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23 hours ago, DupeNo183 said:

Got a Crash when Clicking on a Robo-Pilot Module, precisely the Status Tab. Properties and Errands Tab was fine. Another Robo-Pilot Module that was not yet filled with Data-Banks was unproblematic. Crash occured also with other Mods unchecked. Maybe have a Look? Thanks for the Great Work!

 

FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.

System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.String.Format (System.String format, System.Object arg0) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
ConditionRobotPilotReady.GetStatusTooltip (ProcessCondition+Status status) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
PeterHan.FastTrack.UIPatches.ProcessConditionRow.SetCondition (ProcessCondition condition) (at <faf66ed234b14e3b86d2838447fa9051>:0)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper.RefreshProcessConditions (ProcessCondition+ProcessConditionType conditionType, System.Int32& nh, System.Int32& nr) (at <faf66ed234b14e3b86d2838447fa9051>:0)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper.RefreshProcess () (at <faf66ed234b14e3b86d2838447fa9051>:0)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper+RefreshProcessConditions_Patch.Prefix () (at <faf66ed234b14e3b86d2838447fa9051>:0)
(wrapper dynamic-method) SimpleInfoScreen.SimpleInfoScreen.RefreshProcessConditionsPanel_Patch1(SimpleInfoScreen)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper.SetPanels (UnityEngine.GameObject target) (at <faf66ed234b14e3b86d2838447fa9051>:0)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper.Refresh (System.Boolean force) (at <faf66ed234b14e3b86d2838447fa9051>:0)
PeterHan.FastTrack.UIPatches.SimpleInfoScreenWrapper+Refresh_Patch.Prefix (System.Boolean force) (at <faf66ed234b14e3b86d2838447fa9051>:0)
(wrapper dynamic-method) SimpleInfoScreen.SimpleInfoScreen.Refresh_Patch1(SimpleInfoScreen,bool)
(wrapper dynamic-method) SimpleInfoScreen.SimpleInfoScreen.OnSelectTarget_Patch1(SimpleInfoScreen,UnityEngine.GameObject)
TargetPanel.SetTarget (UnityEngine.GameObject target) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
DetailTabHeader.ChangeTab (System.String id) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
DetailTabHeader.RefreshTabDisplayForTarget (UnityEngine.GameObject target) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
PeterHan.FastTrack.UIPatches.DetailsPanelWrapper+Refresh_Patch.Prefix (DetailsScreen __instance, UnityEngine.GameObject go) (at <faf66ed234b14e3b86d2838447fa9051>:0)
(wrapper dynamic-method) DetailsScreen.DetailsScreen.Refresh_Patch1(DetailsScreen,UnityEngine.GameObject)
RootMenu.Refresh () (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
RootMenu.OnSelectObject (System.Object data) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <82d98ed04cc642f199bc654910617431>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <82d98ed04cc642f199bc654910617431>:0)
(wrapper dynamic-method) SelectTool.SelectTool.Select_Patch1(SelectTool,KSelectable,bool)
PeterHan.FastTrack.UIPatches.InterfaceToolPatches+OnLeftClickDown_Patch.Prefix (UnityEngine.Vector3 cursor_pos, SelectTool __instance) (at <faf66ed234b14e3b86d2838447fa9051>:0)
(wrapper dynamic-method) SelectTool.SelectTool.OnLeftClickDown_Patch1(SelectTool,UnityEngine.Vector3)
PlayerController.OnKeyDown (KButtonEvent e) (at <8a6e2d259a2e4b9f9b9852e852c4bcfa>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <82d98ed04cc642f199bc654910617431>:0)
KInputController.Dispatch () (at <82d98ed04cc642f199bc654910617431>:0)
KInputManager.Dispatch () (at <82d98ed04cc642f199bc654910617431>:0)
KInputManager.Update () (at <82d98ed04cc642f199bc654910617431>:0)
GameInputManager.Update () (at <82d98ed04cc642f199bc654910617431>:0)
(wrapper dynamic-method) Global.Global.Update_Patch1(Global)

Build: U54-650037-SCRD (FT-0.15.3.0)

This is a base game bug that Klei just fixed. Please retry with version 650327 or later.

