#Testing More ONI Mods By Miles
71 messages · Page 1 of 1 (latest)
this, hilariously blames achievement tracker when in debug clearing out a testing area to test out iloveslickster morphs
[12:06:26.391] [1] [ERROR] Potential infinite transition loop detected in state machine: IdleChore+States(root.idle.move)
Goto stack:
root.idle.move
root.idle.onfloor
root.idle.move
is this diseases expanded related? @silent @normal zodiac
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
now, i'm not an expert, but i suspect that you ran out of RAM
weird though, it says system mem is 32g
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
32 gb i do have
which makes me wonder about memory leaks related to this particular issue
but i probably have a lot of leaks
thanks for getting back to me Sky
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
This might be a good use case for a profiler
the memory loss could be caused by the previous loop of FSM state changes perhaps
Fsm?
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
Don't Idle in Doors?
I wondered about that. I will probably have to carefully iterate on testing newer mods. How do I set up a profiler?
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
From that list; most likely
Storage Tooltip, achievement tracker or skillsNstats fix
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
DotTrace profiling might be the best approach here
its a 1100 cycle save from Echo Ridge Gaming
I would love to be useful, but i would need some guidance on setting that up.
Step 1: make the game able to launch without steam
#1017205658396938322 message
Iirc then it was as simple as starting oni exe from dot trace with a profiler attachdd
oh i see
it does indeed appear to be one of these: Storage Tooltip, achievement tracker or skillsNstats fix
retro oni doesnt like vanilla. tries to load spaced out only cryo tech skins
@light loom
Yeah it wasn't tested on vanilla
i daresay i think this crash is https://steamcommunity.com/sharedfiles/filedetails/?id=2570841961
but fast track found it
also in the stack trace: https://steamcommunity.com/sharedfiles/filedetails/?id=3159785377
@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
https://github.com/DoctorFeelGoodMD/OxygenNotIncluded-Mods/tree/main/source/UntameCritters
This is my suspicion because it's a very very old mod indeed and mosquitos don't tame
@marble silo i crashed controlled warnings
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
quite likely another mod. I always find incompatibilities
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
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.
I'm pretty confident I can sort the compatability out
I have a rather powerful pc and very few colonies make it to late game
I just didn’t want you to think I didn’t test it
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
What are you running on?
'ello - are you running the latest version of the mod in the workshop?
[WARNING] [PLib/ModUpdateDate] Mod ControlledWarnings version does not match: Active 1.0.1.14, Steam 1.1.0.18
And BTW, you REALLY need to change the title of this thread to 'Testing More ONI Mods By Miles'.....geddit??
Testing More ONI Mods By Miles
i suppose thats better
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
i thought i was updated. ill force an update. its .18 now but i ran an update cycle after last update you posted
and now to try vanilla
nope
[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
could it be medicine expanded? https://steamcommunity.com/sharedfiles/filedetails/?id=3208353436
First anim file needs to be non-null. Experiment_52C -> @silent @nova crown is it POI now included?
EnchancementDrugs.ExperimentalPillConfig.CreatePrefab ()
no