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Since one of the latest updates, we've taken a closer look at static memory usage on script modules and its limits.
I'm talking for example about:
Module: Mission; loaded 585x files; 809x classes; used 5753/33554 kB (17%) of static memory; defines: "DAYZ_1_29,PLATFORM_WINDOWS,DIAG,DIAG_DEVELOPER,KR_RUN_ALL_TESTS,CodeLock,sakhal,JM_CommunityFramework,CF_MODULE_CONFIG,CF_EXPRESSION,CF_
We've got approximately 100 MB of total static memory across all modules combined. This is pure sadness, because servers today are heavily modded, and more and more modders are building their own libraries or frameworks — and this trend isn't going away.
Because of this, these limits are going to get hit very fast. I checked my own core library against static memory usage, and it consumes ~4% of that 100 MB limit on its own.
Let's do some quick math, and we see that:
A regular mod with a medium amount of scripts consumes roughly 0.5-1.0% of the total budget. And I'm specifically not even talking about layers like 4_World, which already carries more load than any other layer, meaning the real memory impact of mods placed there is even higher than these numbers suggest.
Do the math, and you get only around 40 mods total that a server can actually run before hitting the wall.
This is not ok. Servers today are already hitting these limits — they have to choose between mods, they can't clean up or optimize away the bloat, their only real option is to REMOVE content, because of limits set decades ago.
Also, a few more points worth raising:
1_Core doesn't even get its own line in the static memory logs.
GameLib has JUST 2 MB of static memory total, and it's the tightest pool of all four by far.
Log strips defined defines, because Print function is bad (has limits in it for some reason)
Given all of this, you need to address this problem urgently, before it starts causing real problems for more and more of your players.
Launch in diagnostics mode.
Put any decent mod or library to the game, compare diff without this mod.
Expand limits to meaningful capacity
testmod
Activity
Наш сервер вынужден удалить моды из-за ограничений. После выхода версии 1.29 мы не можем использовать предыдущий набор
Yes, this is really important. Please, dear Bohemia, take action on this issue. I think the entire player community would be very grateful to you for it.
+ pls, fix it
This is awful. We’re forced to literally delete mods if we want to “play” with new NPC packs, monsters, or whatever else.
As soon as modding goes even slightly beyond “show a hint at the top, take an item, give an item,” we start hitting memory limits.
Make way for new and modern mods by raising the limits, and the modding community will bloom again.
Why isn't anyone from BI saying anything about this?
We ought to know something about this; Badlands brings changes and a lot of new scripts. We'll have less and less static memory available just to keep running the same mods—it makes no sense.
Please fix this. As server admin I can say - players get borried very fast without new stuff added. But we can't add more without removing something. We have nice ideas on how to improve our server much more than it is now. But this huge problem makes it not possible. We been waiting for this fix for a very long time. Hopefully this time our dear Bohemia will keep attention and listen to the community. Thank you very much for that in advance! Our whole community really really waiting for your help with this.
@l909 Hello, 100 upvotes on this one, i think all this people deserve concrete plan for this change, since this become #1 problem for complex servers.
I gave as i think the propper solution earlier in the thread.
Hope for you😶🌫
I’ve actually run into this problem! It is absolutely vital for you to start working more closely with modders and listening to the community—and, above all, to fix this issue! Thanks for your time.
What does obfuscation have to do with the static memory limit?
Obfuscation does increase memory usage, but that’s beside the point; we’ve had many of these servers running for a while now, and mechanics keep piling up. The 33MB limit is absurd in 2026, and you know it. Plus, every DayZ update inherently adds more static memory load, leaving us with less space to load our mods. Honestly, your comment doesn't add anything new to the conversation.
What does obfuscation have to do with the static memory limit?
Obfuscation does increase memory usage, [...]
You answered your own question.
Honestly, your comment doesn't add anything new to the conversation.
Honestly, I do not care about your opinion. And stop bolding your replies as if that made it carry any more weight.
Im posted info within regular scripts
you have very small limit for scripted mods
This is pure architecture flaw, since nobody uses memory arena for dynamic sized data, such as scripts
Memory arena is used for apps, which know how much memory it needs
Your take has no ground on it
If you don't encounter it, it doesn't mean that nobody does.
This problem existed earlier than 1.28, i have encountered this, when i was developing some mod, which baked DOOM textures and maps into scripts file.
So this is NOT new behaviour.
Servers reached to this limits becaus of:
AI, which gives opportunity for unskilled people to make mods, so there are MORE mods
AI UI, which generates HUGE scripting files to give beautiful UI (im not big fan of that)
Simply more people are making good mods now
And yes, obfuscation is obviously somewhere in the list, i saw PBOTools updated their tools because of that issue, their tool was flooding pbo with garbage.
Most likely people just want to support this tickes, so that Bohemia would see it is important so they would find the way to remove this limit not only for the author of the ticket but for all of us. Usually I am not a fun of feedback sites like this. I would come only if I have what to say. One of my community members told me about this topic here. I came to check. I voted annd left a message because I see it is very important for our community as well. So I standed up to support the author.
You read whatever you want; I’m not going to play along with your "game."
We all hope they fix this somehow.
Sure. Shame on us for trying to draw the necessary attention to the issue.
And yeah, sure. We're the bad guys because we make things for our own community and don't want them to be stolen right away. If I could develop things without encryption and without anyone copying them immediately, I wouldn't do it either. But unfortunately, that's not how it works.
@adiga hello, may i know the reason for your downvote? Is something wrong with described issu?
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