Vehicles · high severity · found in the console
A game pool is full
The server console prints a line like this.
What the console says
<pool> Pool Full, Size == <size> <pool> pool … is full Failed to allocate … Vehicle Ran out of … vehicle data file mounter
What it means
The <pool> pool is full (N entries) — raise it in gameconfig.xml. The file being loaded when it filled is a VICTIM, not the cause; removing that car just moves the crash to the next one.
- File
- gameconfig/gameconfig.xml
- Look for
- <PoolName>VehicleStruct</PoolName>
- Must hold
- pool size > (distinct streamed models + ~750 base-game models), with headroom
How to fix it
- Find <PoolName><pool></PoolName> in your gameconfig.xml and raise its value. If the reported size already equals your configured value, the pool is simply full rather than misconfigured.
- TxdStore counts texture dictionaries — every car .ytd and every MLO adds to it. A large fleet plus map packs exhausts it long before VehicleStruct.
- VehicleStruct counts DISTINCT <modelName> values, plus ~750 for base-game vehicles. Count model names, not folders — folders lie.
- Do NOT remove the car named in the crash. It was merely the file being loaded at the moment the pool ran out.
- Requires a FULL restart and a client re-download — a resource restart will not apply it.
When it is not this
Sizing only ~5% above the real model count is not enough headroom. Pool exhaustion is NOT the answer when the same filename appears in every crash — that is Client crashes while mounting a data file. And do NOT infer pool trouble from 'data file mounter' lines: that string is printed on every single resource load, so it says nothing about pool pressure. Require an explicit allocation failure. ⚠️ IT ALSO NAMED THE WRONG POOL. The pool name is IN the error line; read it rather than assuming which pool a vehicle-shaped crash implicates. A confidently wrong fix is worse than no finding.