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Knowledge Base
FS25 Modding

Farming Simulator’s log.txt file (GIANTS Engine)

We will explore some information inside the Farming Simulator’s log.txt file, which is the main debugger log file when testing mods, having issues with mods, or general problems running the game. To help us with this topic, I will invite Microsoft Copilot (AI companion). And unfortunately, we cannot cover all errors or warnings, but we will, for now, explore a clean log.txt file with usual vanilla warnings.

Meta Data Section

TXT
GIANTS Engine Runtime 10.0.0 (38715) 64bit Steam (Build Date: Feb 13 2025)
Copyright (c) 2008-2025, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2025, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2025
PID: 22808

The first line specifies the version of the GIANTS Engine that the game is running on, its build number and date. The term “64bit Steam” tells you that this build is designed to run on a 64-bit system distributed via the Steam platform. Essentially, it assures you of the technical foundation upon which the game is built and gives a timestamp for when this particular version was compiled.

Lines 2-3 are the copyright legal statements.

Line 4 is more or less the ID of the application, which is FarmingSimulator2025 with no spaces between.

Line 5 is the unique identifier for this particular running instance of the game process on your operating system. It’s used by the system and developers when tracking performance or diagnosing issues, as it allows them to differentiate between multiple processes that might be running concurrently.

Main System Section

This is where your system hardware and operating system (OS) is listed. Note that it will list your CPU (processor), the number of virtual cores and the total amount of available memory, which is the RAM in megabytes *and not hard drives*.

TXT
[DirectStorage] Configured for base game on a SSD drive
[DirectStorage] No GPU decompression for GDeflate
[DirectStorage] No GPU decompression for GDeflate
[DirectStorage] GDeflate Compression Support for 'FileQueueHigh' : DSTORAGE_COMPRESSION_SUPPORT_CPU_FALLBACK
[DirectStorage] GDeflate Compression Support for 'FileQueueNormal' : DSTORAGE_COMPRESSION_SUPPORT_CPU_FALLBACK
[DirectStorage] GDeflate Compression Support for 'MemoryQueueRealtime' : DSTORAGE_COMPRESSION_SUPPORT_CPU_FALLBACK
[DirectStorage] Init success

Direct Storage Section [DirectStorage]

These log lines are informational messages from Farming Simulator 25 showing how the game is setting up its DirectStorage functionality. DirectStorage is a Microsoft technology that reduces load times by streamlining data transfer from your storage device directly to the GPU memory. Here’s a breakdown of what each line means:

  1. Configured for base game on a SSD drive
    The game has detected that you’re using a solid-state drive (SSD) to store game data. SSDs can significantly improve load times over traditional hard drives, so this is a positive sign that the game is optimized to take advantage of faster storage.
  2. No GPU decompression for GDeflate
    The game attempted to use GPU-based decompression for a compression algorithm called GDeflate. However, your GPU (or its drivers) doesn’t support this specific decompression operation. You see this message twice, which might indicate that the game checked this support in more than one part of its initialization process.
  3. GDeflate Compression Support for ‘FileQueueHigh’ / ‘FileQueueNormal’ / ‘MemoryQueueRealtime’ : DSTORAGE_COMPRESSION_SUPPORT_CPU_FALLBACK
    Because GPU decompression isn’t available for GDeflate, the game is falling back to using the CPU to decompress data across various internal queues. These queues (labeled “FileQueueHigh”, “FileQueueNormal”, and “MemoryQueueRealtime”) handle different priorities for loading game assets. The notation “DSTORAGE_COMPRESSION_SUPPORT_CPU_FALLBACK” simply informs you that any decompression work normally offloaded to the GPU is instead being handled by the CPU.
  4. Init success
    This is a confirmation that the DirectStorage subsystem has been successfully initialized, even though it’s relying on CPU decompression. It is a sign that everything is working as intended despite the fallback mechanism.

These messages are normal for many games that use DirectStorage, especially on systems where the GPU either doesn’t support or isn’t configured for GPU-based GDeflate decompression. The fallback to the CPU is standard behavior and should not adversely affect the game unless your CPU is significantly constrained by other tasks.

