Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sailor Cat's Wondrous Goody Huts
156 Comments
Solarius Scorch Apr 30 @ 5:51am 
Hi Sailor Cat, I have a request. I hate getting a strategic resource when my stock is already full. Could you perhaps make it so the player gets a unit instead of nothing? Thanks!
Sailor Cat  [author] Feb 1 @ 10:49am 
:arue:
1454935198 Feb 1 @ 7:08am 
Thank you!
treozukek Oct 28, 2024 @ 6:51am 
nws, yeah that makes sense
Sailor Cat  [author] Oct 27, 2024 @ 7:56am 
1. Turning off unique units as a fallback isn't a thing, because it's a fallback in the code. Otherwise, you get nothing.

2. I don't know about the freeze. Never experienced it and can't reproduce it over many games and specifically testing for every reward. Not saying it isn't there, but it's either a mod conflict or some super specific set of circumstances that no one is aware of, so it's tough to identify anything to fix, unfortunately.
treozukek Oct 27, 2024 @ 2:03am 
I'm also running into the issue @That_ELM is with the game freezing whenever the AI or player picks up a tribal village sometimes, and that it is prevented by changing what reward is gotten from the village either by waiting or changing the turn's rng seed or smth. But I can't figure out which if any specific reward being called is the problem as I've gotten every reward I have enabled at least once.
Free Luigi Oct 22, 2024 @ 8:07am 
This mod needs updating to be classified as a gameplay mod. As it is, it is under the "cosmetic" category and doesn't get automatically downloaded and switched on in multiplayer games. It may be causing desyncs
Danini May 21, 2024 @ 6:25am 
This mod is great! I've been playing with "configurable goody huts" and sometimes if it gives me a bonus I can't get (if I've already met every city state for example) it defaults to unique unit even though I turned that off (with configurable goody huts). Can you fix that?
That_ELM Jan 12, 2024 @ 10:53am 
Hi, thanks for the mod and the partner mods with it! I really like but I am running into an issue where my game freezes when I, or even AI, picks up a goody hut. I think it is tied to a specific drop because its not every hut that the game freezes and if I reload with a chance of something different it doesn't happen. (I went to pick one up, game froze, restarted, picked up again, froze again and then the third try it went through). The only two mods I'm using so far in your goody hut suite is the wondrous and configurable goody huts.
Sailor Cat  [author] Dec 18, 2023 @ 10:32am 
Updated
Sailor Cat  [author] Dec 18, 2023 @ 9:03am 
Lame. I'll fix it shortly.
yofabronecoforo Dec 17, 2023 @ 10:32pm 
Getting Lua "attempt to index a nil value" errors from lines 30-32 of the script at game start with Standard and R&F rulesets. The Reef feature was introduced with R&F, and the Volcanic Soil feature with GS. Possible fix would be to declare tValidFeatures as an empty table and insert the index of those features only if they exist in GameInfo.Features.
Sailor Cat  [author] Aug 1, 2023 @ 11:15am 
Added full-fledged compatibility with Auto Record Goody Huts. Also added Chinese and Japanese translations thanks to Phantagonist.
Adamanix Apr 26, 2023 @ 8:34pm 
Aaaaand I just loaded the game, and they work fine.... -.- I don't get it. Sorry for the bother. lol
Adamanix Apr 26, 2023 @ 8:31pm 
Something happens along the way in my game. I'll be getting a ton of huts then after a while, they only drop 20 gold/hut. Every time. Not sure what the deal is. I do have both Configurable Goody Huts, & ARS - Improved Goody Huts
Sailor Cat  [author] Apr 23, 2023 @ 5:02pm 
https://cdn.discordapp.com/attachments/845510336869957632/1099847617707528262/image.png I'm really not sure. If there's something going on, I'm not sure what it is. Do you have any other mods that affect goodies?
Sailor Cat  [author] Apr 23, 2023 @ 4:49pm 
I can say this mod has absolutely nothing to do with the frequency of regular scout rewards from huts.

