Sid Meier's Civilization VI

Sid Meier's Civilization VI

Harvest All The Things (RaF Update)
50 Comments
Venatorae  [author] Oct 6, 2019 @ 7:29am 
Gathering Storm update is complete, will upload as soon as the Workshop Uploader decides to work.
winn13 Oct 5, 2019 @ 12:50pm 
+1 to request a GS update
Venatorae  [author] Sep 27, 2019 @ 11:12pm 
I'll take another look at this, haven't been playing Civ for awhile, I don't see any reason GS would invalidate is since it does not add resources, but it's possible the database schema has changed.
Frank Savage Aug 19, 2019 @ 4:20am 
GS?
zedudedaniel Aug 10, 2019 @ 9:31am 
It doesnt allow harvesting of Olives like it says
Delta Duke Apr 14, 2019 @ 8:18am 
@Venatorae I started a new game on Rise and Fall, no other mods enabled, on Play Europe Again Map. Interestingly I can harvest/remove other things, just not horses. It's possible there's incompatible issues with my computer, can't say for sure. If you know any other mods that allow you to harvest/remove horses, let me know.
Venatorae  [author] Apr 13, 2019 @ 8:33am 
Hmm, I just tested it and it works fine for me, are you using it on a new save? iirc the database won't update for a preexisting save
Delta Duke Apr 13, 2019 @ 7:54am 
@Venatorae Hmmm, yeah I wish it worked for me because that would be so useful. Perhaps a update is needed or something? I know it's not incompatible with Civ6 or my computer so what the problem is baffles me.
Venatorae  [author] Apr 12, 2019 @ 9:17pm 
Animal husbandry
Delta Duke Apr 12, 2019 @ 8:42pm 
@Venatorae Is there a certain technology to research in order to harvest and remove horses? I researched Pottery and Animal Husbandry and disabled all my other mods in order to prevent incompatibility, yet still I cannot harvest/remove horses with this mod.
Venatorae  [author] Apr 11, 2019 @ 12:46am 
Horses should already be harvestable
Delta Duke Apr 10, 2019 @ 6:50pm 
Can you include a update or separate mod to remove horse resources so I can build on it?
=[NK]= Col. Jack O'Neil Feb 26, 2019 @ 9:07am 
Hey ven, you should put <AffectsSavedGames>0</AffectsSavedGames> in the <properties> section of the mod info so that this mod can be applied or removed mid game :)
Venatorae  [author] Feb 21, 2019 @ 2:49am 
The conflict warning is actually a flag that auto-triggers for every mod that does not contain a flag specifying that it is compatible with GS, not that civ has detected any conflicts.
Doctor Proteus Feb 21, 2019 @ 2:36am 
Bare in mind, folks, the warning says it MAY cause conflicts, not that it will.
Venatorae  [author] Feb 20, 2019 @ 10:45pm 
@CynicalPlatapus, just use it anyway, tick the box to ignore the compatibility message, I've not run into any problems so far
CynicalPlatapus Feb 19, 2019 @ 11:08am 
eagerly waiting for an update
Doctor Proteus Feb 15, 2019 @ 5:45pm 
It turned out it was another mod, one that enhances production output in cities. I disabled it and the problem stopped.
Venatorae  [author] Feb 15, 2019 @ 5:28pm 
Those issues are actually vanilla issues. So far I have not encountered anything caused by this mod.
Doctor Proteus Feb 14, 2019 @ 3:52am 
@Venatorae
I don't have Rising Storm yet but loading a game in progress with mods enabled(with a warning they may not function anymore from the game) did show that some mods(like concise UI) are no longer functioning and some strangeness is going on with Wonders being uncompletable.(all wonders with "-" and 999 turns to complete)

it's hard to tell what is the result of a mod interacting strangely with the new update, a mod breaking with said update or simply a result of the update itself.
Venatorae  [author] Feb 14, 2019 @ 2:58am 
I will be reviewing this mod for Gathering Storm. Despite complaining about being incompatible it does work, however I cannot guarantee it does not create any new bugs until it has been reviewed.
Venatorae  [author] Feb 12, 2019 @ 10:38pm 
Yes you will need a fresh save file for it to work
Doctor Proteus Feb 12, 2019 @ 12:02am 
@Venatorae
No, i used it in a game in progress. I assume I need to start a fresh game for it to take effect?
Venatorae  [author] Feb 11, 2019 @ 11:29pm 
@Evil_Lord_Proteus Did you start a new game after installing the mod?

