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Make All Resources Harvestable 1.1

All resources can now be harvested

  1. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
  2. agonistes

    agonistes wants his subs under ice!

    Joined:
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    Awesome! Thanks sp00n! Can't wait to use it.
     
  3. sp00n

    sp00n Chieftain

    Joined:
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    sp00n updated Make All Resources Harvestable with a new update entry:

    Visibility Update

    Read the rest of this update entry...
     
  4. Orivaa

    Orivaa Chieftain

    Joined:
    Jun 18, 2014
    Messages:
    14
    Would it be possible to make it so you can harvest resources outside your own territory as well? I want to use this mod in conjunction with the Great Wall Outside Territory, but I can't build the wall if there's a resource on the tile.
     
  5. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
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    I'm afraid that's not possible without DLL modification.
     
  6. Moriboe

    Moriboe Chieftain

    Joined:
    Nov 30, 2010
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    659
    Location:
    Belgium
    Yes, yes, yes :). This allowed me to build the Ruhr Valley on a a perfect tile, formerly ruined by a luxury of which I had pleny of copies.
     
  7. Littlebob86

    Littlebob86 Chieftain

    Joined:
    Oct 24, 2016
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    329
    I had a problem one game.. Removed furs that was surrounded by mountains, but couldn't build holy site once it was gone..
     
  8. Zeusmoltar9

    Zeusmoltar9 Chieftain

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    Oct 22, 2016
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    I had a real problem with an in depth play through on a earth map, i wanted to build a wall as the Chinese and I couldn't finish it due to some deer in the way. This mod really helped me out and is such a simple but imo a necessary mod. It is going to be one of the main mods I run on all my games!

    I decided to feature it on a mod spotlight series I do. Thanks so much for your hard work!

    Video:
     
  9. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
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    347
    Yay, thanks! :D

    Although you should've been able to get rid of deers even before - bonus resources were always able to be harvested. This mod enables this for strategic and luxury resources.
    Also, you can add this to your current game as well, if you either
    a) add the All_Resources_Harvestable.sql to any other mod you've already installed for this game, and add the relevant entries in the .modinfo for that other mod (in <Files> and <UpdateDatabase>), or
    b) directly modify the \Base\Assets\Gameplay\Data\Resources.xml file, and replacing the <Resource_Harvests> section with this:
    Code:
        <Resource_Harvests>
           <!-- Bonus -->
           <Row ResourceType="RESOURCE_BANANAS"        YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_CATTLE"         YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_COPPER"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_CRABS"          YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_DEER"           YieldType="YIELD_PRODUCTION" Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_FISH"           YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_RICE"           YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_POTTERY"/>
           <Row ResourceType="RESOURCE_SHEEP"          YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_STONE"          YieldType="YIELD_PRODUCTION" Amount="25" PrereqTech="TECH_MASONRY"/>
           <Row ResourceType="RESOURCE_WHEAT"          YieldType="YIELD_FOOD"       Amount="25" PrereqTech="TECH_POTTERY"/>
           <!--Luxury -->
           <Row ResourceType="RESOURCE_CITRUS"         YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_COCOA"          YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_COFFEE"         YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_COTTON"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_DIAMONDS"       YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_DYES"           YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_POTTERY"/>
           <Row ResourceType="RESOURCE_FURS"           YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_GYPSUM"         YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_MASONRY"/>
           <Row ResourceType="RESOURCE_INCENSE"        YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_POTTERY"/>
           <Row ResourceType="RESOURCE_IVORY"          YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_JADE"           YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_MARBLE"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_MERCURY"        YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_PEARLS"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_SALT"           YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_SILK"           YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_SILVER"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_SPICES"         YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_POTTERY"/>
           <Row ResourceType="RESOURCE_SUGAR"          YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_TEA"            YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_TOBACCO"        YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <Row ResourceType="RESOURCE_TRUFFLES"       YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_WHALES"         YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
           <Row ResourceType="RESOURCE_WINE"           YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_IRRIGATION"/>
           <!-- Strategic -->
           <Row ResourceType="RESOURCE_ALUMINUM"       YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_ADVANCED_FLIGHT"/>
           <Row ResourceType="RESOURCE_COAL"           YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_STEAM_POWER"/>
           <Row ResourceType="RESOURCE_HORSES"         YieldType="YIELD_FOOD"       Amount="50" PrereqTech="TECH_ANIMAL_HUSBANDRY"/>
           <Row ResourceType="RESOURCE_IRON"           YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_BRONZE_WORKING"/>
           <Row ResourceType="RESOURCE_NITER"          YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_GUNPOWDER"/>
           <Row ResourceType="RESOURCE_OIL"            YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_COMBUSTION"/>
           <Row ResourceType="RESOURCE_URANIUM"        YieldType="YIELD_PRODUCTION" Amount="50" PrereqTech="TECH_NUCLEAR_FISSION"/>
           <Row ResourceType="RESOURCE_ANTIQUITY_SITE" YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_MINING"/>
           <Row ResourceType="RESOURCE_SHIPWRECK"      YieldType="YIELD_GOLD"       Amount="50" PrereqTech="TECH_CELESTIAL_NAVIGATION"/>
       </Resource_Harvests>
    
