Unique Improvement Art - Jungle Mills

Codenaugh

Chieftain
Joined
Nov 30, 2016
Messages
20
I copied the Lumbermill to make a unique improvement Brazilian lumbermill that unlocks for jungles at the same time as regular lumbermills (Construction tech). I can get it to work, and the tile shows the new yields, but it appears like there is no actual improvement. How can I re-use the art from lumber mills for my new unique unit? I'll post my sql code below:

Code:
INSERT INTO Types (Type, Kind) VALUES ('TRAIT_CIV_IMPROVEMENT_BRAZIL_LUMBER_MILL', 'KIND_TRAIT');

INSERT INTO Traits (TraitType) VALUES ('TRAIT_CIV_IMPROVEMENT_BRAZIL_LUMBER_MILL');

INSERT INTO CivilizationTraits VALUES ('CIVILIZATION_BRAZIL', 'TRAIT_CIV_IMPROVEMENT_BRAZIL_LUMBER_MILL');

INSERT INTO Types (Type, Kind) VALUES ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'KIND_IMPROVEMENT');

CREATE TEMPORARY TABLE tmp AS SELECT * FROM Improvements WHERE ImprovementType='IMPROVEMENT_LUMBER_MILL';

UPDATE tmp SET ImprovementType='IMPROVEMENT_BRAZIL_LUMBER_MILL', TraitType='TRAIT_CIV_IMPROVEMENT_BRAZIL_LUMBER_MILL', Name='Brazilian Jungle Mill', Description='A lumber mill for Brazilian Jungles';

INSERT INTO Improvements SELECT * from tmp;

DROP TABLE tmp;

INSERT INTO Improvement_ValidFeatures (ImprovementType, FeatureType) VALUES
    ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'FEATURE_JUNGLE');

INSERT INTO Improvement_ValidBuildUnits (ImprovementType, UnitType) VALUES
    ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'UNIT_BUILDER');

INSERT INTO Improvement_YieldChanges (ImprovementType, YieldType, YieldChange) VALUES
    ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'YIELD_PRODUCTION', 1);

INSERT INTO Improvement_BonusYieldChanges (ImprovementType, YieldType, BonusYieldChange, PrereqTech) VALUES
    ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'YIELD_PRODUCTION', 1, 'TECH_STEEL');

INSERT INTO Adjacency_YieldChanges (ID, Description, YieldType, YieldChange, TilesRequired, AdjacentRiver) VALUES
    ('River_Prod_BBG', 'Placeholder', 'YIELD_PRODUCTION', 1, 1, 1);

INSERT INTO Improvement_Adjacencies VALUES ('IMPROVEMENT_BRAZIL_LUMBER_MILL', 'River_Prod_BBG');
 
UPDATE: I've found Improvements.artdef in the base game files, along with the Lumer mill elements, but I'm unsure how to add an element to that lumbermill section, which is what I assume I should be doing in my modinfo file.

UPDATE2: I've figured out that I needed to clone the lumbermill elements to an Improvements.artdef file and change the name of the improvement to match my custom one, while also adding a dep file to lead the art.
 
Last edited:
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