melquiades Posted May 28, 2022 Share Posted May 28, 2022 I am sorry to keep bothering you, but I bumped into this one, after a long session: Spoiler Exception in: (DivergentBeetle).CropTendingStates.root.findCrop. System.IndexOutOfRangeException: Index was outside the bounds of the array. at PathGrid.GetCost (System.Int32 cell) [0x0000e] in <33cbadb4d53344698461e1b8bda03e57>:0 at PathProber.GetCost (System.Int32 cell) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Navigator.GetNavigationCost (System.Int32 cell) [0x00008] in <33cbadb4d53344698461e1b8bda03e57>:0 at CropTendingStates.FindCrop (CropTendingStates+Instance smi) [0x00168] in <33cbadb4d53344698461e1b8bda03e57>:0 at CropTendingStates.<InitializeStates>b__13_1 (CropTendingStates+Instance smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine+Instance.StartSM () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Chore.Begin (Chore+Precondition+Context context) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Brain.UpdateChores () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Brain.UpdateBrain () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.UpdateBrainGroup (PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater inst, System.Boolean asyncProbe, BrainScheduler+BrainGroup brainGroup) [0x00000] in <46a7c527fe02440a948dc7e5b23c8617>:0 at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.Prefix (BrainScheduler __instance) [0x00000] in <46a7c527fe02440a948dc7e5b23c8617>:0 at BrainScheduler.BrainScheduler.RenderEveryTick_Patch1 (BrainScheduler , System.Single ) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at Game.LateUpdate () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 Build: U41-498381-SD Link to comment Share on other sites More sharing options...
Peter Han Posted May 28, 2022 Author Share Posted May 28, 2022 6 hours ago, HyperionSniper said: It happens in the original save even without other mods, and I could reproduce it in a sandbox save with the setup below. It still occurs when the refinery circuit is isolated from anything else, as in the 2nd picture. With the exact same build (wattage sensor set to less than 1000 W) overloads last no more than a brief second when the refinery starts. If the wattage sensor is "flickering", what values is it flipping between? Link to comment Share on other sites More sharing options...
HyperionSniper Posted May 29, 2022 Share Posted May 29, 2022 (edited) It might actually be a base game bug, actually. The automation wire seems to lag one frame behind the sensor, and the sensor bugs out and flips between 0W, left side wattage, and left side wattage + 1200W, but this happens inconsistently and sometimes it works fine. I vaguely remember this sort of thing happening a year ago. The correlation between the option and the bug was probably perception or pure chance. Edited May 29, 2022 by HyperionSniper Link to comment Share on other sites More sharing options...
Peter Han Posted May 30, 2022 Author Share Posted May 30, 2022 On 5/28/2022 at 1:26 PM, melquiades said: I am sorry to keep bothering you, but I bumped into this one, after a long session: Hide contents Exception in: (DivergentBeetle).CropTendingStates.root.findCrop. System.IndexOutOfRangeException: Index was outside the bounds of the array. at PathGrid.GetCost (System.Int32 cell) [0x0000e] in <33cbadb4d53344698461e1b8bda03e57>:0 at PathProber.GetCost (System.Int32 cell) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Navigator.GetNavigationCost (System.Int32 cell) [0x00008] in <33cbadb4d53344698461e1b8bda03e57>:0 at CropTendingStates.FindCrop (CropTendingStates+Instance smi) [0x00168] in <33cbadb4d53344698461e1b8bda03e57>:0 at CropTendingStates.<InitializeStates>b__13_1 (CropTendingStates+Instance smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0 at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine+Instance.StartSM () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].StartSM () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Chore.Begin (Chore+Precondition+Context context) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver+StatesInstance.BeginChore () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver+States+<>c.<InitializeStates>b__5_2 (ChoreDriver+StatesInstance smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>: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 <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1+Transition[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Evaluate (StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1+Context[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at StateMachine`4+Parameter`1[StateMachineType,StateMachineInstanceType,MasterType,DefType,ParameterType].Set (ParameterType value, StateMachineInstanceType smi) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Brain.UpdateChores () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at Brain.UpdateBrain () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.UpdateBrainGroup (PeterHan.FastTrack.PathPatches.AsyncBrainGroupUpdater inst, System.Boolean asyncProbe, BrainScheduler+BrainGroup brainGroup) [0x00000] in <46a7c527fe02440a948dc7e5b23c8617>:0 at PeterHan.FastTrack.PathPatches.BrainScheduler_RenderEveryTick_Patch.Prefix (BrainScheduler __instance) [0x00000] in <46a7c527fe02440a948dc7e5b23c8617>:0 at BrainScheduler.BrainScheduler.RenderEveryTick_Patch1 (BrainScheduler , System.Single ) [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 at SimAndRenderScheduler+RenderEveryTickUpdater.Update (IRenderEveryTick updater, System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at StateMachineUpdater.RenderEveryTick (System.Single dt) [0x00000] in <53ba8544b0394db88dcaac034e1fe553>:0 at Game.LateUpdate () [0x00000] in <33cbadb4d53344698461e1b8bda03e57>:0 Build: U41-498381-SD There is no Fast Track code in this crash. You may be experiencing this bug which is fixed in the public testing branch. Link to comment Share on other sites More sharing options...
