So last night as I went to cont on a build. It is day 13 of Deepmun. and the Game crashes as my villagers go eat. I think that could be a coincidence. Anyway. I reload the game and continue on, and right at the same point the game crashes. Okay from this point im kinda frustrated. So I decided to reload today, and it did it again and the same point. Now I dont know why it is crashing. I have no mods on at this time.
So i went to check report, because it not telling me why I’m crashing. anyways here is the tail end of the report
On 240 we added an option to disable the Lua JIT in Settings -> System. Turning OFF the JIT should stop the crashing (yay!), but may make the game slower (boo!). If you get a chance, please try it out. I’d love to hear how it goes for you.
I figured that out on my own last night and it does stop the game from crashing due to not being able to allocate new memory. The problem with this is once you get beyond about the 3 gig of ram that I was crashing at consistently with JIT on it just keeps rising very quickly. I believe at the pace it is accumulating memory you likely have a memory leak somewhere. There is just no reason this game should be using 7+ gig of ram.
I would of posted this sooner but I just was able to finally get my account confirmation email.
I love you TR! Thanks to this new setting I can finally play a load of my worlds that I couldn’t fully complete without crashing .
But as stated above there is a big issue regarding the memory, My current world (one huge building) is using close to 3 GB, My other world with like 500 goblins is using almost 5 GB. 4.6 GB currently. So I would suspect either a memory leak or there needs to be major rendering.
But apart from that, This is epic! Finally can use more than 3.5GB (almost ordered more ram thinking I was using 5 GB somewhere) You guys are doing amazing! So glad I found this game.
Changing the setting did indeed help and the crashing has stopped.
Edit: Before I changed the setting I was trying to build a custom building when I kept getting errors. After my workers are hard at work. Might it be possible there is a direct correlation between the memory leak and the building UI?
My thoughts as well (after just crashing at around 3.5 gigs). I run InDesign, Illustrator and Cinema 4D all at the same time all day with half a dozen files open and their total comes no where near half what this game is using. The CPU use is also way over the top. 40% is crazy when the above mentioned programs total only a fraction of that.
Probably goes without saying that these memory issues will be addressed as time goes by…
Personally, I’d like to see a setting where you can choose how much ram you can allocate to the program, as I have 16gb total personally, and barely use 3 when I’m idle. As for cpu though, I’ll agree that this is way too “hungry”.
CPU usage should probably go down once they find out what is allocating all this extra memory. Creating new memory all the time is an intensive operation. Aside from that objects that should of been destroyed (and were the memory leak for another game I’ve seen as well) might still be running like from a particle system. Just imagine the game thinking there are a million extra little firepit particles all trying to do their own little thing still
Additonally, depending on how its been implemented you might be able to lower the ram usage by lowering the draw distance, but again I’m unsure how this is working in this game. If the game is streaming in information of the land based on draw distance then that would lower ram usage. Thankfully for this game using a BSP (Binary space partitioning) tree for exactly this is really easy to add given its grid structure.
True. I have other problems unfortunately. I’m basically shut out of running the game because 64bit won’t run on my AMD rig and 32bit AMD is so unstable as to be unplayable. I run it very occasionally on another machine (the 64bit Intel), but for the most part I can no longer run the game at all. I suppose, for me, I’ll just have to come back in a few weeks (or months) and see if there’s been any progress on 64bit AMD.