This crash started after 1.13. Rebuilt a server from scratch, no previous data, all previously compatible. Added about 25 mods, one at a time, and server crashed at exporting server.core.xml every startup. Investigated issue, suspected a mod conflict, found that all mods will load with each other unless all mods in the list are present. For example, remove "eAI" and no crash. Keep "eAI" but remove DayZ-Dog, and no crash. Keep both eAI and DayZ-Dog, but remove MuchStuffPack, and it will not crash. Keep all 3 and remove PVEZ and FarmingPlus+, and again no crash. This seems like there is an overflow somewhere when a certain number of mods load a certain number of objects, but I do not have the tools from the stack trace to find out more. Replication steps below.
Description
Details
- Severity
- Crash
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Operating System Version
- 10.0.19043 Build 19043
- Category
- General
- Install DayZ Server 1.13 stable from steam.
- Subscribe to the following mods and symlink to server directory:
1559212036,@CF
2545327648,@DF
2542638513,@eAI
1564026768,@Community-Online-Tools
2572331007,@DayZ-Expansion-Bundle
2116157322,@DayZ-Expansion-Licensed
1602372402,@DeerIsle
1878060278,@PVEZ
1646187754,@Code Lock
1710977250,@BaseBuildingPlus
2051775667,@PvZmoD_CustomisableZombies
2007900691,@PvZmoD_TheDarkHorde
1734713776,@MunghardsItempack
1991570984,@MuchStuffPack
1967655509,@MuchDecos
2155726353,@Mortys Weapons
1962144102,@Modular Vest System
1630943713,@Cl0ud's Military Gear
2000606064,@Cl0ud's Military Gear Expansion
2292549947,@FarmingPlus+
1932611410,@CannabisPlus
2170927235,@DrugsPLUS
2428714933,@Creatures Of The Night
2125823097,@JMod
2471347750,@DayZ-Dog
- Configure servercfg.dz for Expansion.DeerIsle mission
- Start server with parameters:
C:\DayZServer\DayZServer_x64.exe "-instanceId=1" "-config=serverDZ.cfg" "-profiles=profiles" "-port=2302" "-mod=@CF;@DF;@eAI;@Community-Online-Tools;@DayZ-Expansion-Bundle;@DayZ-Expansion-Licensed;@DeerIsle;@PVEZ;@Code Lock;@BaseBuildingPlus;@PvZmoD_CustomisableZombies;@PvZmoD_TheDarkHorde;@MunghardsItempack;@MuchStuffPack;@MuchDecos;@Mortys Weapons;@Modular Vest System;@Cl0ud's Military Gear;@Cl0ud's Military Gear Expansion;@FarmingPlus+;@CannabisPlus;@DrugsPLUS;@Creatures Of The Night;@JMod;@DayZ-Dog" "-cpuCount=4" "-noFilePatching" "-dologs" "-adminlog" "-freezecheck"
RTP log and MDMP attached, error summary below. Note that the "mod" section shows whichever mod is loaded last, so if you remove the listed mod, the next last mod will show in error, etc.
Time: 22:15:01
Exception code: C0000005 ACCESS_VIOLATION at DB1A072D
Allocator: system
graphics: No
resolution: 160x120x32
Addons:
......
Version 1.13.154080
Fault address: DB1A072D 00:DB1A072D Unknown module
file:
world: deerisle
Prev. code bytes: C8 45 33 DB EB 03 4D 8B CB 41 0F BA E5 0F 73 19
Fault code bytes: 49 8B 01 48 85 C0 74 06 48 8B 48 10 EB 03 49 8B{F2475457}
Event Timeline
Hello blacklotus923.
It appears that the crashing occurs due to the hard limit of the script.
There is a limit on how much can the script contain, if you have too many mods or too many large mods, this will happen. The way to resolve is to run less mods or less larger mods.
Regards,
Geez
@Geez With recent updates/improvements to several mods like Expansion, eAI, BaseBuildingPlus, FarmingPlus, etc, a few very in-demand mods appear to fill up the current hard limit very quickly. Is this something that can be increased, or is there a way that mod authors can improve their scripts to reduce the overall footprint when several mods are combined?
Expansion
Well, Expansion-Vehicles and Expansion-Market are going to be getting an increase in the number of scripts soon, sorry about that. There will be an active effort to reduce the number of scripts in the future though once we know what needs to be reduced.
@Geez, could we get some information on what sort of ceiling is being hit? Such as class limit, stack limit, instruction limit, or anything?
@Geez It seems any mod with recipes or scripts hits the limit, e.g. CarCover (just recipes), eAI (just ai scripts), MuchStuffPack (mainly recipes), etc. So what is the actual limit that's being hit? What can mods do different to avoid this limit or can it be raised? Many mods are getting close to hitting the limit with just 2 or 3 mods, are we just not going to mod any more? that's 90% of the reason folks play.