Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Asset Counter
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Type: Mod
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1 Aug, 2022 @ 12:45pm
29 Aug, 2022 @ 7:07am
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Asset Counter

Description
Prints the number of loaded assets to Automation.log when loading a game. This mod is useful for people who are experiencing issues with the asset limit bug, and will even print information to the log as the game is about to crash.

To use this mod, view Automation.log which can be found alongside the rest of your logs at User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs

When examining the log, each entry will have a mod/DLC name, its asset count, and the percentage that asset count contributes to the total asset count. Not all mods have their assets counted, it's a manual process and even for the mods that we know the counts of I have not inputted everything into the breakdown calculator in this mod. This might change in the future, as I may find a way to automate it.

Ex:
Total asset count: 11486 Breakdown: Base Game: 4305 - 37 1 (DLC) Rise and Fall + Gathering Storm: 1424 - 12 Others: 5757 - 50 2 (DLC) Portugal Pack: Unknown 3 (DLC) Vikings Content: Unknown 4 (DLC) Vietnam and Kublai Khan Pack: Unknown 5 (DLC) Barbarian Clans Game Mode: Unknown ...

- In this example we see that the base game adds 4305 assets, which is 37% of the total count, 11486

- The more assets you load over 8192, the more likely you are to experience graphical instability or a crash. Your mileage may vary, but the specs of your hardware are likely not a factor. In this example, I crashed.

- You're 100% safe under 8192 assets. Some have claimed to load somewhere in the low 9000s without issue.
Popular Discussions View All (1)
1
17 Jan @ 8:11am
Cant find .log file (steam deck)
Bluesky95
59 Comments
Puddings 16 Jun @ 12:35pm 
Ahh ty. Now why would that be hidden?

I'm at 9240 assets :(
WildW  [author] 15 Jun @ 8:24pm 
@Puddings make sure you have hidden folders visible in your Windows explorer settings or use the "Run" app and type in "appdata" into the box, it'll bring you right there.
Puddings 15 Jun @ 9:13am 
I can't find User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs

I go to Users then nothing is there
MrBravo6 21 May @ 12:02am 
Can you add counter for each specific expansions too? It's very time-consuming to unload each mods until I got low assets count.
👑Z4NB0 DUCK3T5👑 5 Apr @ 6:08pm 
This mod deserves more recognition really. Maybe even inspire other modders could build something off of this with more inspiration, maybe even identifying the mods that are crashing. Even though C7 is out and workshop prone to happen in the future.
Reddy Aimfire 23 Jan @ 6:55am 
@WildW Gotcha, thanks for that simplification, I've seen games handle it in both ways I described in the past and I never really dug in deep enough to see how Civ 6 handles it. I honestly gave up on the game about a year ago, but with Civ 7 coming down the pipe I thought I'd try again. Seeing your mod gave me some hope there lol
WildW  [author] 19 Jan @ 8:37pm 
@Reddy Aimfire, assets are loaded into a bank at the start of the game, and whenever an asset needs to be drawn to the screen, the game will pull it from this bank. The problem is that the bank can only fit so many assets, so if the total assets added by mods and the game exceeds its limit, some will be written into unallocated space. Assets written to memory in this space could be overwritten or overwrite other game data, which is likely what causes the vertex explosions and lighting bugs as well as crashes.

So to answer the question, assets are only counted at the start of the game, drawing assets as the game goes on does not add to the count. You will only crash to the asset limit bug when loading into the game, other crashes are likely not related.
Reddy Aimfire 19 Jan @ 1:51pm 
@WildW I am going to chalk it up to just how badly this game is coded lol, even without your mod enabled I was randomly getting that same crash. I assumed it was your mod is because that is the only thing I changed and the game was working just fine until I started getting the graphics glitches that are associated with the asset limit bug. That's when I discovered your mod.

It's running now, I just disabled a ton of mods and have been working to build up the list again to something I enjoy but is also stable (so your mod is a godsend for that). The one question I do have is, I assume based on the nature of the asset limit bug, the game loads assets as new units and buildings, etc. are loaded into the game, increasing that limit as the turns roll by. Does your mod log the count for all currently loaded assets, or is it something I have to keep an eye on as the turns roll by to see if the numbers are getting closer to that limit? I suspect it's the former but I wanted to confirm.
WildW  [author] 17 Jan @ 8:08am 
Just as a side note for anyone using the google doc, I gave permission for all using the link to add suggestions but most of the time this just results in people accidentally messing with the formatting of the doc. I just revoked those permissions but I still want the doc to be open to contributions so in that case, just post your information in this comment section.
WildW  [author] 17 Jan @ 8:00am 
@Reddy Aimfire

You will crash regardless if your asset count is high enough, my mod does not change that fact. The most important part of the log output is the total count, which should be at the top. You can refer to the output example I have in the mod description here on the workshop post to see that what you're seeing is typical. Asset counter will only display the specific counts of each mod if they were manually counted and added to a dictionary in this mod's main script, which most weren't.

You can refer to the linked google doc for information on the counts of several popular mods.

Hope this helps.