On 3/21/2022 at 6:11 AM, Peter Han said:

Fast Track - An Oxygen Not Included Optimization Mod

优化了 Oxygen Not Included 的几乎所有方面,在许多情况下将游戏后期的帧速率提高了 40% 或更多。拥有许多小动物和复制人的殖民地,以及分布在许多小行星上的间隔殖民地,可能会看到最大的节省。

这个 Mod 目前处于测试阶段,因为它对许多游戏内部进行了大规模的改造,并且还没有准备好在主要的 Mod 平台上发布。Fast Track 已经过游戏测试,但并非在所有可能的情况下都经过测试,因此目前建议更有经验的 Oxygen Not Included 玩家使用测试版,这些玩家在游戏后期殖民地受性能不佳的影响更大。它将在经过更多测试后在 Steam 上发布,之后将不再支持 beta 版本。

不支持 Frosty Planet Pack 之前的任何公共测试分支或版本。

如何安装

GitHub 上提供了 Fast Track 测试版。将发布 ZIP 的内容解压到 Local mods 文件夹,如有必要,创建:Local

  • Windows:
    如果此文件夹已被重定向,请将文档路径替换为您的 文件夹的路径。
    %USERPROFILE%\Documents\Klei\OxygenNotIncluded\mods\localDocuments
  • Mac OS:
    替换为 您的用户名。文件夹名称区分大小写
    /Users/user name/Library/Application Support/unity.Klei.Oxygen Not Included/mods/Localuser name
  • Linux:
    文件夹名称区分大小写
    ~/.config/unity3d/Klei/Oxygen Not Included/mods/Local

在 Mods 菜单中启用 Mod 并重新启动游戏。Fast Track 主要通过 Spaced Out!已启用 DLC,但也应在原版游戏上运行。

它崩溃了!

如果在 GitHub 问题页面而不是此线程上报告发生的崩溃或错误,将更容易修复。请在任何报告中包含日志:

  • 窗户:%USERPROFILE%\AppData\LocalLow\Klei\Oxygen Not Included\Player.log
  • 苹果电脑:~/Library/Logs/Klei/Oxygen Not Included/Player.log
  • Linux的:~/.config/unity3d/Klei/Oxygen Not Included/Player.log

游戏性影响

Oxygen Not Included 游戏与其当前性能相关联,因此运行 Fast Track 可能会对游戏造成影响。其中大多数应该是有益的,例如即使被二氧化碳包围,Slicksters 也不再饿死,但要保存任何重要菌落的备份,以防发生错误。

小动物性能的提高可能会导致攻击性小动物(如 Beetas 和 Pokeshells)频繁地运行它们的 AI 来攻击复制人,而以前性能低下的情况下,复制人可以毫发无损地逃脱。

但我的帧率仍然只有 30 FPS!

Oxygen Not Included 会监控其当前帧速率,并在帧速率降至 30 FPS 以下时减少计算。当帧速率等于或低于 30 FPS 时提高性能可能会导致游戏恢复这些计算,从而改善游戏体验,但会再次将帧速率降低到该目标水平。

我想使用我的其他模组!

Fast Track 尚未对所有可能的 Mod 组合进行测试,但可能会导致与它为优化游戏而进行的广泛更改发生冲突。其他 Mod 可以与 Fast Track 一起使用,但可能会发生超出 Fast Track 控制范围的其他崩溃和错误。

选项

除了一些重要的 bug 修复优化外,所有优化都可以在 Mod Options 菜单中单独打开或关闭。Debug Metrics (调试指标) 选项(默认禁用)是一项优化 - 它会添加大量输出日志(因此在一定程度上降低性能)来分析性能瓶颈,因此应在正常游戏期间关闭

FastTrack_0.15.3.0.zip 539.4 千字节 · 341 次

it's so good, thank you very much

Some users were intrigued at reverting a recent Klei change, which in an attempt to reduce ponder time, schedules Duplicants who just finished a chore to be prioritized for finding a new one. Fast Track 0.15.6.0 now includes an option to manage this trade off under Chore Priority Mode, and fixes the Delay mode.

