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tModLoader run out of memory in multiplayer #4210
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We've updated the memory reporting in #4237 to hopefully log memory issues in more detail to help detect these issue. That will be in stable on a later month. The current code underestimates memory usage so it is a bit misleading. Calamity alone will take 4.9 GB, so if you are hosting a server double that. tModLoader and the world will take another GB or 2. One thing I noticed in helping others with this issue is many of them had their swap file disabled or set to a specific limit. If you are still having issues, I would suggest setting the swap file size to managed by windows so your computer can use more memory than installed RAM if needed: https://www.tomshardware.com/news/how-to-manage-virtual-memory-pagefile-windows-10,36929.html |
Version
Latest 1.4.4-stable
OS
Windows
Platform
Steam
This bug affects...
Gameplay as a Player
Description
When checking estimated last load RAM usage it uses 3.7GB of RAM, and shows that i have 7 GB available memory, so when I join my friend server game crashes and says that game ran out of memory. My friend have same RAM usage but he is loading into world
Log File
client.log
environment-client.log
environment-server.log
Launch.log
Natives.log
server.log
Steps to reproduce
1.Mods:Calamity Mod, Calamity Mod Music, Calamity Mod Infernum Mod, Recipe Browser, Boss Checklist, absoluteAquarian Utilities, Subworld Library, Luminance
2.Join other player server
Expected Behavior
I think if estimated last load RAM usage is 3.7 GB and available memory is 7 GB I must load into world without crashing
Actual Behavior
Game crashes after world loading is done
Reproduction frequency
Almost every time
Additional Information
1.It started crashing after recent Calamity mod update and memory use didn't icnreased too much since previous update
2.I tried restarting pc and it didn't helped
3.I really don't understand mod issue this is or not so
I apologize in advance, if this issue is not allowed to solve or something like that
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