.

Thanks

1 hour ago, CptKenny said:

I have a mod that extends sweeper range, and i don't know if this is vanilla behaviour or if one of my other mods does this but my sweepers can see and reach through farm tiles and hydroponic tiles.

Not sure if there's a setting in Fast Track that re-enables that part of the mod, but it is definitely not vanilla behaviour.

1 hour ago, pnambic said:

Not sure if there's a setting in Fast Track that re-enables that part of the mod, but it is definitely not vanilla behaviour.

I just did some testing, Reduced Debris Checks was causing it, possibly making it so that debris that was, by vanilla standards, not reachable wasnt getting checked for pickup. Which kinda makes sense now that i think of it. Thankfully it was only the second setting i tried disabling, i had about 8 i wanted to try and see if it worked.

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On 5/26/2024 at 8:32 AM, Peter Han said:

Fast Track 0.13.6.0 has been released. A race condition on load has been resolved that could cause Critter Sensors to be incorrect for one frame, and a potential infinite loop in the Storage side screen has been fixed.

Hello. where can I download the mod?

13 hours ago, Henlikuoth said:

If some of this mod's solutions and programming have been shown to be successful, is Klei considering implementing some of them into the regular game?

 

They already did some. But others wont come to the game, because KLEI feels they could cause problems.

 

On 6/1/2024 at 3:54 PM, Flopa said:

Hello. where can I download the mod?

First page of this thread > End of first post.

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