How to diagnose crashes with logs?

Some mods have "syslogs", but to my knowledge, the game hasn't.
And that is a shame... We can hope when SDK and Workshop comes along, we can finally dig into wired crashes...
 
The game uses pretty much the same logging system as civ5 used, with a few enhancements. I haven't figured out yet what all the new log files will tell you, but as with civ5 the first place to look is in Database.log and lua.log within the ~\Documents\My Games\Sid Meier's Civilization VI\Logs folder.

One thing:
  • if you open the log files with Notepad you won't get CRLF so everything is like one long run-on sentence.
    But as with civ5, the timestamps (like [200000001.147]) always denote the beginning of a new line.
 
Can you tell us more about what you've been modding?

In my experience so far, nothing crashes the game harder but Lua files. If you want to debug those, look to Lua.log. You may have to scroll for a long time to find the crash. I like to add a lot of Print statements to my code with easily searchable terms written in them to make searching it faster.
 
Several months on and I've been slowly adding new civ/leader mods to my game, and I'm starting to get random CTDs similar to those I was experiencing before.

Only using YNAMP with closer cities, dover tweak and less barbarians, historical religions and several additional civs and leaders.

I wish we had some better way to diagnose crashes and mod conflicts rather than slowly adding mods 1 by 1 :/. Would be a huge help to modders trying to maximize compatibility.
 
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