Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sailor Cat's Wondrous Goody Huts
 This topic has been pinned, so it's probably important
Sailor Cat  [developer] 5 Feb, 2021 @ 11:50am
Bug Reports
TO FIX: Some issue with random improvements in Hotseat.

Report bugs here. As much information as possible. Helpful information includes the list of mods you're using, the contents of your Database and Lua logs (found in User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs), and if a crash, what happened immediately before the crash.
Last edited by Sailor Cat; 23 Apr, 2023 @ 1:56pm
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Showing 31-45 of 52 comments
Deviain 27 Mar, 2021 @ 4:44am 
Long time, no see.. ;p Unique unit bonus can, and often does, spawn a Libertador, which has absolutely no stats or effect, it just exists and can scout the map.
Sailor Cat  [developer] 27 Mar, 2021 @ 8:11am 
Originally posted by Deviain:
Long time, no see.. ;p Unique unit bonus can, and often does, spawn a Libertador, which has absolutely no stats or effect, it just exists and can scout the map.
Fixed and updated. Thanks for the heads up. :momozzz:
Bugrat 10 May, 2021 @ 6:25am 
Playing in hotseat with 2 human players and 14 AI. Seeing some strange behavior of meeting other Civs across the world unexpectedly when it shouldn't have been possible (Massive ocean map, ancient era).

I think it's due to the random improvement function of the mod. The same turn that Player 1 got a free Fishery at his capital Player 2 had a splash of vision there and meeting. Oddly enough it doesn't seem to happen for human player 1, only additional human players because P2 also had an unexpected meeting with an AI player previously but nothing happened with P1 in that event.
Sailor Cat  [developer] 10 May, 2021 @ 10:14am 
Hmm. I'll look into it. Thanks for the report!
yofabronecoforo 20 May, 2021 @ 3:22am 
Error in Lua.log : Runtime Error: ...\Sailor_Goodies_Scripts.lua:54: attempt to index a nil value.

This appeared during an autoplay session, so I can't really pinpoint what exactly was happening when it occurred. However, there was no crash, and the log indicates that other reward(s) were successfully granted before and after this occurred. Upon examining the line in question, I'm guessing there's an issue when the Player ID returned by Events.GoodyHutReward is -1, nil, or otherwise invalid.
Sailor Cat  [developer] 20 May, 2021 @ 10:51am 
Thanks for the report. I'll check it out.
yofabronecoforo 22 May, 2021 @ 11:09pm 
NP. Awesome work, btw. If it helps, the same error popped up in a few other autoplay sessions, with the same surrounding circumstances. I believe that I've fixed it by modifying function Sailor_Expanded_Goodies() as follows:

function Sailor_Expanded_Goodies() -- do nothing if the activating player's or unit's ID is -1 if (playerID == -1) or (unitID == -1) then return; end -- remaining function code is unmodified ... end

With this code present, the error has not manifested in several subsequent autoplay sessions. However, the following error has occasionally appeared, usually following a random unit reward:

Runtime Error: bad argument #1 to 'func' (integer expected, got nil) --> \Sailor_Goodies_Scripts.lua:453: in function 'Sailor_Goody_RandomUnit'

The line in question is:

sailorWaterTileRoll = TerrainBuilder.GetRandomNumber(iNumberWaterTiles, "Water Tile Roll") + 1

Within said file, iNumberWaterTiles only appears in this line.
Last edited by yofabronecoforo; 22 May, 2021 @ 11:47pm
Sailor Cat  [developer] 23 May, 2021 @ 10:06am 
Thanks again. Haven't looked yet, but iNumberWaterTiles is probably a layover from when I was updating to no longer use variables. I'll fix it sometime today. :momozzz:
Sailor Cat  [developer] 23 May, 2021 @ 10:49am 
Fixed several things as noted in change notes. Right now the only main thing to look at is hotseat, which is capital-H Hard.
wilfredhartelle 25 Sep, 2021 @ 7:09am 
you gained a free policy provided me a crouching tiger
Sailor Cat  [developer] 25 Sep, 2021 @ 2:45pm 
In that case, there were no policies around your era that were available.
alaserdolphin 14 Jan, 2023 @ 6:49pm 
Not sure if this is still maintained, but I've been noticing that if I have this enabled, save and quit (and boot back up later) my game, and then grab a goody hut, they no longer are limited to the options that I selected at game creation. For example, even if I disable random improvement, it can be a bonus given, if after a reboot. Great mod though and I love using it!
Sailor Cat  [developer] 15 Jan, 2023 @ 10:09am 
This is the wrong mod to report this on (assuming you're talking about Configurable Goody Huts), but I gave it a test to see if changes persisted. I:
  • Reloaded a save game.
  • Closed the game, deleted the database cache, and reloaded a save game.
In both cases, the changes persisted. While your issue may very well be occurring (and sucks if so), it isn't one I can reproduce. :lunar2019shockedpig: Not much I can do in that case.
Sailor Cat  [developer] 2 Feb, 2023 @ 11:54am 
@Mars: We're the barbarian horseman a one off, or something that kept happening? Did it happen at the beginning of the game, or later in the game? Any other info you can share that might narrow down the cause could be helpful.
TideTactics 2 Feb, 2023 @ 12:59pm 
@Sailor Cat. A lot of hosts for Civilization Players League use your goodie hut mods, after the update you did almost a week ago it's been unusable, with random desyncs like every 6 turns. I saw you just recently updated again today so we'll check it out again. Though for your info we run 10 man lobbies with the mods Better Balanced Start, Better Balanced Game, and Multiplayer Helper.
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