  • Immediate - the current game behavior
    • Lowest ponder and idle time
    • Reduces performance slightly
  • Round Robin - the default behavior before game version 642443 (November QOL),
    • Fastest overall performance
  • Delay - forces Duplicants to check newly available chores and updates the path cache when chores complete
    • Highest ponder and idle time
    • Duplicants are smarter at selecting nearby chores that just became available, especially when digging large areas
Edited by Peter Han
  • Like 4
  • Thanks 1

Just a crash I received tonight where fast track was disabled by the game.

Base game + bionic and Frozen DLC. 

 

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

BreathabilityDiagnostic.CheckLowBionicOxygen () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
DiagnosticCriterion.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
ColonyDiagnostic.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
BreathabilityDiagnostic.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
ColonyDiagnostic.Sim4000ms (System.Single dt) (at <163b00539fc84d05a3b4534e8fc677c5>:0)
SimAndRenderScheduler+Sim4000msUpdater.Update (ISim4000ms updater, System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <82d98ed04cc642f199bc654910617431>:0)
Game.SimEveryTick (System.Single dt) (at <163b00539fc84d05a3b4534e8fc677c5>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U54-652372-VCR (FT-0.15.7.0)

 

5 hours ago, bradgillap said:

Just a crash I received tonight where fast track was disabled by the game.

Base game + bionic and Frozen DLC. 

 

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

BreathabilityDiagnostic.CheckLowBionicOxygen () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
DiagnosticCriterion.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
ColonyDiagnostic.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
BreathabilityDiagnostic.Evaluate () (at <163b00539fc84d05a3b4534e8fc677c5>:0)
ColonyDiagnostic.Sim4000ms (System.Single dt) (at <163b00539fc84d05a3b4534e8fc677c5>:0)
SimAndRenderScheduler+Sim4000msUpdater.Update (ISim4000ms updater, System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <82d98ed04cc642f199bc654910617431>:0)
Game.SimEveryTick (System.Single dt) (at <163b00539fc84d05a3b4534e8fc677c5>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)

Build: U54-652372-VCR (FT-0.15.7.0)

 

There is no Fast Track code in this crash, although Fast Track will be blamed for every crash. If this issue can be reproduced without Fast Track, consider filing a bug in the Klei Bug Tracker, as it affects a very new base game feature that could still have bugs.

  • Health 1

I am also a Huge Fan of your work and i can not say how thankful i am that you support this Game with the, by far, the most important Mod. You made so many Players enjoy their Endgame Bases again and you continue to bring out updates and improvements in such a fast Pace it is simply incredible ! Sometimes it is really hard to believe that there is only one Person behind Fast Track. Cheers

Edited by Nuclearpower

Hi Peter:
I am a player from Taiwan (TSMC) and we really like your updates on the game. Due to the recent game update, the module is no longer available.
We very much look forward to your continued updates.

In addition, we have a suggestion for you to make a module that improves the performance of the game. We hope you can open the function of small donations. We are happy to make a small donation to your wallet. Because of your hard work, we have a lot of fun during the game.

TW. kuo

Assert failed

  at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0 
  at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0 
  at Debug.LogError (System.Object obj) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at Debug.Assert (System.Boolean condition) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at DebugUtil.Assert (System.Boolean test) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at KAnimBatch+AtlasList.Add (UnityEngine.Texture2D atlas) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at SymbolOverrideController.ApplyOverrides () [0x00000] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0 
  at KBatchedAnimController.ApplySymbolOverrides () [0x00000] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0 
  at PeterHan.FastTrack.VisualPatches.KAnimBatch_UpdateDirtyFull_Patch.Prefix (System.Int32& __result, KAnimBatch __instance) [0x00000] in <917b62eacebd41049b74ab7901a6f78a>:0 
  at KAnimBatch.KAnimBatch.UpdateDirty_Patch1 (KAnimBatch , System.Int32 ) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at BatchSet.UpdateDirty (System.Int32 frame) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at KAnimBatchManager.UpdateDirty (System.Int32 frame) [0x00000] in <1f583ce96a48430ba66629e5477a0517>:0 
  at World.World.LateUpdate_Patch2 (World ) [0x00000] in <d6e0ec444e7a4dfea1897dcc43d53b54>:0 
Build: U55-661174-SCR (FT-0.15.8.0)

This started to happen since I swapped to using "Until Reachable Update" on the Chore Priority Option. I can sadly not say anything about steps to reproduce. Just that it happens infrequently.

