Sid Meier's Civilization VI

Sid Meier's Civilization VI

207 ratings
Harvest All Resources
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.305 MB
Oct 7, 2019 @ 5:27am
Aug 24, 2024 @ 12:17am
3 Change Notes ( view )

Subscribe to download
Harvest All Resources

Description
Allows all resources to be harvested.

Latest update notes:

- Now works with existing saves (for real this time)
Popular Discussions View All (1)
0
Jun 3 @ 7:59pm
Unitpanel.lua
Venatorae
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.