distant generation memory leak?
With distant generation enabled the memory usage just keeps increasing almost continously until the game has a stroke trying to GC and after a few attempts the game is almost completely unresponsive
This is presumably due to one of the other mods i have installed, but i have no earthly clue how to diagnose which one without spending a week enabling one mod at a time..
10 Replies
/binary
Try a binary search and figure out which mod is causing it.
So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
How much RAM do you have allocated?
/logstored
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link.yeah i'm aware of this but it doesn't work with mods because of dependencies, unless there's some way of handling those automatically?
i have tried with various amounts (up to 12gb), the only thing that changes is how long it takes for the game to become unresponsive
Some worldgen mods have memory leaks and because DH trigger much more generation then vanilla it can become visible
Try recreating this with vanilla worldgen
And with no other mods
Only then it will be proven that it is a DH memory leak
No automatic way (at least right now) but nothing stops you from adding all required dependencies back after removing half of the mods
right but at that point you're spending basically as much time hunting down which dependencies need to be re-enabled
well i know it's almost certainly caused by some combination of mods, the question is which and why
i'll try that
fwiw i just made a new world and that seems to be doing fine, though i'm pretty sure i had the issue on other previous worlds..
but if it's a world gen thing i suppose that makes sense, as it just isn't encountering those bits of worldgen
Not really because fabric tells you which mods are missing which dependencies when you launch without them
And when you remove half of the mods it will just show you: mod x and y need mod z and mod g needs mod t. Then you just move the required mods back
though the shaders also failed to load so that's a data point, but then i also tried turning shaders off before and that didn't fix it..