Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Harvest All Resources
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2.305 MB
Oct 7, 2019 @ 12:27pm
Aug 24, 2024 @ 7:17am
3 Change Notes ( view )

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Harvest All Resources

Description
Allows all resources to be harvested.

Latest update notes:

- Now works with existing saves (for real this time)
99 Comments
aw Apr 1 @ 10:39am 
"Latest update notes:

- Now works with existing saves (for real this time)"

^ can confirm it does
finaly got rid off super annoying antiquity site occupying my hills tile xd
Venatorae  [author] Mar 13 @ 12:16am 
It uses the built-in harvesting system from the base game, so the UI in the bottom right on a builder. The requisite tech for harvesting each resource is listed in the civilopedia, and also on the tech tree (if you play in English). Jade specifically, will be Mining.
Monkey Mar 12 @ 5:06pm 
sort of wish there was any indication of how the mod works, either in game or on this mod page. no idea how to harvest jade
LIVINGXDEADGIRL Feb 24 @ 12:08am 
I've never looked at a mod file for Civ 6 but it was really easy to figure out and add in the custom resources I'm using. Super useful!
Venatorae  [author] Feb 13 @ 2:24am 
No, the resources are explicity defined in the database table with their yield values. It is not hard to add resources to this, but if you reference a resource that doesn't exist in your game it will crash. Hence, the custom resource mod needs to include their own harvest values in the table, or you need to create a compatibility patch.
dvmhieu271 Feb 12 @ 6:06am 
Can it harvest custom resources?
约定 Feb 7 @ 9:14am 
you are my hero!!!:steamthumbsup:
Venatorae  [author] Jan 17 @ 12:02am 
@Butters From memory the restriction on Kupe is a modifier attached to the leader or to Maori, can't remember which, but disables the function for him specifically. This mod simply adds new values to the harvest tables, which Kupe is precluded from using in the first place.
Butters Jan 16 @ 9:56pm 
Hey sorry, does this work with Kupe? I dont think he can normally harvest resources.
Venatorae  [author] Jan 5 @ 5:17am 
It certainly does, however the harvest tech for niter is not the same tech that reveals it. See the relevant code from the mod below:

INSERT OR REPLACE INTO Resource_Harvests
(ResourceType, YieldType, Amount, PrereqTech)
VALUES
('RESOURCE_NITER', 'YIELD_PRODUCTION', 40, 'TECH_GUNPOWDER');

This should be reflected in the tooltips in the tech tree as well. If you disagree with the premise, you can edit it yourself by finding the Civ 6 workshop folder under your steam install and editing the following file: 'HarvestAllResources.sql' to change 'TECH_GUNPOWDER' to 'TECH_MILITARY_ENGINEERING'.