Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sailor Cat's Configurable Goody Huts
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19 Apr, 2021 @ 9:53pm
2 Jun @ 8:56pm
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Sailor Cat's Configurable Goody Huts

In 3 collections by Sailor Cat
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Description
Allows for toggling Goody Hut reward types during game setup. Also allows for a number of other options:
  • Enable or disable rewards on an individual basis.
  • Add the free Settler and free Civic rewards.
  • Determine the frequency of Goody Hut spawns.
  • Give all rewards an equal chance of being rolled.
  • Make all rewards available at the start of the game.
  • Reveal Goody Huts for all players at game start.
  • Receive Trade Capacity with the Trader reward.
  • Enable Goody Hut reward notifications.
  • Change the value of Gold and Faith rewards.
  • Change the XP given by Huts to Recon units.
Goody Hut configuration can be found at the bottom of Advanced Options.

Direct Download
Github[github.com]

Notes
  • Notification system supports only two notifications at a time.
  • Removed MinOneCity from Gold reward.
  • If you disable everything but Faith, do not get huts until you have a city.
  • Trader reward unlocks with Foreign Trade.
  • Compatible with Wondrous Goody Huts, ARS - Improved Goody Huts, and Good Goody Huts.

All settlers, plots revealed, final destination.

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Popular Discussions View All (1)
17
26 May @ 6:14pm
PINNED: Bug Reports
Sailor Cat
186 Comments
mjolnirCSOcarrier 13 Jun @ 2:21am 
Compatible with Choosable Goody Huts?
Obb 26 May @ 4:08am 
I found the original game file that manages Goody Huts, I see those « two boost huts », I’ll test by disabling them directly from there, as a workaround ! I wonder why they’re bypassing the mod. It wasn't happening for tech…
Obb 25 May @ 9:31am 
Can I bother again ? =3

In this game I strangely start to receive inspirations from huts, while I shouldn’t.
( I even receive them by two per hut. lol ) I’m wondering what could cause that !
I looked inside the logs but, or there’s nothing to see, or I did not find.

I thought about the code I added, but other than that, it seems to work…
( I took a screen of it, if anything speaks mistake : https://postimg.cc/ykbBhsvn )

I also wondered if the mod is compatible with your other one, which adds new huts at new era ; but while it indeed wasn’t happening at the beginning of the game, I don’t even think I got in a new era already…
Sailor Cat  [author] 21 May @ 8:48am 
Np, hf :momozzz:
Obb 21 May @ 6:31am 
I took the settler line as a reference, and made new ones replacing each iteration of the _SETTLER word with each other value stored in the table. ( I did that a bit blindly, without confidence, but it seemed to make sense lool )

But I thought it wasn’t working last time because when making a test world I never got faith from huts, and got civics and eureka ; Well in fact I think I just had bad luck for the faith, and the other were not linked to goody huts x)…

So, it seems to work, after all ! I did it ! ^^ Thanks much ! =}
Sailor Cat  [author] 20 May @ 12:54pm 
I believe the in-game settings hinge upon the ConfigurationIds, so you want those to stay the same.
Obb 20 May @ 11:52am 
Yes I tried to remake the lines manually, but I’m not convinced it work lol
On the settings selection it seems all good, but once playing, I’m not sure I get the rewards I should. I have my doubts on the names I used for the values ! It’ll need some more testing ^^

Well, it’s also fun for me to play a bit with files and all, so it’s not wasted time anyway !

I can totally understand that modders move forward, and even more when it’s not for fixes ! ( At my humble level, I’m afraid of notifications when I open Nexus lmao ) Plus, maybe I’ll figure it out ! You already helped =)
Sailor Cat  [author] 20 May @ 10:30am 
I guess it's up to you whether it's worth the time lol. You can use those huts that are added with a full line as an example to adding the huts that aren't added as a full line (so you can edit them one by one to suit your playstyle).

If you're using Wondrous Goody Huts, those huts are introduced in a file in that mod.

Generally, I leave my working VI mods as working mods without updates now that I've moved on to other games for the most part, but I'll consider adding a config table to make this easier.
Obb 20 May @ 2:21am 
I start to understand the code better now you told me that it’s indeed those lines, ( I’m still not a coder though lol ) so there are only few huts that are added with full line, and on which I can change the settings, right ?

I could create a similar line for all the other too ? I tried, seems visually ok, but I don’t think that’s doing the trick correctly ^^ Maybe because I don’t understand how some of the hut’s names work, when looking in their respective file, so I may have written them wrong…

Well, anyway, I start to wonder if putting that much time in playing with the code will be worth it, if it’s just to gain some seconds per world creation ! xD
And, in any case, thanks for your attention and answers !
Sailor Cat  [author] 19 May @ 3:11pm 
I believe this is because I'm using SELECT statements to make it easier on myself in creating these options. So many of them are done in a single insert: the one that selects from SailorGoodyOptions. Starts on line 14, ends on line 21.