Sid Meier's Civilization VI

Sid Meier's Civilization VI

Let Me Patch That For You
 This topic has been pinned, so it's probably important
H.Humpel  [developer] Feb 17, 2022 @ 1:47am
Wishes and suggestions for new patches
You have wishes or suggestions for new patches that should be made and added to this mod? This is the place to post them!

Please name the mod to be patched and the things that need to be patched.

Please keep the following things in mind:
  • Please try to reach out for the original mod's authors with your wishes and problems. It is always better to have things fixed and added in the original mod in the first place! Give the author some time to think about it and respond to your comment.
  • This mod is fixing and adding things after the original mod has been loaded. Not everything can be fixed or changed this way!!! There are limitations what can be done and what cannot be done.
  • As mentioned in the mod's description: time is a precious commodity.Some patches are less time consuming than others, some are very time consuming. And especially testing the patches takes a lot of time! Working on this mod is a lot of fun (most of the time) and making patches can really help you to learn a lot about modding Civ VI ! But this mod is not one of my main priorities when it comes to modding Civ VI.
Last edited by H.Humpel; Feb 17, 2022 @ 1:48am
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Showing 1-15 of 50 comments
Lord_Weasel Feb 18, 2022 @ 1:28pm 
JNR's Vegetation Variety for Civ V Skin mod has been experiencing some issues with the jungle texture for a few months now and the creator hasn't updated it or responded to any comments since. Could you perhaps look into this? Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1975497559
H.Humpel  [developer] Feb 19, 2022 @ 11:08am 
Hi Lord_Weasel,
so, downloaded the mods (1GB ?!) and tested them. And yes, I can see what the problem is (in general), even though this strange Civ-V look is... weird :lunar2019grinningpig:.
Anyway, there are no loading errors I can see in the log files. Furtheremore this is like pure GFX-stuff going on there... and I am more like 0% into the gfx part of modding Civ VI.
And finally: JNR is one of the most active modders around (as far as I can tell), so I would consider this mod anything but "orphaned".
So sorry, but I guess I won't be able to help here.
Lord_Weasel Feb 20, 2022 @ 3:33pm 
Originally posted by H.Humpel:
Hi Lord_Weasel,
so, downloaded the mods (1GB ?!) and tested them. And yes, I can see what the problem is (in general), even though this strange Civ-V look is... weird :lunar2019grinningpig:.
Anyway, there are no loading errors I can see in the log files. Furtheremore this is like pure GFX-stuff going on there... and I am more like 0% into the gfx part of modding Civ VI.
And finally: JNR is one of the most active modders around (as far as I can tell), so I would consider this mod anything but "orphaned".
So sorry, but I guess I won't be able to help here.

Thanks for taking a look at the problem, I'll try commenting about it on one of his more recent mods since he hasn't updated or responded to any comments on the mod in question in months.
Last edited by Lord_Weasel; Feb 20, 2022 @ 3:36pm
SilverFoxG Feb 21, 2022 @ 1:52am 
Originally posted by H.Humpel:
Hi Lord_Weasel,


Thanks for taking a look at the problem, I'll try commenting about it on one of his more recent mods since he hasn't updated or responded to any comments on the mod in question in months.

JNR is active else where in the community and is busy making another mod currently so they won't respond to anything till it is done most likely
Hello there, was wondering if you could patch Civilization Mods. Captain Lime’s Indonesia Rework mod’s Unique Governor’s Base Promotion does not function. It’s been broken for two years, and honestly at this point expecting a fix anytime soon is unlikely.

Not that I begrudge Captain Lime for it. Sometimes life just gets in the way. Anyways, here is the link.

https://steamcommunity.com/sharedfiles/filedetails/?id=2097550217
H.Humpel  [developer] Mar 5, 2022 @ 4:50pm 
Hi Lucius,

is this just the missing production bonus with Mada as Governor?
Bombermans Mar 9, 2022 @ 12:40pm 
Hi, would you perhaps fix Sukritact's Egypt Rework mod for online play? It's my favourite mod of the game but it always desyncs on turn 40 or so. :(((

https://steamcommunity.com/sharedfiles/filedetails/?id=2423310185
H.Humpel  [developer] Mar 9, 2022 @ 1:58pm 
Hi Bombermans,
so these desyncs only happen in online games, right ?
Bombermans Mar 9, 2022 @ 2:52pm 
Yes, only on online games. I tested it by disabling all mods, enabling only Sukirtact's Egypt Rework, and having all official dlc+expansions. In order to answer you I've just tested a singleplayer again with this configuration and yeah it does not desync in singleplayer.
H.Humpel  [developer] Mar 10, 2022 @ 12:08am 
Well, looks like you found the Constant Desync discussion here on Steam, too.
This annoying desync problem has been around for ages and it looks like this is not related to any (non-official) Mod. To me it looks like a general Civ VI problem, most likely showing up when acquiring and using lots of the computer's resources (CPU, GPU and RAM - bigger maps, more players, more or bigger mods etc.). So I don't think that the reason for the desyncs is caused by the Egypt Rework mod as desyncs occur on vanilla (RF, GS and NFP) games, too. We would need a Civ VI patch for this (IMHO) and we have been waiting for it for a few years...
If none of the many "solutions" mentioned in the discussion above (change fullscreen/borderless windows, change the hosting computer, disable CPU cores, use DX11 etc. etc.) helps you in your setting... well, I guess there's not much that can be done about it - unfortunately.
Last edited by H.Humpel; Mar 10, 2022 @ 12:09am
Bombermans Mar 10, 2022 @ 12:10am 
It's the mod. We did try those solutions. It must be that mod cause we've played without it and there are no desyncs.