Physics Section

TXT
Physics System
  Version: 6.3.7
  Thread(s): 2

In summary, this part of the log ensures that you (or the developers) know which version of the physics engine is running and provides an insight into its parallel processing capabilities. This is particularly important for a game like Farming Simulator, where realistic simulation of loads, vehicle interaction, and the environment greatly enhances the gameplay experience.

Audio Section

TXT
 Audio System
 Driver: SoftMixer WASAPI Stereo
  Version: 2018.11
  Frequency: 48000
  Max. active sources: 256

This section of the log provides diagnostic details about the game’s audio subsystem, giving you insights into how it’s configured to handle sound. Here’s a breakdown:

  1. Audio System:
    This header tells you that the following lines relate to how the game is managing and outputting audio.
  2. Driver: SoftMixer WASAPI Stereo
  • SoftMixer: Indicates that the game is using a software-based audio mixer, which combines various sound sources into a single stream for output.
  • WASAPI Stereo: WASAPI (Windows Audio Session API) is a modern interface in Windows for audio drivers. The “Stereo” part shows that the audio output is formatted for two channels (left and right), common for most consumer audio devices.
  1. Version: 2018.11
    This version number likely refers to the release version of the audio handling middleware or driver implementation. It provides a clear reference for debugging or verifying compatibility with updates since it shows the specific build of the audio system.
  2. Frequency: 48000
    The frequency is set to 48,000 Hz, which is the sample rate. This is a standard rate used in digital audio for many applications, including gaming, ensuring a good balance between performance and audio quality.
  3. Max. active sources: 256
    This indicates that up to 256 individual sound sources (such as sound effects, background music, ambient noises, etc.) can be played simultaneously. It’s an important performance metric: it shows how many distinct audio elements the system can handle at one time without issues, which is crucial in immersive environments like games.

Render Section

TXT
Render System
  Driver: Direct 3D 12
  Card Vendor: NVIDIA Corporation
  Renderer: NVIDIA GeForce RTX 4080 15.7GB
  Revision: 161
  Driver version: 32.0.15.7291
  Driver version is up to date.
  Hardware Feature Level : 12_1
  DirectX 12 AgilitySDK  : 610
  Windowed Mode : on
  V-Sync : on
  Allow Tearing : off
  HDR : off
  Validation Layer : off
  Effective Window Size : 2560 x 1440px
  Effective Swap Chain Size : 2560 x 1440px
Started 3 threads for threadpool 'GIANTS Render threadpool'

Let’s break down this section of the log so you understand what every line in the “Render System” block is telling you:

  1. Render System:
    This header indicates that the upcoming information relates to how the game handles graphics rendering.
  2. Driver: Direct 3D 12
    The game is using Microsoft’s Direct3D 12 API. This modern graphics API allows the game to take full advantage of advanced GPU features and improved performance compared to older APIs.
  3. Card Vendor: NVIDIA Corporation
    This confirms that the graphics card installed in your system is manufactured by NVIDIA.
  4. Renderer: NVIDIA GeForce RTX 4080 15.7GB
    Here, the log is displaying the specific GPU model along with its memory capacity, which is critical for processing high-resolution textures and complex scenes. In your case, it’s an RTX 4080 with 15.7GB of dedicated video memory, a high-end card well-suited for demanding applications.
  5. Revision: 161
    This is an internal identifier for the GPU’s hardware revision. It can help developers track specific variations or updates in the hardware.
  6. Driver version: 32.0.15.7291
    This line shows the exact version of the NVIDIA driver you’re running. The subsequent line, “Driver version is up to date,” confirms that you’re using a driver that’s current, which is important for stability and performance improvements.
  7. Hardware Feature Level : 12_1
    The feature level represents the set of GPU features supported by the hardware. A feature level of 12_1 means that your GPU can handle all the modern graphics techniques defined in DirectX 12’s latest specifications, such as advanced shading and compute capabilities.
  8. DirectX 12 AgilitySDK : 610
    The Agility SDK is a component that allows developers to quickly adopt new DirectX 12 features without waiting for operating system updates. Version 610 indicates the specific iteration of this SDK, which might come with bug fixes or performance enhancements.
  9. Windowed Mode : on
    This shows that the game is running in windowed mode rather than full-screen. This can be useful for multitasking or debugging but might come with a small performance trade-off compared to full-screen mode.
  10. V-Sync : on
    Vertical Synchronization (V-Sync) is enabled, meaning the game’s frame rate is synchronized with your monitor’s refresh rate. This helps eliminate screen tearing—where parts of multiple frames are shown at once.
  11. Allow Tearing : off
    This confirms that the option to allow screen tearing is disabled, which is expected when V-Sync is turned on.
  12. HDR : off
    High Dynamic Range (HDR) support is turned off. HDR can significantly improve visual quality through enhanced color and lighting if your display and game support it, but here it’s not enabled.
  13. Validation Layer : off
    The validation layer is a diagnostic tool used during development to check for API misuses or rendering errors. It’s usually disabled in user builds to avoid performance overhead.
  14. Effective Window Size : 2560 x 1440px
    This shows the actual pixel dimensions of the game’s display window. It’s often used to determine the rendering resolution.
  15. Effective Swap Chain Size : 2560 x 1440px
    The swap chain size generally corresponds to the buffer size used during rendering. Matching the “effective window size” means the frame buffers are scaled exactly to the window’s dimensions, ensuring an optimal display output.
  16. Started 3 threads for threadpool ‘GIANTS Render threadpool’
    Modern rendering engines utilize multiple threads to handle various tasks (like drawing, post-processing, or resource management) concurrently. Here, the engine has spawned three threads dedicated to the rendering tasks, which helps in efficiently managing complex graphics operations.

