Open lostopkk opened 1 year ago
can confirm this, ive made a support thread with this exact same question before https://canary.discord.com/channels/244934352092397568/1126686246706622545/1126686246706622545
Wanted to add that I'm having the same issue with the 1.20.1 versions (beta 3 & 4 tested so far).
Would like to bump this, two seperate hosts (bloom.host / cloudnord.net) I've hosted this mod with, and in both cases the memory eventually maxes out and the server crashes.
I can comfirm on my linux 1.18.2 server valk uses all the memory until it crashes.
I can also confirm, my 6gb server which should be plenty for a lightly modded server (my case only having VS and some other smaller mods) crashes.
can confirm
Can confirm, server runs completely fine with 6GB allocated but loading enough chunks with this mod (and Eureka) has sometimes caused memory usage to go up to ~17GB and crash the server due to running out of memory.
I can confirm, even when you are not driving boats, the ram usage goes up quickly for no reason until it crashes. it is a good mod, maybe one of the best among all the mods, but its poorly optimized (I know it's still in beta, but this bug has persisted for a long time). no matter how much ram is allocated to the server, this mod will take it all away making it unplayable. too unstable to recommend in any modpack.
I can confirm too
Can confirm this is happening here too. New chunks seem to increase the ram until it fully crashes the server.
This is fixed in the latest 1.18.2 versions, however 1.19.2 and 1.20.1 haven't had their krunch updated yet, so its still an issue there. We will post new builds of 1.19 and 1.20 to curse soon.
has it been updated yet? runing on a server, and without the mod, usage is about 6gb, with the mod, i end up using 82gb after 4 hours of exploring in a airship,
has it been updated yet? runing on a server, and without the mod, usage is about 6gb, with the mod, i end up using 82gb after 4 hours of exploring in a airship,
1.20 and 1.19 somewhat recently got updated to be on track with 1.18. So it should have been fixed
has it been updated yet? runing on a server, and without the mod, usage is about 6gb, with the mod, i end up using 82gb after 4 hours of exploring in a airship,
1.20 and 1.19 somewhat recently got updated to be on track with 1.18. So it should have been fixed
Can confirm this has not been fixed, our server has been leaking memory, reaching usages of 16GB or more and often crashing because of it
The problem persists, even with the presence of only one boat in the server, it becomes slower and slower until it closes. Once the mod is removed, the server that uses all 16 RAM will use a quarter of them. I'd say it's still quite expensive, and still unplayable. I repeat, fantastic mod, but not yet enjoyable. (game in 1.18 on a modded server, the problem exists with or without additional mods)
The problem persists, even with the presence of only one boat in the server, it becomes slower and slower until it closes. Once the mod is removed, the server that uses all 16 RAM will use a quarter of them. I'd say it's still quite expensive, and still unplayable. I repeat, fantastic mod, but not yet enjoyable. (game in 1.18 on a modded server, the problem exists with or without additional mods)
are you sure you updated VS2 and made a new world? I’ve ran this mod on my own fairly small 8 GB RAM server without issues and I’ve even seen people run VS2 on some free server hosts.
this issue still exists with v2.1.1-beta.5 for 1.18.2
So, for the past week ive been on several test worlds so I could build a ship for my main world in hopes the memory leak would be small when I build it in my world. So, I finish the ship and am ready to go to my main world which has Never had Any ship in it. 15- 25 minutes into gameplay (Still haven't built the ship, just gathering materials), the game freezes, un-freezes, then freezes again. Yeah I checked f3 and the ram has bumped up from 30%-40% to 98%-100%.
[Long story short + more info] My main world which has never had any ship/vehicle in it, is getting memory leak. So this leads me to believe either 1.The ships/vehicle data using up memory causing the leak carrying over between worlds, or 2. The leak might not be caused by the vehicles/ships at ALL(I think this could be true, but I don't know the workings of the mod, so who knows I'm probably wrong about both)
also, it's worth mentioning that from what the comment above said (about chunk loading speeding up the memory leak) So from my testing, while it does MASSIVELY speed it up, I don't think it's the cause because since I have been running my own tests, it still leaks memory while inside my base (presuming I'm in my base moving and not on the pause screen). I could be wrong about the chunk loading not the direct cause and am just mistaken, but I don't think I am.
So yeah, I hope this helps in any way possible. Your mod is amazing but its almost unplayable. Sorry if this post was too much or too formal, just wanted to give you guys a bit more info that could help getting this massive bug fixed. GL
@zebogan 1.18 is very much so memory leak free, while 1.19 and 1.20 are generally buggy and unstable, 1.18 is free from any major memory leak issues. Me and many other people ran perfectly stable servers for 1.18. Whatever you're experiencing is either not an issue with vanilla VS2, or is not in any way related to this post
Can confirm on 1.10.1
When I am driving a ship, running the single-player archive through cc is normal, but it will cause the server's memory to overflow. The server operates on the kvm architecture, and the memory is allocated to 64g, but when running the ship, the jvm applies to the host. 2tb of memory requirements, which is incredible, and there are also related questions about Too many physics frames in the physics frame queue. Is the game stage broken? #933
Following this thread as Valk Skies loops with Physics Queue error then crashes server. Forge 1.20.1. Working perfectly in single player.
To my understanding, the reason this mod works in single player yet not on popular server hosts is because it requires 'pid' value to be 0 or -1. Host owners have told me they are unwilling to make this change as it could be a security concern. Without this change the mod will spam too many physics frames in queue until server crashes.
Someone said change setting "synchronizePhysics" to true will fix this, but it just stops server show "Too many physics frames in the physics frame queue. Is the game stage broken?", the issue still exsists. And I can confirm that this problem must related to chunk load or time. After the sever start, most of the main threads are dealing with this, which makes the server's TPS under 0.1, but server is runing, and I can see the java takes 1G more than I set. Then after a while(maybe the work is done?), the TPS comes up. It takes much much longer when I load a larger save.
I don't know if I said clear above, I'll explain below. As I start my server with a new world, the tps is only about 5 at very first. After about 1 minute, the tps backs to 20, and everything goes okay. But if I start server with a save about 10GB, it takes a couple of minute to reach 5TPS, and it stabled around 5!(by the way, the tps at very first is under 0.1, the server takes more than 10 seconds to respond my command) And after about 5 hours, the server crashed with "java.lang.OutOfMemoryError: Java heap space".
I guess the fix mentioned in this issue before just controlled the memory leak outside the JVM, but it somehow happens slowly inside JVM, which caused the low TPS and out of memory.
I've been testing my modpack when it's without Valkyrie Skies it's between 2900-3100 mb which is a considerable measure since I allocated 2 gb ram. But when I put the valkyrie skies not only increases to 3600-3800, but also every time I render a chunk the memory increases hitting up to 4200 mb! I have a log of him hitting this and my computer can't handle it.
Log: 2023-07-06-1.log
another problem is the log spam in case the game is stopped doing nothing the valkyrien skies starts to print madly. log: 2023-07-05-6.log