[modded] Massive RAM spike on placing stone path
-
- Filter Inserter
- Posts: 530
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
[modded] Massive RAM spike on placing stone path
Mods installed that are possibly relevant: Dectorio, RampantAI (with the option that increases RAM usage turned on), full AngelBobMadclownSpaceEX, AAI Vehicles, Coverup, Clean Concrete.
Game running happily, if a little RAM-hungry. Then I go to place a stone path under my bus, so I can walk faster, and suddenly the game freezes. I pull up my process monitor on my other screen, and see that factorio's RAM usage is slowly and steadily increasing. It was at 16GB, plus probably about 4GB of the swap partition when I killed it.
Mods Folder: https://drive.google.com/open?id=1g2ATC ... 2Z5-YM2WCL
---
Edit: OS = Gentoo Linux
Game running happily, if a little RAM-hungry. Then I go to place a stone path under my bus, so I can walk faster, and suddenly the game freezes. I pull up my process monitor on my other screen, and see that factorio's RAM usage is slowly and steadily increasing. It was at 16GB, plus probably about 4GB of the swap partition when I killed it.
Mods Folder: https://drive.google.com/open?id=1g2ATC ... 2Z5-YM2WCL
---
Edit: OS = Gentoo Linux
- Attachments
-
- Nightmare.zip
- (6.83 MiB) Downloaded 114 times
-
- factorio-current.log
- (34.4 KiB) Downloaded 118 times
Last edited by Illiander42 on Fri Jun 15, 2018 6:23 pm, edited 1 time in total.
Re: [modded] Massive RAM spike on placing stone path
Is this reproducible?
-
- Filter Inserter
- Posts: 530
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
Re: [modded] Massive RAM spike on placing stone path
Two for two so far, plus a previous crash that was probably (but not certainly) this plus running out of RAM.
Just load the save and try placing some stone path.
Any other info that would help?
Just load the save and try placing some stone path.
Any other info that would help?
-
- Filter Inserter
- Posts: 530
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
Re: [modded] Massive RAM spike on placing stone path
And here's a minimal save that has the same problem.
Stone Brick in inventory.
Stone Brick in inventory.
- Attachments
-
- memleak_demo.zip
- (3.17 MiB) Downloaded 115 times
Re: [modded] Massive RAM spike on placing stone path
I can confirm (Win7, 16.51). I'm going to try to narrow down the mods to see what's causing it.
There are 10 types of people: those who get this joke and those who don't.
-
- Filter Inserter
- Posts: 530
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
Re: [modded] Massive RAM spike on placing stone path
Just tried blueprints, and getting nanobots to place the tile.
Blueprints go down fine.
Activating nanobots in range of a stone path blueprint gives the following trace:
Error while running event Nanobots::on_tick (ID 0)
Error while running event Coverup::on_player_built_tile (ID 45)
__Coverup__/control.lua:5: bad argument #2 to '__index' (string expected, got nil)
stack traceback:
__Nanobots__/control.lua:415: in function '?'
__Nanobots__/scripts/hash_queue.lua:80: in function 'execute'
__Nanobots__/control.lua:609: in function 'handler'
__Nanobots__/stdlib/event/event.lua:348: in function <__Nanobots__/stdlib/event/event.lua:293>
Blueprints go down fine.
Activating nanobots in range of a stone path blueprint gives the following trace:
Error while running event Nanobots::on_tick (ID 0)
Error while running event Coverup::on_player_built_tile (ID 45)
__Coverup__/control.lua:5: bad argument #2 to '__index' (string expected, got nil)
stack traceback:
__Nanobots__/control.lua:415: in function '?'
__Nanobots__/scripts/hash_queue.lua:80: in function 'execute'
__Nanobots__/control.lua:609: in function 'handler'
__Nanobots__/stdlib/event/event.lua:348: in function <__Nanobots__/stdlib/event/event.lua:293>
Re: [modded] Massive RAM spike on placing stone path
Confirmed with a lesser set of mods; I'll continue checking this and then we can look at the mod.
