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<ImportFiles id="TM_Import">
<Properties>
<LoadOrder>5</LoadOrder>
</Properties>
<File>Core/Utilities/Maps/NaturalWonderGenerator.lua</File>
</ImportFiles>
All necessary LOG files (mostly 30 of them) can be found here...
..//-C://Documents/My Games/Sid Meier's Civilization VI/Logs (...)
There is also some "sqlite" boot trackers in the Cache folder - but, you'd need to decompile such hints and tie data with a few LUA hooks from above.
Any chance for a fix?
Russian translation is here - Game and mods - Russian translations
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
thank you for the fun mod.
i have followed your guide and put 0 where it says adjecency bonus to districts, yet i am still getting adjecency for placing districts?
这个模组对这个奇观模组进行了汉化
But, suddenly, someone who knows how to make mods will take it up.
I suggest a few "Natural Wonders"
1) Reynisfjara Beach
2) National Reserve "White Sands"
3) Iguazu Falls
4) Angel
5) Milford
6) Belovezhskaya Pushcha
7) Eisriesenwelt
8) Baikal
Are you planning to add new "NEW NATURAL WONDERS?"
After clicking [Subscribe] (Green Box underneath the Images scroller), Steam uploads all necessary files into some ..workshop/content/289070 folder that considers this MOD as installed and ready to play.
Once you load the game.. its main menu option "Additional Content > Mods" makes a direct list of everything activated including Terra Mirabilis.