If you want anything else let me know.

22 hours ago, digitalwingx said:

Anybody knows why FastTrack would disable the "Cross Wall" feature from Adjustable Auto Sweeper mod? (e.g. https://steamcommunity.com/sharedfiles/filedetails/?id=2971184827 or https://steamcommunity.com/sharedfiles/filedetails/?id=3447175832)

Thanks.

cross-wall.jpg

Not all mods are compatible with Fast Track. In particular, since the vanilla game's Auto Sweeper algorithm is very inefficient, Fast Track must replace the entire method (the typical method of patching will not accomplish the purpose, as the very slow vanilla method would still run!), which does not respect the changes made by this mod.

While it might be possible to disable "Reduce Debris Checks" in the options to work around it, this option really does improve performance (and this mod is likely to decrease performance greatly due to the much larger number of items in reach of each sweeper). If you value performance, consider disabling this mod.

1 hour ago, Peter Han said:

Not all mods are compatible with Fast Track. In particular, since the vanilla game's Auto Sweeper algorithm is very inefficient, Fast Track must replace the entire method (the typical method of patching will not accomplish the purpose, as the very slow vanilla method would still run!), which does not respect the changes made by this mod.

While it might be possible to disable "Reduce Debris Checks" in the options to work around it, this option really does improve performance (and this mod is likely to decrease performance greatly due to the much larger number of items in reach of each sweeper). If you value performance, consider disabling this mod.

Thanks Peter for the answer. I can fork this plugin if needed, and below is the code that actually handle this feature, is there anything I can do in the plugin code to make it compatible with FastTrack?

[HarmonyPatch(typeof(SolidTransferArm), "AsyncUpdate")]
public class SolidTransferArmAsyncUpdatePatch
{
    public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
    {
        List<CodeInstruction> list = instructions.ToList<CodeInstruction>();

        for (int index = 0; index < list.Count; ++index)
        {
          if (list[index].opcode == OpCodes.Ldloc_0 && list[index + 1].opcode == OpCodes.Ldloc_1 && list[index + 2].opcode == OpCodes.Ldloc_S && list[index + 3].opcode == OpCodes.Ldloc_3 && list[index + 4].opcode == OpCodes.Ldc_I4_1)
            list.InsertRange(index + 6, (IEnumerable<CodeInstruction>) new CodeInstruction[2]
            {
              new CodeInstruction(OpCodes.Ldarg_0),
              new CodeInstruction(OpCodes.Call, (object) typeof (SolidTransferArmPatch.SolidTransferArmAsyncUpdatePatch).GetMethod("IsPhysicallyAccessible"))
            });
          if (list[index].opcode == OpCodes.Ldloc_0 && list[index + 1].opcode == OpCodes.Ldloc_1 && list[index + 2].opcode == OpCodes.Ldloc_S && list[index + 3].opcode == OpCodes.Ldloc_S && list[index + 4].opcode == OpCodes.Ldc_I4_1)
            list.InsertRange(index + 6, (IEnumerable<CodeInstruction>) new CodeInstruction[2]
            {
              new CodeInstruction(OpCodes.Ldarg_0),
              new CodeInstruction(OpCodes.Call, (object) typeof (SolidTransferArmPatch.SolidTransferArmAsyncUpdatePatch).GetMethod("IsPhysicallyAccessible"))
            });
        }

        return list.AsEnumerable<CodeInstruction>();
    }

    public static bool IsPhysicallyAccessible(bool flag, SolidTransferArm arm)
    {
        SolidTransferArmControl component = arm.GetComponent<SolidTransferArmControl>();
        return (Object) component == (Object) null ? flag : component.isCrossWall | flag;
    }
}

 

On 3/31/2025 at 1:04 AM, digitalwingx said:

Thanks Peter for the answer. I can fork this plugin if needed, and below is the code that actually handle this feature, is there anything I can do in the plugin code to make it compatible with FastTrack?

