Sid Meier's Civilization VI

Sid Meier's Civilization VI

Terra Mirabilis
 This topic has been pinned, so it's probably important
chimp  [developer] Aug 1, 2018 @ 8:20am
Bug Reports
Please drop any bug reports in here as it will help us to keep track of them better :)
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Showing 1-15 of 125 comments
chimp  [developer] Aug 1, 2018 @ 8:22am 
There's a chance we may ask for your logs if we need to look into something. Your log files can be found in the "\Documents\my games\Sid Meier's Civilization VI\Logs" directory on PC.
Gabriel Aug 4, 2018 @ 3:17pm 
Some Descriptions for adjacency bonus are appearing as the name of the descriptor itself instead of the description.

A suggestion as a side note: it's possible to create a slider bar (similar to the city state one) for the number of natural wonders? Alternatively, a selector similar to the resource one (normal, great, abundant, etc).
chimp  [developer] Aug 4, 2018 @ 5:31pm 
Hey @Gabriel are you seeing something like "LOC_WONDERNAME_SOMETHINGSOMETHING" appear on the adjacency? Do you remember which one it was for? That'll help me track it down for you. Thanks for the heads up!

That's actually something I was looking to implement but I need to research it a little more to make sure it's not something that would conflict with mods that also add things. I think the interface is modular to some extent for optional stuff like that, and if so I'd like to try implement it. I've got it noted down as an idea for a future update in any case :)
Gabriel Aug 5, 2018 @ 12:19pm 
Yes, that was exactly what i was seeing. And it seems fixed with today's update.

About the UI: i remember seeing some things like that as configurable in the modinfo. I've googled about and found some 'extra setup stuff mods'. These mods should be a good guideline to that.

Other than that, me and my gf really liked this mod. We tried him once and now it'll surely be on every match. Great job.
Monsterbitar Aug 5, 2018 @ 12:37pm 
When disabling all mods, including official content, and then running with Terra Mirabilis I get the following errors in Lua.log. (the mod logs says all applied fine, the database log says all key constraints satisfied):

Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value
Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value


It looks to me like you have at some point used a hardcoded path, or the port to linux has some edgecase where it looks in a windows-style location. The visual end effect is that map generation fails and the game starts with an empty undiscovered map and no civilizations seems to exist and the game auto-progresses the turn counter.
TRITON Aug 7, 2018 @ 10:01am 
Hello,

I discovered something that was not considered as a feature as far as I read it.
Within 5 hex of any natural wonders it is impossible to plant secondary forests.
The attached screenshot shows this example on Kilimanjaro. This is the case with both the old and new natural wonders.
Forests that are within 5 hex radius are primary forests.
I hope the circumstance is solvable, otherwise this excellent mod is somewhat unfavorable for production conditions and forest lovers;)

https://steamcommunity.com/sharedfiles/filedetails/?id=1469367571

Thank you in advance!

chimp  [developer] Aug 7, 2018 @ 10:55am 
Originally posted by Roze:
When disabling all mods, including official content, and then running with Terra Mirabilis I get the following errors in Lua.log. (the mod logs says all applied fine, the database log says all key constraints satisfied):

Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value
Error opening/reading C:\Emu\AppAssets\Base\Assets\maps\continents.lua:15: .
Runtime Error: C:\Emu\AppAssets\Base\Assets\maps\continents.lua:76: attempt to index a nil value


It looks to me like you have at some point used a hardcoded path, or the port to linux has some edgecase where it looks in a windows-style location. The visual end effect is that map generation fails and the game starts with an empty undiscovered map and no civilizations seems to exist and the game auto-progresses the turn counter.

Hey @Roze, I can confirm that no hardcoded path to any directory was written into this mod, but do those errors appear without any mods enabled? They look like they're coming from the continents map script from Firaxis, which we haven't changed, but I checked on this system (PC) and I didn't encounter any errors of the same nature, so perhaps you're right and it could be something to do with the emulator because I can't say I've seen anything like that happen.

I can confirm that line it is falling over at is indeed to do with natural wonders "local nwGen = NaturalWonderGenerator.Create(args);" but without a linux system myself I can't confirm what's going on really, I'm sorry to say.

If it helps to provide any clues, the PC directory that the mod downloads to is "\Steam\SteamApps\workshop\content\289070\1461463960" in case it is an issue with localtion or something?
chimp  [developer] Aug 7, 2018 @ 12:50pm 
Hey @TRITON thanks for highlighting that, it's a really weird one that. It's proving a bit troublesome to track down what could be causing it right now, but I just wanted to let you know that I'm looking into it :)
chimp  [developer] Aug 7, 2018 @ 2:49pm 
@TRITON I finally figured it out! It turns out that I am a knobhead for forgetting to add a validation check against one of the user settings. Fixing it now and I'll push out an update shortly!
TRITON Aug 9, 2018 @ 12:39am 
Everything is green again and wooded.
I am excited, thank you very much!

https://steamcommunity.com/sharedfiles/filedetails/?id=1471272447
chimp  [developer] Aug 9, 2018 @ 6:53am 
@TRITON Huzzah! :D Not a problem, thank you for highlighting it.
Maple_Unfortunate Aug 14, 2018 @ 7:06am 
Hey im having a bug where moltase canyon has no 3d art.
chimp  [developer] Aug 14, 2018 @ 7:44am 
@The Yes Muffin oh that's no good. I'm not sure what could be causing that, so would you like to send over your logs to see if there's anything we can take a look at? (details on where to find them up top). The logs get repopulated every time you load a game, so we'll need the logs from the game where this bug occurred (just load up your save and quit back out). Email your modding.log, database.log and lua.log files to chimpang.mod@gmail.com and I'll see if anything jumps out
Deliverator23  [developer] Aug 15, 2018 @ 5:31am 
@The Yes Muffin: Did you restart Civilization VI after subscribing to Terra Mirabilis?
Sjeng v/d Nedam Aug 15, 2018 @ 10:44am 
Hey Chimpan'G & Deliverator23, I recently tried to remove the standard adjacency in section C of the user settings file, so that it only gives the Holy Site vanilla bonus of +2. However, whenever I try to do this the +1 bonus for all districts remains, and for the the holy site it adds the vanilla +2 (so +3 in total). Could be me missing something but seems like a bug. Thanks in advance, absolutely love the mod :)
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