Hardware Profile Section

TXT
Hardware Profile
  Level: Custom Ultra
  Recommended Window Size: 1920 x 1080px
  UI Scaling Factor: 1.000000
  3D Scaling Factor: 1.000000
  View Distance Factor: 1.500000
  LOD Distance Factor: 1.500000
  Terrain LOD Distance Factor: 2.000000
  Foliage View Distance Factor: 1.800000
  Foliage LOD Distance Factor: 1.400000
  Displacement View Distance Factor: 2.200000
  Foliage Shadows: true
  Volume Mesh Tesselation Factor: 0.650000
  Tyre Track Segments Factor: 4.000000
  Shadow Quality: 2.000000
  Shadow Distance Quality: High
  Allow Shadow Focus Box: true
  Shadowmap Size: 2048
  Shadowmap Filter Size: 16
  Max. Number of Shadow Lights: 7
  Shader Quality: Very High
  Skip Mipmaps: 0
  Texture Filtering mode: Aniso 8
  Reflection Map Ratio: 1.000000
  Terrain Quality: Very High
  MSAA: Off
  Post-process AA: Off
  DLSS Quality: Quality
  AMD FidelityFx SR Quality: Off
  AMD FidelityFx SR 3.0 Quality: Off
  AMD FidelityFx SR 3.0 Frame Interpolation Mode: false
  Intel XeSS Quality: Off
  DRS Quality: Off
  DRS Target FPS: 60
  Sharpness: 0.300000
  Max. Number of Lights: 256
  Max. Number of Dir Lights: 4
  Max. Number of Lights Per Cluster: 32
  SSAO Quality: Very High
  Bloom Quality: Very High
  Depth-of-Field Quality: Default
  Lensflare Quality: Off
  Enable Texture Streaming: true
  Enable Envmap Blending: true
  Enable Dynamic Specular Envmap: false
  Atmosphere Quality: Very High
  Volumetric Fog Quality: Ultra
  Max. Number of Volumetric Lights: 160
  Shading Rate Quality: Very High
  Texture Streaming Memory Budget: 4294967296
  Texture Streaming Downgrade Delay: 5000.000000
  Texture Streaming Target Texel-to-Pixel Ratio: 1.000000
  Shadow Filter Quality: Shadow Buffer PCSS
  Shadow Denoising Quality: Off
  Intel VALAR Quality: Off
  Intel VALAR Power Mode: Low
  Screenspace Shadows Quality: On
  Cloud Shadows Quality: On
  Rain Amount Factor: 1.000000
  Shadow Buffer Pixel Quality: 8 Bit
  Screenspace Reflections Quality: High
  Screenspace Reflections Upsampling Quality: High
  Precipitation Quality: High

