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Can you tell me more about how you get the information about a tile's hidden resource with the Farmer or Gardener? bc these Units check for the Resources already improved by the player. Or maybe do you mean that these Units can't cultivate resources on tiles with a hidden resource? which might be possible.
Even without any more development, let’s say I simply post for posterity ^^
Mod’s working fine, that the most important.
Btw, while you’re here, thanks for your work on the game !
I wonder if it could be possible to make a unit for water resources !
Anyway, I’m only starting so can’t really say, but it seems nice !
I tried with rice and wheat, in both ways, I meant improving a tile and let the farmer go to such tile, or having a tile without any improvement. (There are rice and wheat tiles improved in my city)
I haven't tested this, but I think commenting out all the lines from 366 to 393 in the Farmer_Gardener_Resources.sql file will fix that Issue.
Just improve a resource, build the Farmer/Gardener, move it to any tile that can have that resource and place the resource.
For examples Sun God bonus is not applied to all wheat or rice, but only to the original one.
Tbh, I don't remember if the contributor had that a long Name or it was just Steam messing around with vowel mutations when I update the Mod (Yeah, it does that somtimes, even for non mutated vowels).
LoL. ¿Is that a single person's nick, or they are many people called that way?
re. "variables that return null is a bad sign, code wise": the Game is an ocean of variables, anything can affect anything, add Mods to that equation and there is practically no guarantee for somethng to work in all cases. And that's why reports are important, because some people might get an issue with the mod but others might not (especially an issue if the modder doesn't encouter the bug, so they can't replicate it without feedback). So you did good with reporting it! Thanks again!