Sid Meier's Civilization VI

Sid Meier's Civilization VI

Harvest All Resources
101 Comments
Venatorae  [author] Jun 3 @ 8:00pm 
Presumably it uses the same ui file this one uses to remove the harvest button before discovery.

You could make them compatible by merging the changes to unitpanel.lua/function GetUnitActionsTable into the mod with the highest loadorder in the modinfo file.

Relevant loop: if isHasMovesLeft then
for operationRow in GameInfo.UnitOperations() do

The HaR code you want to nest in this loop I posted to the discussions tab due to char limits
LibraLix Jun 3 @ 11:25am 
Good mod but just as an fyi to anyone who might be having the following problem as I feel this may be a common combination, this mod doesn't seem to be compatible with Turn Off All Recommendations. Having both enabled causes the icons used to control units to not appear.
aw Apr 1 @ 3:39am 
"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 12 @ 6:16pm 
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 @ 11:06am 
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 23 @ 5:08pm 
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 12 @ 7:24pm 
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 11 @ 11:06pm 
Can it harvest custom resources?
眩晕 Feb 7 @ 2:14am 
you are my hero!!!:steamthumbsup:
Venatorae  [author] Jan 16 @ 5:02pm 
@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 @ 2:56pm 
Hey sorry, does this work with Kupe? I dont think he can normally harvest resources.
Venatorae  [author] Jan 4 @ 10:17pm 
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'.
Yugen Jan 4 @ 10:39am 
Mod does not allow to harvest Selitra
Venatorae  [author] Dec 20, 2024 @ 7:03pm 
Yes
欧然weslley Dec 20, 2024 @ 12:43am 
Does it allow harvesting lux?
Venatorae  [author] Nov 14, 2024 @ 10:04pm 
They can but they probably won't
狼堡顶级突破手灰太狼 Nov 13, 2024 @ 7:46pm 
Will this mod allow the AI to harvest luxury resources?
Binx Aug 24, 2024 @ 1:19am 
I always forget about mods binding to saves! Sorry about that brother!
Venatorae  [author] Aug 24, 2024 @ 12:06am 
Crabs are harvestable in vanilla as they are a bonus resource, not a luxury. Check if it is genuinely this mod by disabling all other mods, except firaxis DLC, and starting a new game. Then check if they have a harvest value from the civilopedia
Binx Aug 23, 2024 @ 5:30am 
crabs. I cant remove the crabs.
cool mod besides that.
Venatorae  [author] Jul 17, 2024 @ 11:13pm 
In what way? It works perfectly fine in my games.
Solaris Jul 17, 2024 @ 5:23am 
This mod seems incompatible with Monopolies and Corporations.
Venatorae  [author] Jun 26, 2024 @ 10:11pm 
That is expected, resources need to be explicitly defined in the database as harvestable
faolanthehedgehog Jun 26, 2024 @ 11:02am 
In my last game, I was unable to harvest Cheese from Sukritact's Resources
AA的啦 Mar 22, 2024 @ 8:59am 
Below is how to make this mod work on your existing save:

1.Navigate to Steam\steamapps\workshop\content\289070\1883249322
2.Open HarvestAllResources.modinfo with notepad
3.Find "<AffectsSavedGames>1</AffectsSavedGames>" and change 1 to 0

Remember to load mod if you have a Mod Manager
Venatorae  [author] Feb 13, 2024 @ 4:23pm 
Sounds like the modinfo file changes didn't stick, I'll need to push another update for save compatibility.

wrt working with other mods, yes you could pull in the whole resource table tagged lux or strat but for the most part I've found this more problematic than not. Some other mods include their own harvest values, some don't - I could wipe the harvest table and pull in the resource tables but this opens up lots of edge cases.

I can probably do a file that only loads when Suk's resources is also loaded when I have time.
Karl Blackheart Feb 13, 2024 @ 3:54pm 
While it doesn't work with existing saves for me, I love this mod and it has been an invaluable addition to my mod list. That said, the mod does not interact with other mods that introduce luxury or strategic resources, more specifically Sukritract's Resources. You can not harvest the Obsidian from that whatsoever. I was wondering if there was a way to have a background script recognize other luxury/strategic resources not already in the game and make them harvest-able with the machinery tech, that way any other mods can be easily compatible. Wonderful mod, haven't had any downsides. Just was curious if you could make it more multi mod friendly in this manner. I know you have IRL obligations, so please respond at your leisure.
Logen Nine-toes Jan 28, 2024 @ 7:56pm 
The mod doesn't show up in existing saves for me
Ser Davos Memeworthy Dec 24, 2023 @ 4:30pm 
Great mod, though I can't get it to work with an existing save. It doesn't show up in the "active mods" in the menu.
进一步就成大石头 Nov 28, 2023 @ 8:40am 
no. i found the honey can't not be harvested in the game(using other harvest mod), so i saved it and found this mod. i thought it could be activated in the savings? Never mind. i start a new game, and the mod works. thanks
Venatorae  [author] Nov 27, 2023 @ 6:31pm 
Is it listed in the active mods in the menu when you press escape?
进一步就成大石头 Nov 27, 2023 @ 12:50pm 
“- Now works with existing saves.”
but i loaded existing saves and the mod just didn't work. should i do something to make it work? i had tried restarting the 2k or steam but it's not helpful.
Venatorae  [author] Nov 12, 2023 @ 4:40pm 
Latest update notes:

- Now works with all combinations of DLC.
- Harvest button is now hidden until you have unlocked the tech required to harvest a resource.
- Re-added harvesting antiquities/ shipwrecks for gold instead of digging them up for artifacts.
- Now works with existing saves.
Venatorae  [author] Nov 12, 2023 @ 4:40pm 
@BluJ - This is in the new update.
BluJ Oct 30, 2023 @ 6:02pm 
Why did you remove artifact/shipwreck harvests? Why not have it as an option in advanced setup?

Anyone recommend a mod that lets me remove artifacts/shipwrecks?
[PIGZ]MrTango Aug 13, 2023 @ 4:58am 
Will ai do haresting of lux/strats? and can this mod be added mid-game?
Venatorae  [author] Jul 15, 2023 @ 10:46pm 
Each resource needs a define in the files with its harvest yields, so unless said mod includes them on their own (I think resourceful and more resources do this) then they will not be harvestable, and this mod will not change that
ZuryMcFlapjack Jul 15, 2023 @ 8:34pm 
just noticed that resources from latin pack in workshop were not harvestable in my new game. this mod was enabled. this is the first time i have ever seen that. anyone else have this problem?
Serge Jun 23, 2023 @ 6:55pm 
this working great in my game, thanks.
eastwind May 10, 2023 @ 11:46am 
Thanks, this is working for me. I was able to add it to a game in progress. I subscribed, started civ, verified that the mod was downloaded, quit civ, edited the modinfo file, added
<AffectsSavedGames>0</AffectsSavedGames>
under <properties>, saved that file, started civ, enabled the mod, loaded my save.

I didn't think it was working at that point, but I was looking for the wrong tool icon. So whether I needed to or not, I then saved my game to a new save, quit civ, restarted it and loaded the new save. I checked the mods active in-game and saw the mod listed. Then I noticed the sickle icon was there for the plot I wanted to 'fix' so I harvested the steel for 192 production. Perfect.

Maybe it was there from the first load after installing the mod, I dunno, but the steps I listed def' worked.


Thanks for doing the mod.
mikk111111 Jul 28, 2022 @ 8:32am 
@Venatorae I did make a new save and the game kept showing that mod brakea at launch, tried editing the file also, since i only have the base game.

Could you add separate mod with no extensions? Please.
Venatorae  [author] Jul 27, 2022 @ 5:47am 
@mikk111111 Did you try a new save? Do you have all the expansions? Broken how?
mikk111111 Jul 27, 2022 @ 4:01am 
mod is broken as of now :(
=[NK]= Col. Jack O'Neil Jan 28, 2022 @ 7:09pm 
@memassi
Try putting 1 instead of 0. I can never remember which one it's supposed to me
underdashed Jan 28, 2022 @ 5:34pm 
I don't know if people still check this but can someone help me make it work on an existing save? I tried adding <AffectsSavedGames>0</AffectsSavedGames> in <Properties> on the .modinfo file but it still doesnt work :(
Or is it not possible for some technical reason? I don't know modding at all and much less for Civ.
SheAway Nov 24, 2021 @ 9:54am 
Can you add harvests for Archeology and Shipwreck again? Even they can't yield anything.
CC Johnson Sep 5, 2021 @ 2:55pm 
Well, good to know, this fact is not mentioned in the description, and the ingame tag in the mod overview is set to: affect save games = yes... Maybe I get that just the wrong way round but there were no other indicators as to that
Venatorae  [author] Sep 5, 2021 @ 7:12am 
You need to start a new save, the database with the harvests is initialized on game start.
CC Johnson Sep 4, 2021 @ 12:17pm 
Unfortunately, like all other mods for harvesting luxuries I tried, this is not working, at least not for a running save, no error or problems, just no option for harvesting over luxuries. I only have RF and GS.
Lawojin Jul 24, 2021 @ 4:42am 
not working