Sid Meier's Civilization VI

Sid Meier's Civilization VI

Wetlands
425 条留言
JNR  [作者] 10 月 24 日 上午 9:08 
> i wonder if its because peat provides iron so the game believes its iron

That's definitely not the reason, due to how you gain Iron from Peat. It has nothing to do with mapgen.

Maybe the resource placement script is affected by other new stuff added, idk. Will try to replicate it and figure out what's going on, but nothing obvious comes to mind so it might take a while.
Reactionz 10 月 24 日 上午 2:04 
I've started around 15 games on Archipelago and everyone iron was extremely rare, had truly abundant resource mod and colossal maps, with a single iron node spawning about 200 to 300 hexes away and never any on my Island regardless of size. since disabling only this mod, Iron now spawns everywhere - i wonder if its because peat provides iron so the game believes its iron
JNR  [作者] 10 月 23 日 下午 2:55 
This mod does not do anything with Iron. Maybe it's another mod. How many games have you played where you noticed this?
Reactionz 10 月 23 日 上午 2:02 
I think this mod effects the spawn rate of Iron, since installing it, iron has become really rare
Laydane 10 月 17 日 上午 4:19 
And nothing else in my list seems to have any relation to the dams, except your mods and Enhanced Civil infrastructure, which modifies maintenance and trade route yields. I don't have any related errors in the Database log either. Do you mind if I reach you in Civ modding helpline in the Discord?
Laydane 10 月 17 日 上午 4:00 
Well tha's strange, cuz I redownloaded mod and opened it before entering the game, and there was only FEATURE_FLOODPLAINS_TUNDRA in RequiredFeatures
JNR  [作者] 10 月 16 日 下午 1:36 
You seem to be having some incompatibilities. Those lines you added to Disctrict_RequiredFeatures are in there by default, seems like you have a mod that removed them.
Laydane 10 月 16 日 上午 2:05 
Hi, I was playing with Wetlands since mod release, recently I've made some changes to my mod list, and for some reason in the new game I can build the dams only in tundra floodplains. Well, I looked into this and didn't find anywhere in the files anything about Dam district RequiredFeatures except for the Wetlands mod, so I've tried to add another types of floodplains into the Disctrict_RequiredFeatures in the Wetlands_Features. Looks like this:

INSERT OR IGNORE INTO District_RequiredFeatures
(DistrictType, FeatureType)
VALUES ('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_TUNDRA');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_DESERT');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_GRASSLAND');
('DISTRICT_DAM', 'FEATURE_FLOODPLAINS_PLAINS');
Laydane 10 月 16 日 上午 2:05 
And now on game start I'm getting this error:

ERROR: Invalid Reference on RequirementSetRequirements.RequirementId - "REQUIRES_PLOT_HAS_JNR_SWAMP" does not exist in Requirements

If you could tell me what I should do to properly integrate my edits or some workaround to my dams problem I would be very grateful. Thanks for the awesome work with all the mods!
Luka1706 10 月 10 日 下午 5:23 
does it work with ynamp giant earth?
fenvaro 9 月 27 日 上午 12:37 
Okay. So I'll use the manual method of adding features and resources.
JNR  [作者] 9 月 15 日 上午 2:38 
This is for example different from the Savannahs mod which swaps out the feature generation script that most map scripts call upon directly.
JNR  [作者] 9 月 15 日 上午 2:37 
Are you talking about the World Builder? No idea how to add compatibility with that one. The way this mod works is that after regular map generation, a separate gameplay script runs which adds the Swamp feature.

