Closed FluffierThanThou closed 6 years ago
make this high priority. i have an error that i am able to copy plus hugslib logs. the main debug log is here and is the last error. https://git.io/vxRTH it's just... laggy. and then there's the last error. try throwing a few of my mods in you haven't tested yet and could contribute to lag..
looks like a bad research configuration in one of your mods, but your modlist is so huge it's going to be hard for me to figure out which one.
Could you please manually install the debug version (see the latest release), and post a log from that? The error won't be fixed, but there should be a lot more information in the log.
sure! i will get right to that! it might take a while to boot up my gaming rig and reinstall the mod.
I've also had a look at a possible cause of your problems, there's a pre-release version on github I'd like for you to try. I haven't got the 'bad' mods to test it myself, so any feedback on that would be much appreciated.
got the log for it. https://git.io/vxumq so far, i saw lag starting at "reducing crossing" or something about crossing. the research tab zooms in and out. an average of 1-3 FPS when in research tab, loaded.
Are you sure that's the debug version?
Could you also try this version; https://github.com/FluffierThanThou/ResearchTree/releases/download/v0.18.0.8/Research.Tree.zip ?
dear, i just noticed the newest release said the exact same things. i'll get a different release
the log you posted was from the 0.18.0.7 release, that wasn't expected to fix anything, and doesn't contain the debug information. Kindly try the 0.18.0.8 pre-release, and if that doesn't work post a log from the 0.18.0.7 release, DEBUG version.
i got the debug version first, i now know. https://pastebin.com/uyUxN54w has the log messages from loading the save.
i just noticed. please explain the "DUMMY" spam ;-;
That's the problem ;)
Say if a research X is connected to Y, but Y is several nodes to the right.
X---Y
The horizontal position of a node is it's 'layer', so X is on layer 1, Y on layer 5. The dummies (-
) are created to link X and Y, so in this case three dummies are created.
The layers are calculated based on two rules;
The problem arises because some modded research has a weird techlevel and prerequisite chain, e.g. an 'Industrial' level research has a 'Spacer' level research as a prerequisite. The above two rules conflict, and a large number of extra empty layers is created. That in turn means a lot of extra dummy nodes are created, and that in turn means a lot of extra drawing/computations.
I try to catch and 'fix' such weird dependency chains, but clearly I'm not catching all of them (at least not in version 0.18.0.7 and earlier). Version 0.18.0.8 (the pre-release one) should hopefully catch all these dependency chains, and fix the problem.
Could you tell me what mod(s) PrecisionTurret, BlastTurret, VulcanCannon and GunTurrets are from?
I figured out what mod they're from (More Vanilla Turrets [B18], http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119&searchtext=turrets), and they are indeed badly configured (the projects are industrial but depend on Charged Shot
, which is Spacer tech.
It seems to work fine with the 0.18.0.8 version though, but I don't have all of the other mods you've got loaded, so I can't be certain this fixes everything. Please confirm it for me ;)
i'm back on my gaming rig, i was out for a bit, gonna test this new update!
found incompatibilities - more vanilla turrets as soon as i remove it it's fine. even mid-game
partially bug related (need to reevaluate the bad research config resolvers), and partially just a fact of life with rendering soooo many textures.
Implementing #3 and #4 is going to make this even worse...