#Testing More ONI Mods By Miles

71 messages · Page 1 of 1 (latest)

golden holly
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this, hilariously blames achievement tracker when in debug clearing out a testing area to test out iloveslickster morphs

golden holly
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[12:06:26.391] [1] [ERROR] Potential infinite transition loop detected in state machine: IdleChore+States(root.idle.move)

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Goto stack:

root.idle.move
root.idle.onfloor
root.idle.move

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is this diseases expanded related? @silent @normal zodiac

normal zodiac
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my guess is Diseases Restored

[12:06:27.897] [1] [INFO] [PLib/DiseasesReimagined] Infecting ** KernelPeinders ** with PollenGerms
OutOfMemoryException: Out of memory
@naive sphinx @icy topaz

icy topaz
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now, i'm not an expert, but i suspect that you ran out of RAM

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weird though, it says system mem is 32g

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Anyways I am no longer modding ONI so if this turns out to be a Diseases Restored issue i will not be able to help you

golden holly
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32 gb i do have

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which makes me wonder about memory leaks related to this particular issue

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but i probably have a lot of leaks

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thanks for getting back to me Sky

icy topaz
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My reasoning is a little biased, but I suspect that some other mod or combination of mods is causing memory to fill up and it was poor luck that DR got bopped with the OOM stick

nova crown
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This might be a good use case for a profiler

normal zodiac
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the memory loss could be caused by the previous loop of FSM state changes perhaps

golden holly
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Fsm?

normal zodiac
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Finite State Machine, it loops:
root.idle.move
root.idle.onfloor
not sure what component is it from, modded or base game, or if that is the cause of DR crash, just throwing some ideas

lyric ravine
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Don't Idle in Doors?

golden holly
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I wondered about that. I will probably have to carefully iterate on testing newer mods. How do I set up a profiler?

golden holly
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As far as hunting down my big memory leak, here's my newest mod subscriptions Since Nov QOL, and does anything seem off? or perhaps suspicious? I am thinking items that update often are more likely to be leaking, like autoconnect or multiselection sensors, but idk.

Grip Now Included, Better Rad Pill Fixed, Booster Animation Begone!, HD Screenshot, LUT Not Included, Skills and Stats fixed, Achievement Tracker, Retro-Oni, Cross Compatible Sculptures Skins, Longer Arms, Advanced Wattage Sensor, Controlled Warnings, Pip Planting Notification, AutoConnect, Printerceptor Reimagined, Storage Tooltop, Copy Tile Tool, Multi Selection Sensors, Morning Exercise, Instant Starmap Analysis, True Tiles Material Pack, Empty Storage MiserableGamer, Новогодняя Ёлка (Christmas tree), Controlled Overlay, Copy Materials, Build Menu Search Hotkey

nova crown
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From that list; most likely
Storage Tooltip, achievement tracker or skillsNstats fix

golden holly
nova crown
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The first one iterates a ton of items and builds a ton of strings, most likely without stringbuilder, achievement tracker might run redraws and achievment checks

golden holly
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this is just out of memory. no specific error

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ill test that out. thank you

nova crown
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DotTrace profiling might be the best approach here

golden holly
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its a 1100 cycle save from Echo Ridge Gaming

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I would love to be useful, but i would need some guidance on setting that up.

nova crown
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Step 1: make the game able to launch without steam

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#1017205658396938322 message

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Iirc then it was as simple as starting oni exe from dot trace with a profiler attachdd

golden holly
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oh i see

golden holly
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it does indeed appear to be one of these: Storage Tooltip, achievement tracker or skillsNstats fix

golden holly
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@light loom

light loom
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Yeah it wasn't tested on vanilla

golden holly
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but fast track found it

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@naive sphinx I'm doubting this is fast track, i think fast track just found it. Mosquito egg related crash now that i installed fast track

golden holly
marble silo
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I pushed an update which sorted a fast track clash, but it looks like another mod is doing the same thing, and they've had a disagreement, will sort it later as I'm at work today

golden holly
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quite likely another mod. I always find incompatibilities

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i've been testing controlled framerate. i dont think i have the right system for it. i have 32 gb of ram... i get a stable 120 fps early game, and 20 fps with my cycle 2000 save with 30 duplicants

marble silo
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It's more for people who want a balance between speed and fps.... I like the game to run as fast as possible, but hate lag, so this balances that for me, slows the game down to prevent stutters.....it is a little weird when you are near the printing pod and hear the pitch going up and down.