This section is a detailed snapshot of the game’s graphics configuration under the “Custom Ultra” hardware profile, which outlines the quality and performance parameters tailored to your system. In short:

  • Quality Presets: The profile is set to “Custom Ultra,” indicating that most graphics settings (like shadows, textures, and effects) are at their highest quality.
  • Display & Scaling: It suggests a recommended window size of 1920×1080 with default scaling factors for UI and 3D elements.
  • Distance and Detail Factors: Various multipliers control how far elements like terrain, foliage, and objects are rendered in full detail, balancing performance with visual fidelity.
  • Shadow and Lighting: It specifies shadow quality details—including shadow map size, number of lights, and advanced filtering options—to enhance realism.
  • Additional Visual Effects: The log details settings for anti-aliasing, post-processing, DLSS, and other upscale tech, indicating which visual enhancements are enabled or disabled.
  • Texture Streaming: It also covers texture streaming parameters, ensuring efficient use of memory resources during gameplay.

Overall, this section confirms that the game is optimized to deliver a top-tier visual experience, finely adjusting myriad settings for balance between performance and quality.

Some additional notes:

  • Intel VALAR stands for Velocity And Luminance Adaptive Rasterization. It’s a technology developed by Intel to improve rendering efficiency through Variable Rate Shading (VRS) Tier 2. Rather than shading every pixel at full resolution, VALAR dynamically adjusts the shading rate based on the luminance (brightness) and motion (velocity) in different parts of the scene.

Input Section (gamepads, joysticks, mouse and keyboard)

TXT
Input System
  Keyboard enabled
  Mouse enabled
  Gamepad/Joystick enabled
  Force Feedback disabled
  Devices:
    XINPUT_GAMEPAD
      Number of Axes: 6
      Number of Buttons: 14

This section of the log details how the game is set up to handle user input. Here’s a concise breakdown:

  • Input System: Indicates that the game is processing various input devices.
  • Devices Enabled:
    • Keyboard enabled: Your keyboard is active for input.
    • Mouse enabled: Your mouse is recognized and in use.
    • Gamepad/Joystick enabled: Applies to controllers in addition to the keyboard and mouse.
  • Force Feedback:
    • Force Feedback disabled: Haptic feedback (vibration) is currently turned off.
  • Detailed Device Info:
    • XINPUT_GAMEPAD: The system is using the XINPUT API (common for Windows controllers) for handling gamepad input.
    • Number of Axes: 6: This likely corresponds to two analog sticks (4 axes) plus additional inputs (such as triggers treated as axes).
    • Number of Buttons: 14: Your gamepad can register up to 14 distinct button inputs.

Start Parameters (game launch parameters) and ImageDescIndexer + exe

TXT
[ImageDescIndexer] Loaded 23232 imageDescs from database
 Used Start Parameters:
    disableFramerateLimiter 
    skipStartVideos 
    exe x64/FarmingSimulator2025Game.exe

This portion of the log combines two distinct pieces of information:

  1. Image Description Indexing:
    The line indicates that the game has loaded 23,232 image descriptors from its internal database using a module called “ImageDescIndexer.” These descriptors likely serve as metadata or configuration for various images (like textures, icons, or other graphical resources) used throughout the game. By indexing these images at startup, the game can quickly reference or load them as needed during gameplay.
  2. Used Start Parameters:
    The section listing the start parameters shows additional command-line arguments or options used when launching the game. Specifically:
  • disableFramerateLimiter: This disables the cap on the frame rate, allowing the game to run as fast as possible, which is often useful for benchmarking or in cases where the user prefers uncapped performance.
  • skipStartVideos: This skips the introductory videos or cutscenes during startup, helping reduce the initial loading time.
  • exe x64/FarmingSimulator2025Game.exe: This specifies the executable file that the system is launching to run the game.

