Sid Meier's Civilization VI

Sid Meier's Civilization VI

Removable Resources and Features: Fixificated
24 Comments
PEEN 11 Jan @ 12:01pm 
Great mod. It ruins the fun of the game for me when I plan out my districts to have them bricked by a coal resource spawning. Huge problem with the ai though. ai is removing strategic resources. I have only noticed it on city states but surely the civs are doing it too. The reason I noticed is because I never have uranium and city state suz can be a good way to get their uranium. Twice last game, I dumped my envoys into a city state to get their uranium just to have them remove it. One city state, I sent a builder and mined their uranium and at some point I looked back and it was gone, just a farm in it's place. Same thing with the other city state but when I looked back, there was a holy district there. If there is some kind of workaround for this, that would be great. As of right now, My end game typically has very little uranium.
Varus2319 11 Apr, 2024 @ 9:12pm 
@Brunhrafn It works, but it's not compatible with mods that add resources. I'm switching to "Truly Abundant Resources" because it's compatible with JNR's resources mods, and does the same thing. You don't have to use the "abundant" setting.
Your Fire Safety Officer 3 Apr, 2024 @ 12:43pm 
Does this mod still work?
n0s482 25 Jan, 2024 @ 2:43pm 
@bakker Joop It could also be a bug with loading from the in-game menu rather than the Main Menu. I've been having that issue without installing this mod.
Bakker Joop 14 Jan, 2024 @ 2:42pm 
This mod totally ruins floodplains. You can't see which tiles are submerged or flooded anymore.
jspiers 18 Nov, 2023 @ 12:24pm 
Just harvested some pesky Iron blocking a planned Campus district. Thank you!
Yand_Durinul 20 Jun, 2023 @ 3:47pm 
When was the availability to remove floodplains added?
x808drifter 26 Apr, 2023 @ 12:46pm 
As of right now.
You have to save a new game and reload it to get this to work.
Don't know why and it's not hard. Just for those that download it and think its not working.
InfoManiac 13 Apr, 2023 @ 10:40pm 
Floodplains not removable. Cant place districts on resources. However can harvest
InfoManiac 13 Apr, 2023 @ 10:15pm 
as far as i have seen the ai doesnt over harvest resources. i have had multiple city states who dont harvest luxuries and strategic resources.
Dovahkiin 14 Sep, 2022 @ 1:16pm 
@Sparta That's my concern about this mod as well, searched through the discussion thread of the original mod but found no answers.
Spartan 11 Sep, 2022 @ 2:51pm 
Can AI also eliminate resources? I don't want to see stupid AIs not being able to recruit soldiers by removing resources.
ProBert 7 Jul, 2022 @ 12:13pm 
Thanks, function very good and is very useful. I figured out, that i can now also build over strategic and luxury resources.
Primaya 1 May, 2022 @ 12:24pm 
Thank you!!
Mordecai the Hobo Wizard 19 Dec, 2021 @ 10:19am 
This is a pretty fantastic mod, but there is apparently a small bug with JNR's "Wetlands" mod. When both are installed together, the Swamp resource becomes unable to be harvested. JNR confirmed that on his mod page, and I noticed somebody reported the bug to the ORIGINAL Removable Resources mod, but not to this one. I wish I could give you some more information here, and since I can't I'll just say thanks for fixificating the original mod, it's been a real life saver for my friend and I.
Yand_Durinul 19 Dec, 2021 @ 6:18am 
Again Great Mod but it doesn't allow the removal of Flood plains. Please, please fix this mod.
Grillchef Norbert 10 Dec, 2021 @ 2:16pm 
The mod works fine but it already reveals resources that you shouldn't be able to see yet (like niter before researching it). Other than that it's working fine! :)
MisterDings 19 Nov, 2021 @ 11:58pm 
THANK YOU!! This saved a game for me. The old mod and other mods didn't work, and I wasn't expecting this one to since the game was already at turn 120. Finally loading the game and seeing the builder being able to remove a luxury after so many reloads was incredibly satisfying. Thanks for updating this mod!!
JEff 4 Oct, 2021 @ 2:12pm 
Hey, any chance you may know how to make a mod to build districts on luxury/strategic resources? This mod would be a fix to this problem, but given that you can build on resources before discovering them makes it a little unfair I think. I hate it when I have a good city plan, just to discover a source of niter right in the way. If I settle and build districts before I know the resources are there, I get the resources. A bit of a ranty comment, but this is a mod I've been wanting to find.
General Profit 8 Sep, 2021 @ 6:11am 
the remove flood plains doesn't work and the minor issue of being able to remove resources that you have not researched is still there but thank you for updating this all the same, one of my favourite mods
Zevidik 1 Sep, 2021 @ 8:26am 
not work for reef and gheotermal fissure
BeefStranger 18 Aug, 2021 @ 7:44pm 
having this mod breaks CQUI just deletes it from the save, only way to get it back is to disable this
The Barrage  [author] 25 Jul, 2021 @ 1:45pm 
Since the original has never worked for me (I started trying to use it after R&F,) I wasn't looking for tooltips, so didn't miss them. Thanks for pointing it out; just updated with some additional replacements in the SQL file which should fix them.

This is literally identical to the original, with less than a dozen instances of "INSERT" replaced with "INSERT OR REPLACE." What's making you think that this is what's causing the crashes for you?

1. Have you made sure that you have unloaded the original mod?
2. Is there something in Database.log or Mods.log that makes you suspect this one?
BAMBO 25 Jul, 2021 @ 11:16am 
Missing tooltips from the original. Functionality works - but has crashed 2 of my games around 30 turns in