Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Angelhearth Apr 19, 2019 @ 11:09am
Is there a way to find out what makes my game crash?
Is there a debug option or something like that? I have a game that consequently crashes when I hit the arrow, for next turn. Normally I would just start a new game, but I like this save, and it might happen with the next game as well. I'm guessing a mod is responsible.
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First check the workshop page for each of your mods and make sure they state that they work with the version of the game you are playing. Remove any that do not, and try again.

If you still have problems, then remove all of your mods and try a game without any of them. If you still have problems then refer to the troubleshooting and tech support thread and follow the recommendations there.

If removing all of your mods fixed all the problems, then that will tell you that one of them is responsible. To find the offending mod, add mods back one at a time and test between each one - when you start having problems again, the last mod you added is the cause (either because of a flaw in that mod or because of a conflict with another mod).
Angelhearth Apr 19, 2019 @ 11:27am 
Originally posted by tempest.of.emptiness:
First check the workshop page for each of your mods and make sure they state that they work with the version of the game you are playing. Remove any that do not, and try again.

If you still have problems, then remove all of your mods and try a game without any of them. If you still have problems then refer to the troubleshooting and tech support thread and follow the recommendations there.

If removing all of your mods fixed all the problems, then that will tell you that one of them is responsible. To find the offending mod, add mods back one at a time and test between each one - when you start having problems again, the last mod you added is the cause (either because of a flaw in that mod or because of a conflict with another mod).

1. Of course I've checked if they work with the current version.
2. And by removing all the mods, how is the game supposed to run, won't it complain about a bunch of mods missing?
BlackSmokeDMax Apr 19, 2019 @ 11:31am 
That completely depends on which mods you use. All the mods I use are UI mods, and can all be turned on/off at any time. You'd need to check on a per mod basis.
Angelhearth Apr 19, 2019 @ 11:33am 
Originally posted by BlackSmokeDMax:
That completely depends on which mods you use. All the mods I use are UI mods, and can all be turned on/off at any time. You'd need to check on a per mod basis.

I use UI mods AND a bunch of others, that in some cases will break saves.

Seriously, isn't there a debug mode for the game? I know you can enter a console type of view where among other things you can reveal the map, wouldn't there be a debug mode there?
Originally posted by Angelhearth:
2. And by removing all the mods, how is the game supposed to run, won't it complain about a bunch of mods missing?
Absolutely do not try to test as I described by running the game you have now. I'm talking about creating new games.


Originally posted by Angelhearth:
Seriously, isn't there a debug mode for the game? I know you can enter a console type of view where among other things you can reveal the map, wouldn't there be a debug mode there?
You're trying to save your current game; I'm trying to help you find the problem relatively quickly so you can move on to a new game that won't break.

I don't know if there's a debug mode; you could try a search for that information; if there is one, it is probably discussed somewhere on the internet. My caution there would be that unless you have programming experience, and experience modding Civ VI specifically, the chance that your time will not be wasted is vanishingly small. You'd be trying to debug all of your mods simultaneously - with no guarantee that there's only one problem to find and fix - and if a new patch for Civ is released, or even if just one of your mods is updated by the author, you'll have to start over from scratch.

If that sounds like a fun challenge then have at it, and I wish you the best of luck. If not, then your time is better spent finding the cutting out the responsible mod quickly so you can get back to playing Civ VI.
Last edited by tempest.of.emptiness; Apr 19, 2019 @ 11:42am
Angelhearth Apr 19, 2019 @ 1:03pm 
Originally posted by tempest.of.emptiness:
Originally posted by Angelhearth:
2. And by removing all the mods, how is the game supposed to run, won't it complain about a bunch of mods missing?
Absolutely do not try to test as I described by running the game you have now. I'm talking about creating new games.


Originally posted by Angelhearth:
Seriously, isn't there a debug mode for the game? I know you can enter a console type of view where among other things you can reveal the map, wouldn't there be a debug mode there?
You're trying to save your current game; I'm trying to help you find the problem relatively quickly so you can move on to a new game that won't break.

