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I haven't seen a suggestion/rule for maximum number of mods or mod categories with obvious conflicts.
Anybody have any decent rules of thumb? I have a fresh zoo with only some paths down. If I remove some new species mods, I can get the game to not crash on start-up, but when it loads the fresh zoo, none of the in-game menus for construction or management actually bring up...menus. Even selecting exit to desktop results in a hand, and I have to force close in the task manager.
Who has some rules of thumb?
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Running another fresh install from Steam. It was sort of a self-curated selection of 27 fish mods I thought would be cool. I suppose I'll need to add them one by one to see if the fish mods are somehow fundamentally not working with my game or if there's one in particular, or a conflict between two.
It will just be annoying to have to do a completely fresh install whenever I produce the bug. Downloading 14.5 gb takes time and verifying the local files won't fix it.
and as more animals are added into your mod list, the more laggy your game gets, this perhaps due to extra burden of cpu in running mods frames which are separated from vanilla game frame, this factor is always significant unless you have a super high-qua cpu
personally, i would suggest limiting the number of species mods, just use those which are not reported buggy and which you love the most. don't get too greedy on encyclopedic collection
Worth the wait for this answer!