Is there a penalty for having too many, or does the game automatically limit them to maximum amount it can handle? My map runs fine with a million to five million elements per cover all with very large radii. Console warnings go away if I limit the covers to about half a million each, depending on the type of grass or something.
If a single ground cover cell (internal structure) has > 65535 elements, it will print that error. So probably in some local part you have amassed too many. Check in the dense areas. Probably the limit is due to instancing or something like that.
I get the errors for just having the ground covers assigned to terrain paints that are not even used yet. Covers in use: [Bush], [LongGrassDry], [WeedDry]. If I hide these, my ground turns barren. Errors go away. The densest area looks like this, they cost me 10 fps out of 90: Covers set to terrain paints that are not used: [Weed1], [SmallGrass], [SmallGrass2], [Bush2], [LongGrass]. Errors show even none is painted on the ground. Hiding these also takes the errors away. Is there something to worry about if I choose to ignore these warnings?
Weed1 might have elements spread on the map maybe. If you ignore the error, probably parts of the groundcover will not render (maybe it will be visible as missing rectangular areas.
I started every map (0.24.1.1, verified, mods off, temp folder deleted each time) and got one or more "too many elements"-warnings on WCUSA, JRI, Small Island, Derby, Industrial, Hirochi and Utah. Is it just my system/settings or known and ignored issue? I haven't noticed unintentional blank ground cover spots in any of the maps. i5-6400/1050Ti/16, ultra