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


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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

 

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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.

circuit breaker 2.png

circuit breaker 3.png

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.

image.thumb.png.8cf831d25233d70f54d4466ef2ac5735.png

If the wattage sensor is "flickering", what values is it flipping between?

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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 by HyperionSniper
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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.

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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.

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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

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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

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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.

 

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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 by MiniDeathStar
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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.

 

image.png.24657bff5b22edac72cf149861b0e5a1.png

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.

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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!

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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 by Alpe12
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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.

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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)
  • Like 3
  • Big Ups 2
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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.

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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!

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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
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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.

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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:

217415509_Screenshot2022-06-29at09_41_53.thumb.png.665c0deff6c34f36a438eeb21ad6a540.png

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 by PhinOG
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