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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
- 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
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'.
cool mod besides that.
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
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.
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.
- 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.
Anyone recommend a mod that lets me remove artifacts/shipwrecks?
<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.
Could you add separate mod with no extensions? Please.
Try putting 1 instead of 0. I can never remember which one it's supposed to me
Or is it not possible for some technical reason? I don't know modding at all and much less for Civ.