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I'm pretty confident I can sort the compatability out

golden holly
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I have a rather powerful pc and very few colonies make it to late game

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I just didn’t want you to think I didn’t test it

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I just found it… inconclusive in my usage case. Also, I try not to run it super fast because then I tend to die super quick

marble silo
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What are you running on?

marble silo
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'ello - are you running the latest version of the mod in the workshop?

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[WARNING] [PLib/ModUpdateDate] Mod ControlledWarnings version does not match: Active 1.0.1.14, Steam 1.1.0.18

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And BTW, you REALLY need to change the title of this thread to 'Testing More ONI Mods By Miles'.....geddit??

golden holly
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Testing More ONI Mods By Miles

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i suppose thats better

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System Model ASUS TUF Gaming F16 FX607JU_FX607JU
Processor 13th Gen Intel(R) Core(TM) i7-13650HX, 2600 Mhz, 14 Core(s), 20 Logical Processor(s)
Installed Physical Memory (RAM) 32.0 GB
Adapter Description NVIDIA GeForce RTX 4050 Laptop GPU

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i thought i was updated. ill force an update. its .18 now but i ran an update cycle after last update you posted

golden holly
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and now to try vanilla

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[15:15:41.917] [1] [WARNING] Missing Anim: [0xEBC35F1D]. You may have to run Collect Anim on the Assets prefab
[15:15:41.918] [1] [ERROR] First anim file needs to be non-null. Experiment_52C (UnityEngine.GameObject)
First anim file needs to be non-null. Experiment_52C (UnityEngine.GameObject)
[15:15:41.920] [1] [ERROR] GameAssets(Clone) ~~~!System.NullReferenceException: Object reference not set to an instance of an object
at KAnimControllerBase.set_AnimFiles (KAnimFile[] value) [0x00046] in <e38eee7ad0c442f9b029e92b023f29e8>:0
at EntityTemplates.ConfigBasicEntity (UnityEngine.GameObject template, System.String id, System.String name, System.String desc, System.Single mass, System.Boolean unitMass, KAnimFile anim, System.String initialAnim, Grid+SceneLayer sceneLayer, SimHashes element, System.Collections.Generic.List1[T] additionalTags, System.Single defaultTemperature) [0x00050] in <e38eee7ad0c442f9b029e92b023f29e8>:0 at EntityTemplates.CreateBasicEntity (System.String id, System.String name, System.String desc, System.Single mass, System.Boolean unitMass, KAnimFile anim, System.String initialAnim, Grid+SceneLayer sceneLayer, SimHashes element, System.Collections.Generic.List1[T] additionalTags, System.Single defaultTemperature) [0x00010] in <e38eee7ad0c442f9b029e92b023f29e8>:0
at (wrapper dynamic-method) EntityTemplates.EntityTemplates.CreateLooseEntity_Patch1(string,string,string,single,bool,KAnimFile,string,Grid/SceneLayer,EntityTemplates/CollisionShape,single,single,bool,int,SimHashes,System.Collections.Generic.List`1<Tag>)
at EnchancementDrugs.ExperimentalPillConfig.CreatePrefab () [0x00020] in <8899b430ee7f4b15ba7d60a597b100a9>:0
at EntityConfigManager.RegisterEntity (IEntityConfig config, System.String[] requiredDlcIds, System.String[] forbiddenDlcIds) [0x00000] in

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First anim file needs to be non-null. Experiment_52C -> @silent @nova crown is it POI now included?

nova crown
golden holly
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medicine expanded then.

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reminds me of the disease expanded rad pill bug but that mod is disabled

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yup