Platform Section (in-game settings by user)

TXT
Platform: loading defaults
  Setting 'Master Volume': 1.000
  Setting 'Is Train Tabbable': false
  Setting 'Radio Vehicle Only': false
  Setting 'Radio Active': false
  Setting 'Use Colorblind Mode': false
  Setting 'Easy Arm Control': false
  Setting 'Show Trigger Marker': true
  Setting 'Show Help Trigger': true
  Setting 'Show Field-Info': true
  Setting 'Invert Y-Look': false
  Setting 'Show Help Icons': true
  Setting 'Radio Volume': 0.300
  Setting 'Vehicle Volume': 0.800
  Setting 'Environment Volume': 0.500
  Setting 'Character Volume': 0.700
  Setting 'GUI Volume': 0.500
  Setting 'Game Volume While Not In Focus': 0.500
  Setting 'Master Volume': 1.000
  Setting 'Music Volume': 0.000

This log section shows the default configuration settings loaded by the game for user interface, gameplay, and audio preferences. Essentially, the game is initializing with preset options that define how various elements behave, in case the user hasn’t customized them yet.

Game Identity, Platform, modDesc version and more

TXT
Farming Simulator 25 (Steam)
  Version: 1.6.0.0 b32524
  Available Languages: en de jp pl cz fr es ru it pt hu nl cs ct br tr ro kr ea da fi no sv fc uk vi id
  Language: en
  Time: 2025-04-09 16:14:12
  ModDesc Version: 96
  Mod Directory: C:/Users/*username*/Documents/My Games/FarmingSimulator2025/mods/

This section of the log provides key metadata about the game’s build and available settings. In short:

  • Game Identity & Platform:
  • “Farming Simulator 25 (Steam)” indicates the game title along with its distribution platform (Steam).
  • Version Information:
  • Version: 1.6.0.0 b32524 shows the current build and version number, useful for troubleshooting and compatibility checks.
  • Language Options:
  • Available Languages: A long list (en, de, jp, pl, etc.) shows all language options supported by the game.
  • Language: en confirms that English is the active language.
  • Time Stamp:
  • Time: 2025-04-09 16:14:12 logs the moment when the game data was recorded, which can be helpful for session tracking or debugging.
  • Mod Support Information:
  • ModDesc Version: 96 refers to the version of the mod descriptor format used by the game.
  • Mod Directory: The path provided (C:/Users/*username*/Documents/My Games/FarmingSimulator2025/mods/) shows where any installed mods are located on your system.

Animations Section

TXT
dataS/character/playerAnimations/animations.i3d (108.38 ms)
dataS/character/playerAnimations/animationsVehicleCharacter.i3d (11.67 ms)
dataS/character/playerAnimations/animationsPedestrians.i3d (31.28 ms)

This log snippet reports the loading of animation data files and how long each took to load:

  • animations.i3d (108.38 ms): This file likely contains the basic or general player animations.
  • animationsVehicleCharacter.i3d (11.67 ms): This one holds animations specific to characters interacting with vehicles.
  • animationsPedestrians.i3d (31.28 ms): This file contains animations for pedestrian movements.

DLCs and mods in use or available in-game in active session

TXT
Available dlc: (Hash: a910fbe59bd919187cacbfc7b63ec5a6) (Version: 1.1.0.0) pdlc_macDonPack
Available mod:  (Version: 1.0.0.0) FS25_AlfaModsBigMap
Warning: Only zip mods are supported in multiplayer. You need to zip the mod FS25_AlfaModsBigMap to use it in multiplayer.
Available mod:  (Version: 1.0.0.0) FS25_AlfaModsHugeMap

This section mainly lists all the mods you installed in Farming Simulator 25.

NVIDIA DLSS Section

TXT
NVIDIA DLSS Minimum driver version was reported as : 445.0

This log line is an informational message concerning NVIDIA’s DLSS (Deep Learning Super Sampling) feature. Essentially, it indicates that for DLSS to work correctly, the minimum required NVIDIA driver version is 445.0. In other words, if your driver is older than this version, DLSS might not function, or its performance may be suboptimal. The log confirms that the game has checked for this prerequisite, ensuring that your system’s driver meets or exceeds this baseline for DLSS support.

Loading Game Session Section

TXT
2025-04-09 16:15   Info: Starting singleplayer game...
2025-04-09 16:15   Info: Loaded "vehicle" specializations
2025-04-09 16:15   Info: Loaded "placeable" specializations
2025-04-09 16:15   Info: Loaded "handTool" specializations
2025-04-09 16:15   Loaded vehicle types
...