I suspect that it simply does not run in the World Builder because no actual game starts there and the trigger "NewGameInitialized" doesn't fire.
fenvaro 9 月 15 日 上午 2:27 
What I noticed while using this mod is that the new "Wooded Swamps", terrain features "Jnr_Swamp", do not appear automatically during map generation in the "World Creation" section. They can be added manually. But this does not happen by default. Also, I tried editing the game files themselves so that you can add some resources to these cells and improve them with a camp. So, in the world creation section, selected resources can be added manually to forest swamps. However, in random games, allowed resources do not generate on forest swamps.
slinx 9 月 12 日 下午 4:10 
Peat lands
JNR  [作者] 8 月 30 日 上午 5:33 
There's a resource removal mod that breaks it. I recommend using Truly Abundant Resources to make luxuries and strategics harvestable.
trans? 8 月 29 日 下午 9:41 
if not, that feels more like an oversight than anything, considering you can chop all the features in the base game.
trans? 8 月 29 日 下午 9:37 
is there a way to chop swamp or is it impossible to remove it besides having a volcano remove it?
fenvaro 8 月 13 日 上午 7:01 
This mod lacks a text file for translation into other languages. Unfortunately. Of course, there is not much text here. But still, I want everything to be perfect, in one language.
FlashFire 7 月 29 日 下午 6:27 
Does this mod, and the other Biome Diversity mods, work with Vietnam's Nine Dragon River Delta unique ability?
pocopoco123 6 月 15 日 上午 11:17 
My etemenanki is not working with this mod, but I'm not sure if this is where the issue lies. The only mods that mess with Etemenanki and/or floodplains are BBG (which nerves Ete) and Wetlands. JNR, do you think this might be due to a conflict between the two mods? Maybe Wetlands changes the designation of some floodplains, and BBG-affected Etemenanki no longer treats floodplains as such. Also, it's affecting plain floodplains. Idk if it does the same thing to grass floodplains.
JNR  [作者] 4 月 7 日 上午 3:20 
Have you made sure that they're unimproved and that there is enough Appeal?
TheWanderer251 4 月 6 日 下午 12:07 
Swamps cant become national parks, have you considered changing that at all plz?
Nightmare576 4 月 6 日 上午 9:32 
Ok so after some troubleshooting, I found that the models don't work when I load a game configuration that had different mods from the ones I'm currently using. So, if I download some mod, save a game setting, and then disable that mod and go load that setting and start a game, then the problem shows up.
AzureCloud 3 月 16 日 上午 2:37 
@JNR having the same issue as Khia Malifa (name lol), peat farms do not receive any bonus from base game version of water mill
VModBAddict 3 月 7 日 下午 5:02 
Pretty sure the DB Civ 6 Gold incompatibility only dates from the Aug updates last year, btw - I had them working together fine previously
VModBAddict 3 月 5 日 下午 5:12 
I have same issue as @Darkerbeats below (prev page) but have narrowed it down further to DB Civ 6 Gold. So very likely incompatible. They don't work together even if all 'Gold' options are turned off. Shame - this is a great mod, but there are too many DB Civ 6 Gold options I can't live without
ZuryMcFlapjack 2 月 1 日 下午 8:31 
Does this mod still include the quarry art for peat?
changing peat back to quarry was easy enough but the artwork does not display properly, just an exclamation mark
VasellineNtoRque 1 月 29 日 上午 5:31 
Where do I go in the game files if i want to edit the 'lady of the reeds and marshes' pantheon?
cozmicclockwork 1 月 22 日 下午 4:47 
Sorry, I actually figured out the mod conflict. It was a mod used for removing otherwise irremovable features that I was using. It actually didn't move it somewhere else, it really did outright remove the ability from the tech tree. Probably had something to do with that specific mod also allowing the removal of floodplains with engineering is my guess. Swapped to a different mod and its working fine now.
JNR  [作者] 1 月 22 日 下午 1:45 
Then a mod moved it elsewhere. Check out the Civilopedia, it should say where the ability to remove it unlocks.
cozmicclockwork 1 月 20 日 下午 1:30 
I'm having an issue right now where despite having iron working, I can't remove swamps at all. Looking at the tech tree there isn't an icon stating that it provides that ability either.
ASA 2024 年 12 月 6 日 上午 1:15 
@JNR I have a problem. In my game, the only improvements for the desert floodplains are normal farms, and the graphics are just normal farms. I already have several oasis gardens and reed houses, but there are no irrigation farms.
dmeyster 2024 年 12 月 1 日 上午 11:51 
have anyone encountered this issue: cannot place dam on swamp (floodplains)? (even after draining swamp with machinery tech if im not mistaken)
2 sides is river ofc, but still cannot place
Khia Malifa 2024 年 11 月 24 日 上午 8:20 
Peat doesn't seem to receive the watermill food bonus when improved by a farm
InDGoes 2024 年 11 月 5 日 上午 10:29 
Thanks. I decided to download 6-T, but I've noticed odd behavior with barbarians since.
I play raging barbs on prince difficulty. Even my normal barb mods don't help.
Do you have any mod that's more compatible with yours to recommend for me?
It just isn't the same without extreme aggressiveness.. On my Lakes game I just played, it's like camps weren't even spawning anymore. To say nothing of this odd AI quirk where they seem to become passive after the medieval era ends.
JNR  [作者] 2024 年 11 月 3 日 上午 12:14 
I don't do commissions but I have moved the unlocks in Grand Eras to space it out more evenly.
InDGoes 2024 年 10 月 31 日 下午 8:55 
For some reason, ever since I downloaded "no appeal penatly from wilderness" the graphics in this mod no longer opperate properly. Particularly the improvements just give me a big old exclamation sign. I tried validating the cache, no luck unfortunately.