- Attachments
-
- memleak_demo.2.zip
- (2.51 MiB) Downloaded 121 times
There are 10 types of people: those who get this joke and those who don't.
Re: [modded] Massive RAM spike on placing stone path
The freezing is coming from code in LandfilPainting making bad assumptions about next_direction on tiles.
There may also be other mods conflicting causing this specific issue.
Specifically: LandfillPainting expects that for any given tile; tile.next_direction.next_direction.... eventually leads back to "tile" and in your collection of mods it doesn't.
I don't know if it doesn't because it was made that way or because of a mod conflict.
There may also be other mods conflicting causing this specific issue.
Specifically: LandfillPainting expects that for any given tile; tile.next_direction.next_direction.... eventually leads back to "tile" and in your collection of mods it doesn't.
I don't know if it doesn't because it was made that way or because of a mod conflict.
If you want to get ahold of me I'm almost always on Discord.
-
- Filter Inserter
- Posts: 530
- Joined: Mon Feb 05, 2018 10:01 am
- Contact:
Re: [modded] Massive RAM spike on placing stone path
Is that meant to be true, and another mod broke it, or does it just happen to be true a lot?Rseding91 wrote:Specifically: LandfillPainting expects that for any given tile; tile.next_direction.next_direction.... eventually leads back to "tile" and in your collection of mods it doesn't.
Re: [modded] Massive RAM spike on placing stone path
That I don't know. I just know the assumption is wrong because it's not enforced anywhere.Illiander42 wrote:Is that meant to be true, and another mod broke it, or does it just happen to be true a lot?Rseding91 wrote:Specifically: LandfillPainting expects that for any given tile; tile.next_direction.next_direction.... eventually leads back to "tile" and in your collection of mods it doesn't.
If you want to get ahold of me I'm almost always on Discord.
Re: [modded] Massive RAM spike on placing stone path
It works fine with only landfill painting.
Adding dectorio gives the following error:
Error while running event LandfillPainting::on_player_built_tile (ID 45)
__LandfillPainting__/control.lua:13:attempt to index field 'next_direction' (a nil value)
It proceeds to go to the menu. I've contacted the mod author to see what he can do about it. I'll also look at what is causing the freeze and various other things.
Adding dectorio gives the following error:
Error while running event LandfillPainting::on_player_built_tile (ID 45)
__LandfillPainting__/control.lua:13:attempt to index field 'next_direction' (a nil value)
It proceeds to go to the menu. I've contacted the mod author to see what he can do about it. I'll also look at what is causing the freeze and various other things.
There are 10 types of people: those who get this joke and those who don't.
Re: [modded] Massive RAM spike on placing stone path
Okay, I believe I may have stumbled across two separate issues (presumably mod errors/compatibility issues, although I don't know if memory leaks and crashes are something mods are supposed to be able to do). With only Landfill Painting (and most mods), everything works fine. With Bot Landfill, you get the memory leak and crash. With Dectorio, you get an error and crash to menu. Saves to reproduce both of those (for mod authors or whoever wants to look at those) are attached.
Tl;dr: don't use Dectorio or Bot Landfill and you'll be fine.
Tl;dr: don't use Dectorio or Bot Landfill and you'll be fine.
- Attachments
-
- memleak_demo - Dectorio.zip
- (2.25 MiB) Downloaded 99 times
-
- memleak_demo - Bot Landfill.zip
- (2.25 MiB) Downloaded 92 times
There are 10 types of people: those who get this joke and those who don't.
-
- Fast Inserter
- Posts: 110
- Joined: Wed Apr 05, 2017 2:17 am
- Contact:
Re: [modded] Massive RAM spike on placing stone path
LandfillPainting 0.2.3 uses the factorio supplied items_to_place_this table instead of trying to built it's own copy. This should be more a more robust way of handling it.