Wrt UU rewards, I can't say it isn't just a roll of the dice giving you your UU since there aren't that many to choose from in the ancient era. 50% is indeed a lot depending on what DLC and mods you have enabled to pad the pool. I'll at least try a Cree game to see if it does it for me regardless.
jims Apr 23, 2023 @ 4:32pm 
"Ah. Were you getting Okihtcitaws specifically from huts that had the unique unit message pop up, or from huts in general?"
I get Okihtcitaws both as "you have gained a recon unit" and also often with the "you have received a unique unit" messages (about 50% Okihtcitaws, 50% random other stuff). My current game - I have built 3 recon units and now have 15 total.
Sailor Cat  [author] Apr 23, 2023 @ 1:57pm 
Actually, if you go to the Bug Reports thread and follow the instructions there to share your Lua log, it might have some insight.
Sailor Cat  [author] Apr 23, 2023 @ 8:47am 
Ah. Were you getting Okihtcitaws specifically from huts that had the unique unit message pop up, or from huts in general?
jims Apr 23, 2023 @ 4:07am 
I'm playing Cree so perhaps Okihtcitaw is different?
Sailor Cat  [author] Apr 22, 2023 @ 8:09pm 
Do you mean with Configurable, since you mentioned 2*? Regardless, I'm not really sure how random unique rewards a scout. It's just not in the reward pool returned by the db query at all.
jims Apr 22, 2023 @ 8:03pm 
More observations - playing with goody huts at 2* I get lots of interactions - Scouts seem to be way above any form of random allocation - almost 1 in 3 or 4. Add to that, my last few "random units" have been - scouts. I'm actually storing them waiting to be able to merge them into corps and armies I have so many.
jims Apr 21, 2023 @ 6:19pm 
Thx a lot - great set of mods you have made!
Sailor Cat  [author] Apr 21, 2023 @ 5:05pm 
UU reward no longer registers lake tiles as valid water spawns in determining whether a naval unit can be rolled.
Sailor Cat  [author] Apr 21, 2023 @ 3:05pm 
Good point. I'll see if I can patch in some adjustment.
jims Apr 21, 2023 @ 2:54pm 
Suggest for random unit spawn - naval unit - either a)only spawn in coastal cities (if possible) , b) spawn like a great Admiral that can be sent to an appropriate city (could work for all units) or c) just don't use the naval unit. Playing on extra large maps, the chance of your capital being coastal is pretty slim. Having a naval melee class (at least a ranged unit can act like a fort lol) sitting in a 1 cell lake somewhere is not much use.
Sailor Cat  [author] Apr 20, 2023 @ 8:49am 
Thanks, and that's a good idea! Can always do better. :momocat:
yofabronecoforo Apr 19, 2023 @ 11:42pm 
Loving the Lua overhaul! In particular, putting all of the reward functions in a table was a stroke of genius. It inspired me to do something similar, with a slight twist: If you make the keys of that table your reward subtype hash values, you can eliminate the for loop in your event listener and call the desired function directly.

Keep up the excellent work!
Sailor Cat  [author] Apr 3, 2023 @ 6:05pm 
Yes
Link3000XD Apr 3, 2023 @ 5:40pm 
does this work with the other goody huts mod that increases the spawn rate?
maudin88 Mar 23, 2023 @ 10:00pm 
And also, I had to choose an older save file to get the game going again. Just another reminder to use auto save or save often.
maudin88 Mar 23, 2023 @ 9:43pm 
Replying to Jeff Deodorant: I use this mod manager, and after the update, it lost all my saved settings for the mod manager and activated all my mods at once, breaking my current save. https://steamcommunity.com/sharedfiles/filedetails/?id=1601259406&searchtext=mod+manager
Zyxpsilon Mar 20, 2023 @ 8:12pm 
Gotcha! :)
Sailor Cat  [author] Mar 20, 2023 @ 11:00am 
Ah, okay. I don't take every comment seriously because they're usually loony and would go mad and waste a lot of time checking them all.
Zyxpsilon Mar 20, 2023 @ 10:07am 
Someone (maybe more over the last two weeks) has already mentioned it. IIRC, it was about processing the correct envoys "bonus" and other related generic impacts.
Sailor Cat  [author] Mar 20, 2023 @ 7:37am 
Hmm. If you post the issue on that mod's page, I may be able to take a look at it (get Seeling to do it).
Zyxpsilon Mar 20, 2023 @ 7:30am 
Sailor Cat,

