Tarantulator


Is Spidertron too weak for your taste? Meet the Tarantulator – nuclear-powered, massive, and armed with a devastating railgun!

Content
5 days ago
1.0 - 2.0
26.8K
Transportation Combat

g FPS goes down when installed mid save

8 days ago

When I install the mod on a an already started save I get around 4-5 fps, but when I remove it i get the normal 60. I have tried it on a clean save and that seems to work perfectly. The problem is still present if i only have the base space age requirements and the mod on its own. Please let me know if you need any log files or save games.

8 days ago
(updated 8 days ago)

+1, script time eating up 50ms on my i9-14900...I don't even have any entity instance of Tarantulator

6 days ago

Thanks for the reports! Unfortunately, I haven’t been able to reproduce the issue on my end.

I’ve tested by starting a new game, saving it, and also loading older savegames where Tarantulator wasn’t used—everything runs at full framerate. I even played a longer new session and rushed straight to early Tarantulator research, and still got a stable 60 FPS throughout.

At this point, I’d really appreciate any affected savegames you’re willing to share. That would help a lot in tracking down what’s going on!

6 days ago

Thanks for the response, I have linked my save game here to aid in troubleshooting. If you need anything more just let me know
https://drive.google.com/file/d/1uyiauhMiFi1z9ryjaG_oNwjUAtVhsTu5/view?usp=sharing

5 days ago

Same here. I lose allot of FPS/UPS when Tarantulator is enabled. I started a new game, and I had it enabled to the point of the game starting to slow down such that I couldn't increase the game speed beyond 1 with the console command "/c game.speed=1"

Here is the save game along with a picture that shows the ingame debuger (accessed via F4 in game. Show-time-usage is selected).
https://drive.google.com/drive/folders/17TZzv1H_jTS0eq6hTrvei28HvwTC3CV2?usp=sharing

5 days ago

Thanks again to everyone who reported the issue and shared savegames – that helped a ton!

I’ve tracked down the root cause: when the mod was installed midgame (i.e. after the save was already started), it would activate a script that scanned all player entities every single tick, even if no Tarantulator had ever been built or researched. That was obviously not intended and caused massive script overhead, especially in larger saves.

This has now been fixed in version 2.1.15. The mod will no longer activate unnecessary logic unless Tarantulators are actually present. Midgame installs should now run at full framerate again.

Feel free to update and let me know if things are smoother now. And again – huge thanks for helping me catch this one!

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