With only Egypt Rework mod activated => Desync
Without it, with lots of mods activated => No more desyncs.

I was told that the code is using a lot of "pair loops in the lua file, and that quickly invites desyncs in multiplayer", but I don't have anymore info.
H.Humpel  [developer] Mar 10, 2022 @ 12:26am 
Well the problem is: these desyncs show up even without this mod. So it will be hard to figure out what is going on. And yes, maybe this mod is putting enough pressure on the computer's ressources so Civ VI is desyncing. And yeah, maybe the loops in the lua scripts are wasting some resources (I haven't taken a look at them!). Who knows.
But as the desyncs show up without any (non-official) mod enabled this still looks like a general Civ VI problem to me.
So, even if there was a patch that lowered this pressure on your computer so that you could play without desyncs with your set up and settings, this problem might still be existing on a set up with less resources (CPU, RAM etc.). I think this here shows the deeper underlying problem.
Bombermans Mar 10, 2022 @ 12:43am 
Originally posted by H.Humpel:
Well the problem is: these desyncs show up even without this mod.

But we no longer have desyncs online when we disable that mod in particular :(

It's only when that mod is activated.
Last edited by Bombermans; Mar 10, 2022 @ 12:44am
H.Humpel  [developer] Mar 10, 2022 @ 3:39am 
Yeah, I understand. But again: I don't think this problem is caused by the mod.

OK, let's take a look from another angle :steamhappy:.
In the discussion mentioned above there are 128 comments talking about the desync problem (and there are many many more out there in the web!). Do you think they all had the Egypt Rework mod installed and activated ?!
Well, obviously not, as the discussions started in October 2016 (!) and the mod has been released in March 2021, like 4.5 years later! So the desync problem has been around for ages and long before the mod has even been released. Like 120 of the 128 comments have been posted before the mod has been released!

If you take a look at comment #56 (linked above) by SashaVin it seems to be pretty clear (to me) that Civilization VI has some kind of problem with the management of the computer's resources. It still seems to be unclear what exactly triggers at which point this resource management to produce these desyncs, but it looks like this depends on your personal set up (computer hardware, running programmes etc.) and the game settings you are using. And finally: as soon as one of the systems in an online game is hitting this "bug", the whole game is desynced.

Which means: in your set up and settings (including all other computers in the game) everything might run fine without this mod, and as soon as this mod is enabled the resource management on one of the systems is producing a desync - for what exact reasons ever. On other systems and settings even a vanilla games might run into this bug, some systems and settings might be able to play the whole game with this and many other mods enabled without ever having a desync.

Either way: this is a Civilization VI problem that's been around for many many years (sad but true).
I know this s**** (been there before, too) and it can be frustrating. We had this problem a few times on a LAN party. Some games have been unplayable. Sometimes even the next game went through without a problem. Same computers and (no) mods. No idea why. Random/other map or AIs ?! Different computer hosting?! Who knows?!
But this is nothing that can be fixed or patched... well, Firaxis could of course :steambored:. But after more than 5 years and many many official patches released the problem is still there.
I am afraid that the only way to reduce these desyncs is to play around with your setup (computer, hardware and software/OS) and in-game settings. Very time consuming and probably no fun at all.
But if none of all the suggestions in the discussion mentioned above did the trick yet... uh... well...
Last edited by H.Humpel; Mar 10, 2022 @ 3:41am
H.Humpel  [developer] Mar 10, 2022 @ 5:23am 
And btw: yes, lua can be used for a lot of things and there are definitively some additional pitfalls for multiplayer games, as for example using "pairs" in loops might be executed in different orders on different computers in an online game, which could result in syncing problems. Or the use of random number generators, which will result in different results on different computer... which might result in desyncs, too.
But that's something Civ should take care of in the first place, too (IMHO).
Anyway, I don't see how to "disable" functions in or completely "de-load" lua scripts from other mods - and I would be more than glad to know how to do it... if someone knows!
So this could only be fixed or patched in the original mod (again: as far as I know and understand).
Last edited by H.Humpel; Mar 10, 2022 @ 5:37am
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