[HarmonyPatch(typeof(SolidTransferArm), "AsyncUpdate")]
public class SolidTransferArmAsyncUpdatePatch
{
    public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
    {
        List<CodeInstruction> list = instructions.ToList<CodeInstruction>();

        for (int index = 0; index < list.Count; ++index)
        {
          if (list[index].opcode == OpCodes.Ldloc_0 && list[index + 1].opcode == OpCodes.Ldloc_1 && list[index + 2].opcode == OpCodes.Ldloc_S && list[index + 3].opcode == OpCodes.Ldloc_3 && list[index + 4].opcode == OpCodes.Ldc_I4_1)
            list.InsertRange(index + 6, (IEnumerable<CodeInstruction>) new CodeInstruction[2]
            {
              new CodeInstruction(OpCodes.Ldarg_0),
              new CodeInstruction(OpCodes.Call, (object) typeof (SolidTransferArmPatch.SolidTransferArmAsyncUpdatePatch).GetMethod("IsPhysicallyAccessible"))
            });
          if (list[index].opcode == OpCodes.Ldloc_0 && list[index + 1].opcode == OpCodes.Ldloc_1 && list[index + 2].opcode == OpCodes.Ldloc_S && list[index + 3].opcode == OpCodes.Ldloc_S && list[index + 4].opcode == OpCodes.Ldc_I4_1)
            list.InsertRange(index + 6, (IEnumerable<CodeInstruction>) new CodeInstruction[2]
            {
              new CodeInstruction(OpCodes.Ldarg_0),
              new CodeInstruction(OpCodes.Call, (object) typeof (SolidTransferArmPatch.SolidTransferArmAsyncUpdatePatch).GetMethod("IsPhysicallyAccessible"))
            });
        }

        return list.AsEnumerable<CodeInstruction>();
    }

    public static bool IsPhysicallyAccessible(bool flag, SolidTransferArm arm)
    {
        SolidTransferArmControl component = arm.GetComponent<SolidTransferArmControl>();
        return (Object) component == (Object) null ? flag : component.isCrossWall | flag;
    }
}

 

Not really - as Fast Track cannot access the SolidTransferArmControl type safely (it is a type that Fast Track cannot query without slow reflection) and the GetComponent method cannot be used outside the main thread, a large amount of code would be required on both sides to cache this flag and pass it between multiple threads.

1 hour ago, Peter Han said:

Not really - as Fast Track cannot access the SolidTransferArmControl type safely (it is a type that Fast Track cannot query without slow reflection) and the GetComponent method cannot be used outside the main thread, a large amount of code would be required on both sides to cache this flag and pass it between multiple threads.

Np thanks Peter I will adjust my base design accordingly instead.

I have two minor questions to ask. It is not related to crashing so I assume logs are not necessary, but I would provide if you need.

The first question is that, why is Breathability always 0% in Diagnostics? This happens with Fast Track being the only mod enabled, and I thought I should wait for it to load, but it never changes. The screenshot is probably not helpful, but this is what Breathability looks like with no mods and with only Fast Track enabled, and I took both in the same save at roughly the same time of the cycle.

fasttrackbreathability.png.e222baea6b0ed0e2286dff64384e30c9.png

Moreover, enabling Fast Track seems to change formatting on this kind of infobox, and the extra texts added from the two mods I am using, which are Material Selection Properties and Truthful Thermal Conductivity, are excluded. I tried disabling "Quick Format" in the Visual section of the configs but nothing changes (I assumed this particular config because DisplayAllTemps is mentioned when hovered). So I would like to ask that, if possible, which config(s) should I toggle to revert the changes on this infobox, and whether doing that would affect other things as well?

infobox.png.0bc03897712e1082db67d0e13ad49f30.png

On 4/8/2025 at 12:49 PM, bebongchoi said:

I have two minor questions to ask. It is not related to crashing so I assume logs are not necessary, but I would provide if you need.

