ATLAS
Custom Item Stacks v2.4 (Discontinued)
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TheOgopogo 3 Apr, 2019 @ 10:53am
Server crashing after stack size goes too high in ship storage box.
So we've been running CIS on our 8X8 for the last few months now and noticed as the companies get bigger and gather more resources that the lag is starting to get worse and eventually our biggest company was crashing one of our zones due to the stack sizes in their ship resource box.

Removing CIS in the zone resulted in less lag and zone stability. No more crashes.

We attempted to reduce the inititemdelayskipcounter and the saveitemdelayskipcounter as low as we could but this didn't resolve the issue.

Is there a known issue with a max stack size that causes instability in the mod?
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Nyt 3 Apr, 2019 @ 10:43pm 
Unfortunately, this is an issue that we've ran into on our 5x5 cluster. As companies and items scale (especially with increased rates and PvE), this mod becomes more unstable. It reaches a point where it requires too much from the server, that it's unable to process fast enough. Adjusting those config settings won't resolve the issue. The mod just demands too much on highly active servers, it eventually overpowers the hardware.
Impulse  [developer] 7 Apr, 2019 @ 1:08pm 
This might get better as soon as stuff like Fertilizer and Gunpowder got fixed in the vanilla game and corresponding subroutines are no longer needed.
Impulse  [developer] 13 Apr, 2019 @ 2:53pm 
Grapeshot has fixed the gunpowder and fertilizer issue, that means i'll disable my subroutine which will free a lot of server performance.
RenWmn 13 Apr, 2019 @ 6:12pm 
I do hope it gets better because I came here to voice some concern as well.

First of I'm so appreciative of a stacking mod and you have definitely built the best option out there! What we are finding at this point is our servers do seem to crash especially at start up on our most populated map cell. I have the inititemdelayskipcounter and the saveitemdelayskipcounter low as well and I don't think I'm going to be able to go any lower. It worked for a while but we have hit a wall.

What we have noticed is that it is better to allow the mod to convert items before anyone logs in. We've gotten too where we have trained our players to give five minutes before joining but with a more players (which we are hoping for) that is going to be less sustainable. I'd also like to be able to do some automatic restarts but with the crashing issue I don't think it is going to be possible.

Do you think the subroutine is causing the problems? Otherwise I'm not sure if there is something else that can be done. I wonder if anyone designing stacking mods for Ark have ever seen this particular issue?
Last edited by RenWmn; 13 Apr, 2019 @ 6:13pm
Nyt 13 Apr, 2019 @ 10:35pm 
Originally posted by RenWmn:
... I wonder if anyone designing stacking mods for Ark have ever seen this particular issue?
Most Ark stack mods swap out the items for their own "copy" of it, which allows them to modify the attributes like weight and such. So, everyone with.. say... wood, has the stack mod's version of wood.

It's not that easy in Atlas, since there are many varieties of "wood" with the same behavior.
Impulse  [developer] 13 Apr, 2019 @ 11:42pm 
@RenWmn, the gunpowder and fertilizer fixing subroutine had some very expensive parts in it (code execution wise). So it will definitely help getting rid of it.
TheOgopogo 15 Apr, 2019 @ 7:56am 
Okay so we just tried running the latest version on our stable 6X6 and immediately crashed the zones in the default delay setting. This was with your experimental version. (Which we assumed was the one that had the subroutines removed). Going to try reducing the delay timers and see if that makes a difference.

Edit: Reducing the timer to 100 fixed the crashing issue. Going to disable the gunpowder and fertilizer fix and see if that also helps with server load. DisableGunpowderAndFertilizerFixing=true

Edit: Disabling the gunpowder and fert fix caused a crash as soon as the zone loaded a player resulting in server instability at a time delay of 100. Will reduce to 50 and see if that stabilizes.
Last edited by TheOgopogo; 15 Apr, 2019 @ 8:10am
Impulse  [developer] 15 Apr, 2019 @ 8:05am 
Good to know, the experimental Version has the skip counter already reduced to 400 instead of 500 as default setting.
TheOgopogo 15 Apr, 2019 @ 8:18am 
Okay final assessment of the experimental version.

Were able to get in for a brief time (less than a minute) after reducing the timer to 50 and deactivating the fix for gunpowder and fertilizer. After that the zone crashed. After several zone reboots the mod is still unstable.

Will wait and see if a new version fixes things.

Unfortunately with the 1.5 patch the server load and memory requirements have become even higher and a mod that already uses a lot of memory to run is going to have an even harder time with stability.
Last edited by TheOgopogo; 15 Apr, 2019 @ 8:22am
Impulse  [developer] 15 Apr, 2019 @ 9:18am 
@TheOgopogo, do you have by any chance a mod active that increases for example storage box slots above 500?
TheOgopogo 15 Apr, 2019 @ 11:33am 
Other than the ship storage (vanilla) we are not running any storage mods that alter stack size whatsoever.

We do run the cargo box, however that does not alter stack size at all. Just weight in the box.
Last edited by TheOgopogo; 15 Apr, 2019 @ 11:34am
󠀡󠀡 15 Apr, 2019 @ 11:33am 
Hi Impulse,
I'm the server owner of the server TheOgopogo is on. We have a mod, which was installed to workaround the lack of CIS temporarily, which offers 300 slots (Cargo Box). The plan is to remove this mod and use CIS again if we can get CIS to run stable. It seems to only crash in a specific zone, which I guess is due to the number of items or something else specific to the way items are being stored in that zone. We don't have a mod which goes above 500 slots nor alters the stacks, just weight in the cargo box.

Let me know if you have other questions. I'm going to try the non-experimental version of CIS this evening, tried experimental earlier. Hopefully can figure out the cause of the instability :).
Impulse  [developer] 15 Apr, 2019 @ 11:40am 
@TheOgopogo, not the stack size is troublesome, but the amount of slots an inventory has.
Impulse  [developer] 15 Apr, 2019 @ 11:41am 
@Ixel, i'm looking forward to more feedback and infos ;)
TheOgopogo 15 Apr, 2019 @ 12:43pm 
We do use peachy, and some of the peachy bins are right at the 500 mark. Would this cause issues?
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