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You can do this! Read my response in post # 3.
All of this business about moving your data to another drive to accommodate a player.log file in the 100gb (and getting bigger) and changing the save location to a drive with more space so that it will fit this ginormous file will not solve the problem.
A normal, vanilla player.log file is about 25kb. Very, very small in the kilobytes. It normally does not fluctuate in size very much at all, it stays somewhere around that small size.
Remove the mods and get vanilla working. Delete the player.log file, it will be recreated the next time you start RimWorld. Add in some of the mods and play for a little while and then examine the player.log file. If it has gotten a lot bigger than 25kb then you know the problem is one of the mods you just activated. If player.log has remained about the same, activate some more and play some more until you see player.log getting bigger and then you will have narrowed it down to one of the mods you just activated.
Find the mod. Notify the author via the Steam Workshop page forum so that they can fix it.
Or, easiest solution, just delete the player.log file after your play sessions. It is not a game file necessary to play the game.
I, personally, would not go this route as I don't want all of that constant 100gb data writing and then deleting off of my SSD.
Also config files (for both vanilla and mods), as well as custom scenarios. But those are all very small.
Yes, I can dive into the files and code this but it is something that should be an option on the main menu options. Developers and WIndows need to wake up to the needs of the users.
This also happens when a player enables logging themselves to check for errors and forgets to turn it off. That's pretty easy to do when one is tired, bleary-eyed, and trying to debug their gameplay problems after a lengthy play session.
True, but the vanilla Rimworld logging is very limited in file size, at least relative to the massive size the logging from modders output.
The game doesn't save dev logs and modder defined output unless user requests a copy of it. If you are talking about runtime logging, they will always run even if you turn off dev mode. It does take up your ram but it doesn't hurt your cpu processing power.
The issue isn't for the vanilla file (the one you see there), as that stays small per the way Tynan programmed it. The issue is when modders turn on verbose logging while debugging their mods. That method is not controlled by the vanilla programming. And if they leave that on, it runs to an unlimited file size. It can only be turned off by disabling the logging before compiling the dll file.
Those logs are intentionally defined or called inside the dll files tho. I don't remember what verbose logging do but they don't stop those logs from happening and they are certainly not modder mistake. Those logs are there to tell you what's happening in the game during runtime and which part of the game/mod are working and not working. Some mods that apply invisible content like a new JobDriver is almost impossible to monitor with just looking at your game. Without them everyone including the modders are as good as blind. This is why the first thing you do when you have a problem is to look at the dev log.