The first question is that, why is Breathability always 0% in Diagnostics? This happens with Fast Track being the only mod enabled, and I thought I should wait for it to load, but it never changes. The screenshot is probably not helpful, but this is what Breathability looks like with no mods and with only Fast Track enabled, and I took both in the same save at roughly the same time of the cycle.

fasttrackbreathability.png.e222baea6b0ed0e2286dff64384e30c9.png

Moreover, enabling Fast Track seems to change formatting on this kind of infobox, and the extra texts added from the two mods I am using, which are Material Selection Properties and Truthful Thermal Conductivity, are excluded. I tried disabling "Quick Format" in the Visual section of the configs but nothing changes (I assumed this particular config because DisplayAllTemps is mentioned when hovered). So I would like to ask that, if possible, which config(s) should I toggle to revert the changes on this infobox, and whether doing that would affect other things as well?

infobox.png.0bc03897712e1082db67d0e13ad49f30.png

It looks like Klei changed the breathability diagnostic when adding Bionics which affected Fast Track. As it is only a cosmetic issue, it will be fixed in the next release.

The other two mods appear to have a compatibility issue, as they add the extra entries to a method guilty of wasting memory in the base game that Fast Track replaces to avoid the wasteful allocations. You can try disabling "Reduce Allocations" for compatibility, but this may significantly increase memory usage and lag spikes due to the inefficient Unity garbage collector.

  • Health 2

Hey Peter, I wanna thank you for your work and I have one question.

My aquatuners started breaking: they seem to ignore the automation signal coming from the liquid pipe sensor every now and then. This only happens when they are not on screen.

When they become visible, I can see they are clearly working when they shouldn't. They stop immediately after they come into view. I check the sensor, and the outgoing pipes, and the liquid is way below the temperature I set.

I've never had this problem, until the bionic dlc. I wonder if it could be some fast track setting... Or if I should file a bug report. Thanks again!

 

Hello!

First, thanks a lot for the mod, it does a lot of things I love, and while it does these things, I found an annoyance to say the least.

So, let me explain it. I have a storage bin with Igneous rock for my hatches, in my base which is in the middle of the map. When I'm building something made of Igneous rock in the Oil Biome (bottom of the map), which contains a lot of Igneous rock so there's plenty for my dupes to pick up and build, they just decide to go to my base and get the Igneous rock from the bin which is storing for hatches. This is quite the annoyance cuz it basically delays all construction errands by A LOT, cuz now instead of picking up materials laying around (which there's tons at time), they just decide is better to go half accross the asteroid and get it from storage bins.

This happens with any single material btw, not limited to Igneous rock. If I have a storage bin with Copper ore, they'll always deplete than bin BEFORE they start picking up stuff on the floor to build something.

Now, I notice in the mod options there's these options, but I tried every single one of them and none seems to resolve this issue. I don't know if there's a combination of options, or something among the options that would "fix" this (for me personally at least, this is quite bad, since as I explained before, will sometime triple the time it takes to build something just cuz they have to go around the asteroid to pick up stuff from bins instead of using materials from the floor), but I hope this gets some attention, cuz I really wanna use the mod, but as of now is wasting just too much time.

Thanks!

On 4/14/2025 at 10:39 PM, SqLISTHEMATE said:

Hello!

First, thanks a lot for the mod, it does a lot of things I love, and while it does these things, I found an annoyance to say the least.

So, let me explain it. I have a storage bin with Igneous rock for my hatches, in my base which is in the middle of the map. When I'm building something made of Igneous rock in the Oil Biome (bottom of the map), which contains a lot of Igneous rock so there's plenty for my dupes to pick up and build, they just decide to go to my base and get the Igneous rock from the bin which is storing for hatches. This is quite the annoyance cuz it basically delays all construction errands by A LOT, cuz now instead of picking up materials laying around (which there's tons at time), they just decide is better to go half accross the asteroid and get it from storage bins.

This happens with any single material btw, not limited to Igneous rock. If I have a storage bin with Copper ore, they'll always deplete than bin BEFORE they start picking up stuff on the floor to build something.

Now, I notice in the mod options there's these options, but I tried every single one of them and none seems to resolve this issue. I don't know if there's a combination of options, or something among the options that would "fix" this (for me personally at least, this is quite bad, since as I explained before, will sometime triple the time it takes to build something just cuz they have to go around the asteroid to pick up stuff from bins instead of using materials from the floor), but I hope this gets some attention, cuz I really wanna use the mod, but as of now is wasting just too much time.

Thanks!

I was unable to reproduce this issue, nor the one above it. I suspect a base game issue in the case of the aquatuners (as some sections of this code were touched in FPP) caused by lag, or a mod conflict.

  • Thanks 1

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