This section has a typical date/time for all the things that load when the user has selected a career mode and the mods that will be used in a game session. The user is now watching the window on-screen where the loading circle is displayed. This is also the section where warnings and errors will be listed.

Performance Warnings (vanilla)

TXT
Warning (performance): Foliage lod 1 mesh 'meadow' 'cutRolled' 'roller' is much larger than lod 0 mesh (min/maxY (-0.026/0.056 vs -0.019/0.029).
Warning (performance): Foliage lod 1 mesh 'grass' 'cutRolled' 'roller' is much larger than lod 0 mesh (min/maxY (0.016/0.128 vs -0.127/0.044).

The Warning: The log shows that for the foliage mesh named 'meadow' 'cutRolled' 'roller', the LOD 1 version is much larger than the LOD 0 version. The values min/maxY (-0.026/0.056 for LOD 1 vs -0.019/0.029 for LOD 0) indicate that the vertical bounds (or size) of the LOD 1 mesh exceed those of the full-detail mesh.

Implications: Such a mismatch could potentially result in performance hits or visual issues (like popping or incorrect scaling) when the game switches between LODs. However, these warnings are common in some maps or asset setups and are often harmless—even if they signal that the simplified asset isn’t as optimized as it could be.

This message primarily serves as a hint for developers or mod creators to check and refine the LOD settings for that specific asset. It’s generally not a critical issue if the game is running smoothly.

Info: Transform Group Density Map 1 (vanilla)

TXT
Info: transform group 'data/maps/mapEU/data/densityMap_fruits.png' has elements very far out from the cell edge (67.87% expansion)

This log entry is essentially an informational warning concerning how a particular density map is set up. Here’s what it means in short:

  • Density Map Usage:
    The file densityMap_fruits.png is used by the game to determine the placement or distribution of certain objects—likely fruit or vegetation—across the map.
  • Transform Group & Cell Boundaries:
    A “transform group” groups together the positions, rotations, and scales of these objects. The game organizes the world into smaller sections or “cells” to improve rendering and performance, which relies on keeping objects within expected boundaries.
  • 67.87% Expansion Warning:
    The log is flagging that the elements in this particular transform group extend much further than expected from the edge of their cell. In this case, there’s a 67.87% expansion beyond the ideal boundary. This means that the bounding area of the objects is significantly overscaled compared to what the engine typically expects.
  • Implications:
    While this isn’t necessarily a game-breaking error, it can lead to potential performance issues. If objects lie well outside their expected area, it might affect how the game culls (i.e., determines which objects to render) and processes these elements, possibly impacting overall efficiency during gameplay.

In essence, the message is there to let developers and modders know that the density map’s configuration might not be optimal, and they may wish to adjust its transformation setup to tighten the bounds for better performance.

Info: Transform Group Density Map 2 (vanilla)

TXT
FoliageTransformGroup 'data/maps/mapEU/data/densityMap_fruits.png' may need space for up to 5195200 instances (3247 per cell x 1600 cells)

This log line is letting you know the scale at which the game might need to allocate memory for foliage elements based on the density map. Here’s a concise breakdown:

  • FoliageTransformGroup: This refers to a grouping of foliage elements (in this case, those defined by the density map in densityMap_fruits.png) that the engine uses to manage their placement, transformation, and rendering efficiently.
  • Instance Calculation: The log indicates that, in the worst-case scenario, there could be up to 3,247 instances of these elements per cell and a total of 1,600 cells in the map grid. Multiplying these together (3,247 × 1,600) gives 5,195,200 instances.
  • Implications: While this is an estimation for space allocation, it highlights the potential scale of data that the engine must be capable of handling. This could be useful for performance optimization and debugging, ensuring the engine can manage such extensive data without issues.