Peter Han Posted June 2, 2022 Author Share Posted June 2, 2022 As Fast Friends has been stated by Klei to go live tomorrow at 10 AM PDT, Fast Track version 0.9.0 has been released for compatibility with this version. Some new bugs may have been introduced by the version port. Please report any new issues on the GitHub issue tracker. 6 1 Link to comment Share on other sites More sharing options...
Primalflower Posted June 2, 2022 Share Posted June 2, 2022 absolutely incredible work. I'm so happy to finally play with this mod!! Link to comment Share on other sites More sharing options...
Kiwiwrath Posted June 3, 2022 Share Posted June 3, 2022 sweepers wont sweep to payload opener without being marked to sweep with this mod. and sometimes duped will not deliver to them either 1 Link to comment Share on other sites More sharing options...
SharraShimada Posted June 4, 2022 Share Posted June 4, 2022 The game crashes 100% if i click the teleporter to the second asteroid ArgumentException: Accessing mismatched handle version. Expected version=3 but got version=2 HandleVector`1[T].UnpackHandle (HandleVector`1+Handle[T] handle, System.Byte& version, System.Int32& index) (at <3366109ff608488f8317d0b43357f1ba>:0) KCompactedVectorBase.ComputeIndex (HandleVector`1+Handle[T] handle) (at <3366109ff608488f8317d0b43357f1ba>:0) KCompactedVector`1[T].GetData (HandleVector`1+Handle[T] handle) (at <3366109ff608488f8317d0b43357f1ba>:0) PeterHan.FastTrack.GamePatches.BackgroundRoomProber.Refresh () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) PeterHan.FastTrack.GamePatches.BackgroundRoomProber.Sim200ms (System.Single _) (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) SimAndRenderScheduler+Sim200msUpdater.Update (ISim200ms updater, System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <3366109ff608488f8317d0b43357f1ba>:0) StateMachineUpdater.AdvanceOneSimSubTick () (at <3366109ff608488f8317d0b43357f1ba>:0) Game.SimEveryTick (System.Single dt) (at <b2059d57da244ebc9fb8d55e7bbaa6c7>:0) (wrapper dynamic-method) Game.Game.Update_Patch2(Game) Build: U42-509629-S Link to comment Share on other sites More sharing options...
DamnLord Posted June 5, 2022 Share Posted June 5, 2022 Hello, I notice a strange behavior, my fps is around 60-+ , if I open and close priorities or consumables the fps drops around 30-40 permanently or until i reload the game, after reload the game is back to 60 fps until i open one of thous tabs. Build: U42-509629-S Link to comment Share on other sites More sharing options...
Big Hat Logan Posted June 6, 2022 Share Posted June 6, 2022 I have the same issue (with other fps values). However, this issue also exists without the FastTrack Mod. Here are my numbers: Without FastTrack: Speed 3 fps ~97, once i clicked on priorities, it's down to ~90 With FastTrack: Speed 3 fps ~148, once i clicked on priorities, it's down to ~137 So I guess this is entirely a problem with U42-509629-S. Link to comment Share on other sites More sharing options...
juni3227 Posted June 6, 2022 Share Posted June 6, 2022 It happens to me too. And same goes for consumable not only priority. But I think this is game issue not mod issue. Link to comment Share on other sites More sharing options...