That Firaxis re-coding stunt broke many other critical things, BTW.

1) FinalFreak's Enhanced Mod Manager and its activation panel function..
2) Deliverator's Terra Mirabilis data
3) Sukritact's Simple UI Adjustments
4) Your own "City States Expanded"

To list just 4!

Note that i have **NOT** subscribed/installed those "Leaders" but Firaxis still integrated partial hooks to it for whatever reasons which likely infected multiple DLC equilibrium updates from the past in fact.
Sailor Cat  [author] Mar 19, 2023 @ 4:39pm 
Latest leader pass update fucked one of my saves, too. :arue:
Jeff Deodorant Mar 19, 2023 @ 2:57pm 
So I had to disable and then enable all my mods then make a new create new game load list to make my mods actually appear in a new game. The old load list showed them all active but after it created the game the list of mods in use was missing some of the mods.

Interesting problem to have. Apparently there is no cure to how to enforce those mods in a middle of a game so my 20+ h of a saved game is doomed now? Please someone if you know how to get them active in mid game I would appreciate it a lot. Was actually having quite interesting battle against Gandhi who was bullying me (Indonesia) with supreme technology/science with his allies.
Jeff Deodorant Mar 19, 2023 @ 1:25pm 
Holy moly batman, I need to check in to that one really hard! Thank you very much I hope this fixes my game! The thing is I normally just click the resume game, but now I guess I'll click load game button instead. Apparently I can just click all the mods if they are missing in my load list?
Sailor Cat  [author] Mar 19, 2023 @ 1:16pm 
When you click the save you want to load, before loading it, there's a list of Additional Content that contains that save's mods.
Jeff Deodorant Mar 19, 2023 @ 1:10pm 
Hey maudin88 what do you mean when you say you "rebuilt the proper list"? After that March 15 update all of my Mods are turned of in a middle of a game and I have no idea what to do so I could still play my saved game with like 20 h play time.
maudin88 Mar 16, 2023 @ 12:47am 
Disregard my previous post, I found the culprit. It seems the newest game update (March 15th) nuked my MOD list and activated all of them at once. After I rebuilt the proper list, the save loaded and all is fine.
maudin88 Mar 15, 2023 @ 11:48pm 
Hello mod author. Big fan of your work and was seeking help. I just had three mods update, including yours, and now my save file won't load. Could there be anything in your recent update that could cause this? Other two mods were Tomatekh's Historical Religions & Prismatic - Color and Jersey Overhaul. Thanks for any help you can provide, appreciate you.
Sailor Cat  [author] Mar 14, 2023 @ 7:56pm 
The log would've shown, but okay.
beorn612 Mar 14, 2023 @ 7:54pm 
honestly I don't know. hung, did not show what should be in ruins. And with the inclusion and disabling of the mod, it helped.
Sailor Cat  [author] Mar 14, 2023 @ 5:16pm 
What kind of goody hut reward was that hut supposed to give?
beorn612 Mar 14, 2023 @ 5:06pm 
не понял как вставить сюда файл... found a solution. I turn off the mod. I visit a tribal village where the game crashes (freezes). I turn on the mod. I play on.
Sailor Cat  [author] Mar 14, 2023 @ 4:31pm 
Logs are found in Documents\My Games\Sid Meier's Civilization VI\Logs. Bug Reports thread is directly above the comments section.