    This way you wouldn't even need the mod - but the changes could be overwritten if a patch comes out.
     
  10. FlashXAron

    FlashXAron Chieftain

    Joined:
    Sep 24, 2010
    Messages:
    143
    Thanks for the mod, much needed !

    Evil game wanted to tease me always, as I have prepared some places for future wonders, the game places always some niter, coal etc. there so I couldn't built the wonder, as it would need some other building next to it ... now it is solved, always hated that , special when you already had lot of the same strategic resources !

    Thanks
     
  11. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,921
    Location:
    Seyda Neen, Vvardenfell
    I've tried updating this mod with the new resources from R&F but it causes civ6 to go back to main menu when launching a game

    I've already tried applying Gedemon's fix for the DLCs and giving the mod a load order, but it still doesn't work :(
     
  12. Shorel Aran

    Shorel Aran Chieftain

    Joined:
    Mar 1, 2018
    Messages:
    2
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    Female
    Hey guys
    There's now a thing that only bonus resources can be harvested. I've transformed jade into bonus for single removing, then turned it back. It helped though it took time.
     
  13. Edward2017

    Edward2017 Chieftain

    Joined:
    Oct 7, 2016
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    Male
    Mr(s). Shorel Aran,

    Could I ask how you did the transformation on jade to bonus resource? Was it enough to modify it in the resources.xml in the base game? Did you have to add the modification in the expansion resources.xml file? Or was it necessary to make changes in the "lua" files?
    Thank you.
    Have a beautiful week!
    Edward.
     
  14. Shorel Aran

    Shorel Aran Chieftain

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    Mar 1, 2018
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    Female
    First of all I did it before .257 patch, so smth could have been changed
    Well, as I can see - many things have changed, so make backups (who knows how their magic works since they had a syntax mistake in main file describing leaders' behaviour XD)

    \Base\Assets\Gameplay\Data\Resources.xml

    You probably need to change
    <Row ResourceType="RESOURCE_JADE" Name="LOC_RESOURCE_JADE_NAME" ResourceClassType="RESOURCECLASS_LUXURY" Happiness="4" Frequency="2"/>
    RESOURCECLASS_LUXURY into RESOURCECLASS_BONUS

    Then add a next string into <Resource_Harvests> field
    <Row ResourceType="RESOURCE_JADE" YieldType="YIELD_PRODUCTION" Amount="25" PrereqTech="TECH_IRRIGATION"/>
    Where YIELD_PODUCTION obviously gives you production; change into what you need.
     
  15. Edward2017

    Edward2017 Chieftain

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    Thank you.
    I will try and see if it works well.
    I managed to make it possible to build districts over resources, without harvesting, which is an acceptable workaround, as the harvest is not an amazing amount.

    Have a beautiful rest of the week!
    Edward.
     

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