MiniDeathStar Posted June 7, 2022 Share Posted June 7, 2022 (edited) Is there a way to disable the thing that deletes mass quantifier from info cards? Instead of 8g, 160mg now I just see 8, 160 and it complicates things. Edit: it seems enabling quick format strings and optimised info cards solves this Edited June 7, 2022 by MiniDeathStar Link to comment Share on other sites More sharing options...
zhaelita Posted June 7, 2022 Share Posted June 7, 2022 On 5/20/2022 at 2:21 PM, icehot said: Hey, Just noticed that with this mod enabled, duplicants will never release pacu into the left hand fish release, despite it being higher priority, they will always release in the right hand one (note in this screenshot, the door is currently locked because there's 2 critters currently in there which stops duplicants from accessing the breeding chamber, but the door opens when there's less than 2). As soon as I disable fast track, they will go to the correct fish release again. Hello! I had same problem but with storage bins. I had 2 storages, first one had 1 priority, second had 2, dupes chose storages randomly didn't care bout priorities. I tested it without any mods, in a new colony, with different priorities no changes. After I unchecked "Reduce Debris Check" it has started working properly. Link to comment Share on other sites More sharing options...
icehot Posted June 9, 2022 Share Posted June 9, 2022 On 6/7/2022 at 7:21 PM, zhaelita said: Hello! I had same problem but with storage bins. I had 2 storages, first one had 1 priority, second had 2, dupes chose storages randomly didn't care bout priorities. I tested it without any mods, in a new colony, with different priorities no changes. After I unchecked "Reduce Debris Check" it has started working properly. Yes turning off that option seems to have worked, thanks! Link to comment Share on other sites More sharing options...
Alpe12 Posted June 9, 2022 Share Posted June 9, 2022 (edited) What option causes the following crash (if any)? Thanks. Spoiler MissingFieldException: Field 'PathFinder/Path/Node.transitionId' not found. Curtain.Flutterable.UpdateMovement (Pickupable dupe) (at <9dddfae13306405cb310afa802ec0c70>:0) Curtain.Flutterable.OnPickupablesChanged (System.Object obj) (at <9dddfae13306405cb310afa802ec0c70>:0) ScenePartitioner.RunEntries (System.Collections.Generic.List`1[T] gathered_entries, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) ScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) GameScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) GameScenePartitioner.TriggerEvent (System.Int32 cell, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) Pickupable.NotifyChanged (System.Int32 new_cell) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) Pickupable.OnCellChange () (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) PeterHan.FastTrack.GamePatches.FastCellChangeMonitor+EventEntry.CallCellChangedHandlers () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) PeterHan.FastTrack.GamePatches.FastCellChangeMonitor.Update () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) PeterHan.FastTrack.GamePatches.CellChangeMonitor_RenderEveryTick_Patch.Prefix () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) (wrapper dynamic-method) CellChangeMonitor.CellChangeMonitor.RenderEveryTick_Patch1(CellChangeMonitor) (wrapper dynamic-method) Game.Game.Update_Patch3(Game) Build: U42-510738-VD Edited June 9, 2022 by Alpe12 Link to comment Share on other sites More sharing options...
Peter Han Posted June 10, 2022 Author Share Posted June 10, 2022 3 hours ago, Alpe12 said: What option causes the following crash (if any)? Thanks. Hide contents MissingFieldException: Field 'PathFinder/Path/Node.transitionId' not found. Curtain.Flutterable.UpdateMovement (Pickupable dupe) (at <9dddfae13306405cb310afa802ec0c70>:0) Curtain.Flutterable.OnPickupablesChanged (System.Object obj) (at <9dddfae13306405cb310afa802ec0c70>:0) ScenePartitioner.RunEntries (System.Collections.Generic.List`1[T] gathered_entries, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) ScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) GameScenePartitioner.TriggerEvent (System.Int32 x, System.Int32 y, System.Int32 width, System.Int32 height, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) GameScenePartitioner.TriggerEvent (System.Int32 cell, ScenePartitionerLayer layer, System.Object event_data) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) Pickupable.NotifyChanged (System.Int32 new_cell) (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) Pickupable.OnCellChange () (at <6b1fe94e23464e8cbce43389ee9b8d71>:0) PeterHan.FastTrack.GamePatches.FastCellChangeMonitor+EventEntry.CallCellChangedHandlers () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) PeterHan.FastTrack.GamePatches.FastCellChangeMonitor.Update () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) PeterHan.FastTrack.GamePatches.CellChangeMonitor_RenderEveryTick_Patch.Prefix () (at <615f2d57d12240aaa2a8aaf36db3bd67>:0) (wrapper dynamic-method) CellChangeMonitor.CellChangeMonitor.RenderEveryTick_Patch1(CellChangeMonitor) (wrapper dynamic-method) Game.Game.Update_Patch3(Game) Build: U42-510738-VD This is a bug in another mod. From the name "Curtain" it suggests that the crashing mod is actually Plastic Door. 1 Link to comment Share on other sites More sharing options...
