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- I disabled this mod and still got the exception when unpausing my game.
- I made a mini mod that just ignores all exceptions there.
- Afterwards on unpausing it crashed with "Chore.Begin driver already set 7294 WorkChore`1[HandSanitizer+Work] ActiveHandWashing"
--> The mod 主动洗手 Active hand washing is the real problem for me.
After disabling that and re-enabling "Rational Priority" and AI Improvements again my 2000+ hrs ~200 mods savegame from 2021 loads und unpauses just fine.
Technically it uses almost all of a 32 bit integer for the calculation, so they can probably go up to a billion or so.
This mod makes task selection automatically smarter, taking all factors into account at once, whereas hers gives more control over the base game priority system.
https://github.com/yobbobandana/oni_mods/issues/9
It should also slightly improve digging behaviour, so they don't jump around so much, but i don't know if i overtuned it so let me know if digging behaves weirdly. They should still prefer skilled digging jobs far away over unskilled jobs far away, but nearby they should just dig whatever is closest to them.
See: https://forums.kleientertainment.com/klei-bug-tracker/oni_beta/bionic-dupe-cannot-dig-granite-despite-having-both-digging-and-extreme-digging-booster-r47200/
And to make it weirder, the "!!" priority doesn't work well for sweep tasks. I filed a bug years ago about it but i don't know if it was ever fixed.
I also looked into the code to see if Klei have changed anything else in the past while, and everything's still fresh and about as optimized as it can be. The basic way this mod applies the new priority system hasn't been affected.
Re performance, it's quite heavily optimized and should have little performance impact in a normal game. That said it's open source and I don't have time to work on it, I don't mind if anyone feels like they want to try to improve it. I haven't had time to look into any changes they've made to the base game decision making code in the past few years, so it could be the way this is done is now suboptimal. But then it could just be that they're thinking twice as hard to be twice as smart.
Re interrupting tasks, that would be neat but the way the base game handles tasks makes it a bit difficult.
But what finally caused me to stop using it was the absolute assassination it did to FPS. On my 1600+ cycle colony, it cuts my frame rate in half just enabling this mod. It is not worth using for that reason alone.
With some optimization and further work, this could be a really, really neat mod to have! ^^
Removing the mod removes the issue.
Is this normal, or possible a conflict with another mod going on (like Fast Track).
Seems odd that "urgent" tasks don't interrupt downtime. I built a hot tub, and they really love to stay in there forever. I already have 4 blocks for downtime. Maybe I need transport tubes or faster tiles to walk on.
In any case, I appreciate the explanation and the quick response!