By asset do you mean a single model with its material assigned to it, a single component (or model with merged multiple materials) or something else? Do LODs of the same asset count as separate entities in this regard?CBJ wrote: ↑Mon, 16. Dec 24, 20:40 The crash is telling you that the game is out of handles for geometry assets. This can happen when there are too many different assets for the game to track, and is quite a common problem with mods that add a lot of different new models to the game.
As it happens will be increasing the capacity for this in an upcoming 7.50 Public Beta, but it won't necessarily help if your mods are still adding too many models, or if they are not compatible with 7.50 yet.
What is the limit of trackable assets beyond those that are part of the vanilla game in 7.50? Please, give a rough number or at least an order of magnitude (hundreds, thousands) if you cannot say the exact number for some reasons. I am asking for that because I work on multiple bases/outposts, each one custom, pre-made, with very little shared assets between them to retain unique vibes and feels.
Do I understand it correctly that the best practices for modders to follow is to limit the amount of materials per model/component/addon and as wide reusability of assets within different components (or even mods) as possible?