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Oxygen Not Included

Found 2 results

  1. This is Emphatically Bug. Read it Full. I Am Playing Don't Starve Shipwrecked with Hamlet DLC. I Not Merged My SW 150 Day World with The Hamlet World. But When I Tried to Merge My SW 150 Day World with The RoG World, I Encountered With a Trouble. The Game Crashes with The Message "Out of Memory", when I Try to Launch The World Where Has to Be RoG Merged with SW. My PC Has 4 GB of RAM, I Do Not Play with Mods. As Seen from The Task Manager, The RAM Consumption Raises Up to 99% or 2.5 GB by The Game, Then Falls to 0.13 GB and After a While Crashes with The Message "Out of Memory". I Pray to Help Me.
  2. When mods are loaded (both when opening the main screen and when an actual save is started), it seems all of its assets are being preloaded, causing a memory spike. Furthermore, very likely due to the loading-unloading-reloading juggling of mods adopted due to RoG (loading all mods, unloading them, loading RoG and then reloading the mods), it seems that during this startup process the memory spike corresponds to double the amount of memory required by the assets of all mods combined, making this memory spike all the more substantial (with the extra assets only being purged at the end of the tick, i.e. of the iteration of the engine main loop). This has presented itself as a 'out of memory' engine level crash (often as an OpenGL error with an error code corresponding to memory exhaustion, but this is likely due to textures being mapped to RAM, since it doesn't look like VRAM per se is being exhausted) in the Windows version of Don't Starve, whose executable has the LAA (Large Address Awareness) flag unset, making it support only up to 2GB of RAM consumption, regardless of system RAM. This has only been reported three times when only Up and Away (together with several small mods) was enabled, but it happens quite consistently when Up and Away and Hero in the Dark, both large mods, are enabled at the same time. The issue appears to arise due to mod asset loading not being handled like it is for regular Don't Starve assets. Instead of registering assets to be loaded dynamically by the engine, it seems mod assets are simply loaded unconditionally and kept that way. Within ModWrangler:RegisterPrefabs(), in mods.lua, we have the following: RegisterPrefabs( Prefab("modbaseprefabs/MOD_"..mod.modname, nil, mod.Assets, prefabnames) ) local modname = "MOD_"..mod.modname TheSim:LoadPrefabs({modname})On the other hand, the function responsible for loading vanilla prefabs (RegisterPrefabs, in mainfunctions.lua) calls TheSim:RegisterPrefabs instead of TheSim:LoadPrefabs: TheSim:RegisterPrefab(prefab.name, prefab.assets, prefab.deps)I can't be sure of the underlying causes of the issue since I can't know in detail what the engine is doing behind the scenes, but I can safely say a memory spike caused by nothing other than the existence of (a large number of) mod assets is happening, and that this causes a crash for Windows users (and likely in any platform for users 2GB RAM or lower), effectively preventing them from playing large mods, let alone a combination of them.This looks like a nasty issue to solve, but given its gravity it'd be of immense help, for both mod makers and mod users, if it were addressed. As a side note, the loading-unloading-reloading mod juggling adopted as the current technique for RoG mod support, as mentioned before, is still extremely low for large mods, even though SethR's changes a while ago made its impact lower. The loading time of large mods for a Don't Starve installation with RoG is considerably larger than twice that for a Don't Starve installation without RoG. @DeathDisciple @kraken121