Peter Han Posted June 10, 2022 Author Share Posted June 10, 2022 Fast Track version 0.9.1 has been released. Flush the path cache when selecting the Move To tool, allowing manually saving trapped Duplicants that were recently freed Duplicants can now deliver to storage that is 0 cells away (oops!) Fix a potential race condition if the same room was destroyed twice, possibly caused by POI spawning (like discovering the teleporter world in Spaced Out) 3 2 Link to comment Share on other sites More sharing options...
bughouse26 Posted June 11, 2022 Share Posted June 11, 2022 On 6/10/2022 at 4:16 AM, Peter Han said: Fast Track version 0.9.1 has been released. Flush the path cache when selecting the Move To tool, allowing manually saving trapped Duplicants that were recently freed Duplicants can now deliver to storage that is 0 cells away (oops!) Fix a potential race condition if the same room was destroyed twice, possibly caused by POI spawning (like discovering the teleporter world in Spaced Out) This version seems to break some auto-sweeper interactions with the payload opener. I have a few payload openers that are being loaded less frequently, and 1 payload opener that isn't being loaded at all. If I disable Fast Track the payload opener/autosweeper interaction works normally. No crashes and otherwise fast track works wonderfully to improve performance. Let me know if a .sav would be useful. Link to comment Share on other sites More sharing options...
Clinch Posted June 13, 2022 Share Posted June 13, 2022 I just stumbled on this mod, looks like awesome work so far! I'll get it installed on a tidy save file that I've been using (only 2 planetoids so far, with minimal QoL mods) and check it out! Link to comment Share on other sites More sharing options...
Peter Han Posted June 14, 2022 Author Share Posted June 14, 2022 Fast Track version 0.9.2 has been released. Add compatibility with some mods that display skills and stats progress Items that move have reachability immediately updated, which fixes some issues with the payload opener 2 Link to comment Share on other sites More sharing options...
NewWorldDan Posted June 17, 2022 Share Posted June 17, 2022 (edited) * EDIT * Deleted post, bug is still happening with mod disabled. Edited June 17, 2022 by NewWorldDan Link to comment Share on other sites More sharing options...
Peter Han Posted June 29, 2022 Author Share Posted June 29, 2022 At the request of a few late game players, an option has been added to Fast Track version 0.9.3 to completely disable diseases. If this option is enabled (disabled by default), all germs are removed from the game, and no diseases can be contracted. Link to comment Share on other sites More sharing options...
PhinOG Posted June 29, 2022 Share Posted June 29, 2022 (edited) Hi Peter, I'm so sorry I'm pretty useless with technology at any level but am desperate to install this Mod. I'm on a MacBook Air, when I follow your instructions I see the following: There's no Local folder, if I create one it doesn't affect the game if I re-login, any guidiance would be super appreciated! Edited June 29, 2022 by PhinOG Link to comment Share on other sites More sharing options...
SharraShimada Posted June 29, 2022 Share Posted June 29, 2022 @PhinOG just create a new folder called "local", and then copy the folder for fast track from the archive into the local-folder. Unless the mac version works completely different from the PC it should do the trick. Link to comment Share on other sites More sharing options...
Sanchozz Posted June 29, 2022 Share Posted June 29, 2022 @PhinOG I just want to remind you that in mac os folder names are case sensitive. the name must be "Local", starting with a capital letter. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now