Not even close on Hard Drive or Ram, over 585Gbs free on the 6TB drive it is installed on. 40 TBs of space between all drives, 128 GBs of ram i7-6950X Xtreme Edition CPU .Get a larger hard drive.
Both are on the same machine - When I noticed it on the SP, it wasn't playing it on SP so I should clarify, I was actually using the World Editor when this happened on that one. Place a prefab where I wanted, Save, then Exit. Edit the XML for prefabs if I didn't like the placement. run the World Editor, repeat. After a few times of doing this, I would get that error - wasn't back to back thing which was kinda weird.I haven't seen anyone else reporting this, so it must be kinda rare. However, you state that this happens in single player and on your dedicated server. I assume when you say this, these are run on separate machines? If that server is truly dedicated, I find it pretty weird that you get this on 2 machines... unless perhaps, you set up the dedicated server yourself and that dedicated server has some kind of commonality with whatever machine you are playing SP on.
I will have to give that a look at - its all in RGW so not sure if that plays a factor or not. And that is what both are having the issue with, Maybe TOO many prefabs/POI's in 1 area/region?It's a shot in the dark, but my first guess would be a messed up prefab. Perhaps the server uses it but it only errors after a regions file is created that includes that POI. This would explain why it works, then suddenly doesn't after a reboot. When this happens, you might want to look at the most recently created region files. From those region filenames, you can get sets of coordinates... see this: https://7daystodie.com/forums/showthread.php?6922-Regions-Chunks-and-a-Map-Mod
Then, based on those sets of coordinates, you can narrow down which prefab might be causing the problem by cross-referencing the coordinates in prefabs.xml
.... again, just a shot in the dark.
SSD's for the OS yes, Game and Dedicated on the another drive both are on the same one. The logs were no help it loads everything gets to the region part right before its good basically after loading the settings and blocks and items etc etc.The server logs may or may not tell you anything...
FYI: All drives "SSD's": OS on one drive, swap file on another drive, game on yet another drive, and in your case the server software on yet another drive.
GameStat.LandClaimOfflineDurabilityModifier = 32
GameStat.LandClaimOnlineDurabilityModifier = 32
GameStat.LandClaimSize = 41
GameStat.LoadScene =
GameStat.LootTimer =
GameStat.OptionsPOICulling = 0
GameStat.PartySharedKillRange = 100
GameStat.PlayerKillingMode = KillStrangersOnly
GameStat.ScoreDiedMultiplier = -5
GameStat.ScorePlayerKillMultiplier = 1
GameStat.ScoreZombieKillMultiplier = 1
GameStat.ShowAllPlayersOnMap = False
GameStat.ShowFriendPlayerOnMap = True
GameStat.ShowSpawnWindow = False
GameStat.ShowWindow =
GameStat.ShowZombieCounter = False
GameStat.TimeLimitActive = False
GameStat.TimeLimitThisRound = 0
GameStat.TimeOfDayIncPerSec = 20
GameStat.ZombieHordeMeter = False
2019-01-08T18:48:05 100.783 INF StartAsServer
2019-01-08T18:48:07 102.752 INF Block IDs with mapping
2019-01-08T18:48:07 102.752 INF BlockIDs from Mapping
2019-01-08T18:48:08 103.670 INF Item IDs with mapping
2019-01-08T18:48:08 103.670 INF ItemIDs from Mapping
2019-01-08T18:48:11 107.247 INF createWorld: New Betilo Valley, A17 B238, GameModeSurvival
2019-01-08T18:48:11 107.309 INF Started thread ChunkRegeneration
2019-01-08T18:48:11 107.309 INF Started thread ChunkCalc
2019-01-08T18:48:12 107.399 INF World.Load: New Betilo Valley
ArgumentException: Arg_InsufficientSpace
Parameter name: chars
at System.Text.UTF8Encoding.InternalGetChars (System.Byte* bytes, Int32 byteCount, System.Char* chars, Int32 charCount, System.UInt32& leftOverBits, System.UInt32& leftOverCount, System.Object provider, System.Text.DecoderFallbackBuffer& fallbackBuffer, System.Byte[]& bufferArg, Boolean flush) [0x00000] in <filename unknown>:0
at System.Text.UTF8Encoding.InternalGetChars (System.Byte[] bytes, Int32 byteIndex, Int32 byteCount, System.Char[] chars, Int32 charIndex, System.UInt32& leftOverBits, System.UInt32& leftOverCount, System.Object provider, System.Text.DecoderFallbackBuffer& fallbackBuffer, System.Byte[]& bufferArg, Boolean flush) [0x00000] in <filename unknown>:0
at System.Text.UTF8Encoding+UTF8Decoder.GetChars (System.Byte[] bytes, Int32 byteIndex, Int32 byteCount, System.Char[] chars, Int32 charIndex) [0x00000] in <filename unknown>:0
at PooledBinaryReader.ReadString () [0x00000] in <filename unknown>:0
at SleeperVolume.Read (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0
at World.ReadSleeperVolumes (System.IO.BinaryReader _br) [0x00000] in <filename unknown>:0
at World.LoadWorld (System.String _sWorldName, Boolean _fixedSizeCC) [0x00000] in <filename unknown>:0
at GameManager+<createWorld>c__Iterator7.MoveNext () [0x00000] in <filename unknown>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
This I will have to check, starting maybe thinking its one of the regions, nothing wrong with the POIs or Prefabs persay - thinking may be waaaay too many in one area and too much for it to handle. Loads fine initially and can play thru it possible said area, no errors thrown, however may be everything is fine until the reboot time and that one region is the problem child or something.Another thing you could do is delete the region files one by one in backward creation date order and see if the world loads after each deletion until you find the problem area. Maybe backup those region files first so that once you find out which one causes it, you can send a copy of it to TFP for bug inspection.... this is of course if a region file is even involved, but I think so.
that could be possible I am wondering if it is the prefab "skyhigh" that I had to convert - I noticed that prefab off the prefabs download section has an extreeeeeme amount of sleepers. COuld it be as simple as that....It looks like a messed up sleepervolume in a prefab. That's what I gather from that output, but of course... could be wrong.
It is possible that there is a limit to the number of sleepvolumes and the insufficient space is referring to the buffer size for the character array representing all of those values.that could be possible I am wondering if it is the prefab "skyhigh" that I had to convert - I noticed that prefab off the prefabs download section has an extreeeeeme amount of sleepers. COuld it be as simple as that....
I know with that one prefab it has about after I stop counting a little over freaking 50 sleepervolumes for some ungodly reason! Looking at the Prefab in the Prefab editor in the game itself, sweet baby Jesus! almost 1000! sleepers placed???? Why Why WHY? Who does that?? The building itself is nice and very appealing but for heavens sake, its like the Skyscraper from Hell if you would go in it.It is possible that there is a limit to the number of sleepvolumes and the insufficient space is referring to the buffer size for the character array representing all of those values.It is also possible, like I said before, that bad encoding on a character you cannot see, such as newline, causes insufficient space because the loader can no longer find the end of the line of code.