Virtual Texture And Core LOD Warnings

TXT
Virtual Texture initialized at 8388608 x 8388608 resolution
Warning: not enough tiles for core LOD at configured texture resolution
Warning: increasing resolution to 16384 x 8192, allowing for 31 x 15 = 465 tiles out of 50073/318

This set of log lines relates to the virtual texturing system—a method used by modern game engines to manage detailed textures over large areas by breaking them into smaller, on-demand-loaded tiles. Here’s a concise breakdown:

  1. Virtual Texture Initialization:
  • Line: Virtual Texture initialized at 8388608 x 8388608 resolution
  • Meaning:
    The engine starts with a virtual texture atlas set at an 8,388,608 x 8,388,608 resolution. This ultra-high resolution provides a vast “canvas” for storing fine-grained texture information.
  1. Tile Availability Warning:
  • Line: Warning: not enough tiles for core LOD at configured texture resolution
  • Meaning:
    The engine notices that at the initial configuration, there aren’t enough individual texture tiles available to properly cover the core level-of-detail (LOD) for some assets. This might lead to gaps in texture detail or inefficiencies during rendering.
  1. Resolution Adjustment:
  • Line: Warning: increasing resolution to 16384 x 8192, allowing for 31 x 15 = 465 tiles out of 50073/318
  • Meaning:
    To fix the shortage, the engine automatically increases the virtual texture resolution to 16384 x 8192. This change allows it to divide the texture into a grid of 31 x 15, yielding 465 tiles—better matching the requirements for core LOD coverage. The numbers “50073/318” likely refer to internal counts or limits that compare the expected number of tiles versus what’s available.

Overall, these messages indicate that the engine is dynamically adjusting its virtual texture setup to ensure optimal detail and performance during rendering, by increasing available texture tiles when needed.

Info: Failed to request rc

TXT
Info: Failed to request rc, HTTP code 0

This log line means the game tried to make an HTTP request for “rc” (likely shorthand for a remote configuration or resource) and didn’t get a valid HTTP response—instead, it received a status code of 0 (zero). Since HTTP status codes are normally three-digit numbers (like 200 for success, 404 for not found, etc.), a code of 0 generally indicates that no proper HTTP response was received. This can happen if the request never reached the server due to network issues, a blocked connection (perhaps due to a firewall, ad blocker, or CORS restrictions), or if the connection was prematurely terminated. Essentially, it signals an undefined network error that prevented a normal response from being returned.

While some users have noticed this error in conjunction with multiplayer problems, the consensus from forum discussions is that this error isn’t inherently a multiplayer issue. In one discussion, a developer noted that the call is made to their remote configuration (or upgrade) server and—even if it fails—it doesn’t necessarily prevent multiplayer gameplay unless there are additional network problems. Essentially, the error is more of a diagnostic message indicating that a specific remote call didn’t return as expected, rather than a direct indicator of multiplayer failure.

Info: Savegame Setting

TXT
Info: Savegame Setting 'dirtInterval': 3
2025-04-09 16:16   Info: Savegame Setting 'snowEnabled': true
2025-04-09 16:16   Info: Savegame Setting 'growthMode': SEASONAL
2025-04-09 16:16   Info: Savegame Setting 'fuelUsage': 2
2025-04-09 16:16   Info: Savegame Setting 'plowingRequiredEnabled': false
2025-04-09 16:16   Info: Savegame Setting 'weedsEnabled': true
2025-04-09 16:16   Info: Savegame Setting 'limeRequired': true
2025-04-09 16:16   Info: Savegame Setting 'stonesEnabled': true
2025-04-09 16:16   Info: Savegame Setting 'economicDifficulty': EASY
2025-04-09 16:16   Info: Savegame Setting 'fixedSeasonalVisuals': nil
2025-04-09 16:16   Info: Savegame Setting 'plannedDaysPerPeriod': 1

The date/time when first in-game save was made in active session, where user settings was saved.

Exiting Game By Console Command

TXT
2025-04-09 16:57 Console command: exit
2025-04-09 16:57 exit = true

This log snippet indicates that the game received a command to exit and processed it accordingly:

  • Console Command:
  • Console command: exit shows that the exit command was executed, either manually via the console or internally by the system.
  • Exit Flag:
  • exit = true confirms that this command has been processed, setting the exit flag to true and initiating the shutdown sequence.

In short, these lines simply record that the game is closing down, signaling a normal termination of the application.