Unrelated: If I made a donation via paypall, would you be willing to make a mod that allows for earlier cops and army formation? At what cost? All the mods of the type I found were way too early for my taste.
Military training for Corps and Nationalism for Army seem good to me.
darkerbeats 2024 年 10 月 25 日 下午 9:04 
for some unknown to me reason, i cannot start a game with this mod active. Even down to having only 3 unrelated other mods (db's multiplayer gold, extended eras, enhanced mod manager). Script .lua error every time. single and multiplayer...
Yo, Shovel 2024 年 10 月 25 日 下午 1:08 
Not sure yet if it's a conflict (I use a lot of mods), but my list hasn't changed since my last game. I can no longer build a mine on peat, but I can still harvest it or build a farm on the tile. The model for the peat loads fine.
JNR  [作者] 2024 年 10 月 16 日 上午 11:56 
Yes, except for Denser Vegetation, which has a separate version specifically for the Civ 5 Skin.
Сырная с сырником 2024 年 10 月 16 日 上午 11:24 
Do all your mods ffrom biome diversity compatible with civ 5 skin?
Quote 2024 年 10 月 15 日 下午 5:39 
I think this mod needs both gathering storm and rise and fall. I also have issues with models not appearing, but enabling both R&F and GS seems to fix it
Nightmare576 2024 年 10 月 13 日 下午 2:49 
Sometimes when I load a game, the peat is not visible, nor are the models for the reed homes, oasis gardens, etc. What is the problem? I've tried redownloading the mod
BDFSMinotaur 2024 年 9 月 19 日 上午 5:52 
Got it. :steamthumbsup:
JNR  [作者] 2024 年 9 月 16 日 上午 11:30 
that's the asset limit and nothing about these mods specifically
BDFSMinotaur 2024 年 9 月 16 日 上午 10:50 
I believe this may be causing visual glitches on some natural wonders like the arch? This or the savannah mod.
JNR  [作者] 2024 年 9 月 16 日 上午 9:39 
Does the problem persist without BBG? If not, then bring it up with BBG I guess.
CptMoobs 2024 年 9 月 16 日 上午 7:47 
not sure if i should bring it up here or over on the BBG page, but for whatever reason, the Tundra Floodplains aren't benefiting from Etamanaki, or Lady of the reeds and marshes.
OxTailSafu 2024 年 9 月 8 日 上午 8:26 
That's fair! In that case I think the buff you mentioned earlier where the gold increases by 1 per adjacent district would be a neat path to take, or maybe instead just buff the current value from 1 gold per 2 adjacent districts to 2. I've found some situations where it works well despite that though.