Also I believe Outback Gold is referring to this: https://steamcommunity.com/sharedfiles/filedetails/?id=870865055
Doctor Proteus Feb 10, 2019 @ 11:40pm 
Also what is this mysterious Outback Gold mod? It is not on the workshop.
Doctor Proteus Feb 10, 2019 @ 11:39pm 
Can't harvest Rise and Fall resources....
jbnlove Feb 2, 2019 @ 7:27am 
Thank you!!
Venatorae  [author] Jan 17, 2019 @ 1:29am 
@Quenser Barbotage Does resourceful not allow you to harvest their resources? I am planning to update it with GS so that it is less likely to interfere with other mods, but I do not plan to directly add support for resources from other mods. I may provide a template to allow you to patch in harvest values for other modded resources though.
Equilin Jan 16, 2019 @ 7:41am 
Will this be eventually updated to be compatible with Resourceful mod(s)? even after GS is fine, just asking.
Draemock Sep 29, 2018 @ 11:23pm 
Starting a New Game sorts the Issue Venatorae :)
Fu Fu Mc CuddlyPoops Sep 23, 2018 @ 9:32am 
Aww thats a shame, reefs are always blocking my polder/harbors lol. Well thanks for the response!
Venatorae  [author] Sep 22, 2018 @ 10:57pm 
No it doesn't, though as reefs are considered a feature much like forests I imagine that it would be relatively simple to add that functionality.
Fu Fu Mc CuddlyPoops Sep 22, 2018 @ 2:51pm 
Does this mod let you harvest reefs?
Venatorae  [author] Sep 22, 2018 @ 1:01am 
I'm honestly unsure, my recommendation would be to start a new save game, as it is confirmed to work in this case. The 'affects save games' flag is just a string you input in the mod's modinfo file, the game does not check that this is correct. With regards to the tooltip, the best way to check would be the ingame civilopedia entry for the resource you want to harvest, rather than the tooltip for the technology.
Draemock Sep 21, 2018 @ 11:36pm 
I have found either a Bug or Typo in the Mod description in Additional Content. It say's that this mod affect's save games, however upon loading my Rome Save, I dont have the option to harvest Luxory resources, and the tool tip for Irrigation does not show anything but the ability to Harvest Banana's. Does this mod acctually work with save games or only with new game's?
Venatorae  [author] Jul 8, 2018 @ 11:15pm 
Good news everyone. I'm in the process of rewriting this mod to use SQL, so that it should be compatible with all versions/ have modular support for resource mods.
Zyxpsilon Jun 3, 2018 @ 1:15pm 
And... of course -- some of these are "doubled" to represent their Culture or Gold outputs. The major (now much wider) Tech-Slots affected are Mining & Irrigation since they have the most instances of newly added resources.
Worth noting is that de-activating *his* mod returns everything back to normal (No more hints except from tooltips!) while any of your Harvesting functionalities remain effective.
Weird. ;)
Zyxpsilon Jun 3, 2018 @ 12:54pm 
Might have found a tricky bug.
It's a combined effect with Infixo's "BetterTechTree" i suppose.
Since he hooks the harvesting cycle with their corresponding resources for each Tech panels.. when you activate the process for the non-standard extras (Luxury & Bonus, etc), the supplemental Icons (with red backgrounds) are now stacked in a much wider width. This happens mostly in the Ancient Era since that's where all the "revealed" properties get into the UI processing steps. Yours simply wreckup that HUD validation.

Should contact him for verification or to devise new code function(s) to prevent that flaw when both your mods are active. Please!
Venatorae  [author] May 26, 2018 @ 3:48pm 
@Chino13138 I just had a look through the code and removing Niter requires the Gunpowder tech, whereas it's revealed at Military Engineering
Chino13138 May 26, 2018 @ 9:16am 
why i cant remove the niter in my save gameOrz not save compatible?
Venatorae  [author] Apr 21, 2018 @ 1:46am 
@winn13 Sorry I did not see the notification - Harvesting is typically unlocked at the same time as similar resources harvestable in the base game. The techs are visible in the Civilopedia entry for the resource you wish to harvest.
Venatorae  [author] Apr 21, 2018 @ 1:30am 
That's a limitation of the game, as far as I know you cannot hide it
zpfenwkem Apr 20, 2018 @ 5:28pm 
thanks fo this nice mod!
but i find some bug,

when my worker go hill tile doesn't find any resource. but harvest key worked becouse Uranium resource has been located in ancient age.
winn13 Mar 14, 2018 @ 5:50pm 
At what point can you harvest luxuries and strategies? When they are unlocked, or a specific technology?
pysia.dk Mar 1, 2018 @ 5:36am 
Ok, nvm, I added that line of code to the file from gold resource and it's working. ;)
pysia.dk Mar 1, 2018 @ 4:47am 
When I uncomment harvesting for gold resource, the game is crashing. Are You able to do something with that? I would love to harvest gold.
Unworthypilot Feb 28, 2018 @ 6:53pm 
good, the whales are always in the way, they keep spawning on coasts for me
Kenraali #BringBackQP Feb 28, 2018 @ 2:07pm 
@Kurnn Resourceful resources can be harvested from the get-go, or so I've learned after harvesting many poppies.
Kurnn Feb 25, 2018 @ 1:29am 
I always been curious why some resources cant be harvested. Good mod, but doesnt seam to work with Resourceful?