I don't know if there's a debug mode; you could try a search for that information; if there is one, it is probably discussed somewhere on the internet. My caution there would be that unless you have programming experience, and experience modding Civ VI specifically, the chance that your time will not be wasted is vanishingly small. You'd be trying to debug all of your mods simultaneously - with no guarantee that there's only one problem to find and fix - and if a new patch for Civ is released, or even if just one of your mods is updated by the author, you'll have to start over from scratch.

If that sounds like a fun challenge then have at it, and I wish you the best of luck. If not, then your time is better spent finding the cutting out the responsible mod quickly so you can get back to playing Civ VI.

I have a hard time understanding how this will help me, in any way. The game crashes after300+ turns. Do you want me to play games, one at a time, to 300+ turns, for every mod, to see which mod makes the game crash?

In normal debug mode you will get a message when something happens. So when tje game crashes I will get a notification of what tje game tried to do. It might have been a lot of things, but not more than what is possible to sort through.

I know programming. Although it’s a long time since I was programming professionally I do know a lot of languages, from old fashioned C to object oriented languages.
FearSunn Apr 19, 2019 @ 1:04pm 
Check Lua.log
Angelhearth Apr 19, 2019 @ 1:30pm 
Originally posted by FearSunn:
Check Lua.log

Thanks, will do, tomorrow.
donald23 Apr 19, 2019 @ 4:00pm 
Or database.log or modding.log.

Those are the three first to check, related to modding.
Angelhearth Apr 19, 2019 @ 5:49pm 
Originally posted by donald23:
Or database.log or modding.log.

Those are the three first to check, related to modding.

Thanks!
Angelhearth Apr 19, 2019 @ 5:57pm 
Just a quick reply before I head to bed.

In lua.log there are a lot of errors about the return of nil in a bunch of mods (it looks like). If anyone knows how to de-crypt these it would be helpful. My guess, without checking much, is that a variable is returning nil (nothing), which isn't a good thing when it comes to computer programs. :steamsad:

Lua callstack:
Runtime Error: D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: operator < is not supported for nil < number
stack traceback:
D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: in function 'ActiveStrategyEnough'
Originally posted by Angelhearth:
I have a hard time understanding how this will help me, in any way. The game crashes after300+ turns. Do you want me to play games, one at a time, to 300+ turns, for every mod, to see which mod makes the game crash?
To clarify, I don't want you to do any particular thing. I provided some information and made some recommendations, within the limitations of my personal knowledge. What you do with that is up to you. I'm glad you seem to have found some other suggestions that are more to your liking, and as I said I wish you the best of luck in your search for a solution.
Last edited by tempest.of.emptiness; Apr 19, 2019 @ 6:49pm
FearSunn Apr 19, 2019 @ 11:21pm 
Originally posted by Angelhearth:
Just a quick reply before I head to bed.

In lua.log there are a lot of errors about the return of nil in a bunch of mods (it looks like). If anyone knows how to de-crypt these it would be helpful. My guess, without checking much, is that a variable is returning nil (nothing), which isn't a good thing when it comes to computer programs. :steamsad:

Lua callstack:
Runtime Error: D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: operator < is not supported for nil < number
stack traceback:
D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: in function 'ActiveStrategyEnough'
You are right. Variable returning nil in situations where it is not allowed. If you want to decrypt whats exactly is wrong open file specified in the error and check the line. You need to have at least some understanding of LUA to understand the code.
Also you could (and should) submit those errors to specific mods authors as a bug reports.
peters.jeffrey36 Jul 13, 2021 @ 6:59pm 
if a person is looking for a log file, they are a step above run of the mil fixes and actually are trying to debug the issue. Unfortunately Civ went out of their way to delete the crash file at the point you decide to report or not. I saw someone make a script that copies it to a secondary location before internal mechanisms delete the file. Maybe their intent was crash files do not fill the drive, but they are not big to begin with, so it seems like a devs rather not have others exposing their issues.
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Date Posted: Apr 19, 2019 @ 11:09am
Posts: 14