A_Wandering_Man
Chieftain
Hi all,
Been working on adding a new improvement in one of my new mods (the Gorons from LoZ), and it appears to be working as intended, besides the fact that it's supposed to only be buildable on Hills. It is instead buildable on Hills and non-Hill tiles with the resources it is meant to improve.
Is there a way to limit it to only Hill tiles, while still preserving its ability to improve certain resources?
This is all that's in the valid terrains bit right now:
And resource types:
Been working on adding a new improvement in one of my new mods (the Gorons from LoZ), and it appears to be working as intended, besides the fact that it's supposed to only be buildable on Hills. It is instead buildable on Hills and non-Hill tiles with the resources it is meant to improve.
Is there a way to limit it to only Hill tiles, while still preserving its ability to improve certain resources?
This is all that's in the valid terrains bit right now:
Code:
<Improvement_ValidTerrains>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<TerrainType>TERRAIN_HILL</TerrainType>
</Row>
</Improvement_ValidTerrains>
Code:
<Improvement_ResourceTypes>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_IRON</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_COAL</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_ALUMINUM</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_URANIUM</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_GEMS</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_GOLD</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_SILVER</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_COPPER</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_SALT</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_MARBLE</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_NCLJ_BOMB_FLOWER_GARDEN</ImprovementType>
<ResourceType>RESOURCE_STONE</ResourceType>
<ResourceMakesValid>1</ResourceMakesValid>
<ResourceTrade>1</ResourceTrade>
<DiscoveryRand>0</DiscoveryRand>
<QuantityRequirement>0</QuantityRequirement>
</Row>
</Improvement_ResourceTypes>