Sid Meier's Civilization VI

Sid Meier's Civilization VI

Detailed Map Tacks
wltk  [developer] 19 Mar, 2021 @ 6:23pm
Bugs & Mod Compatibility Reporting
Reporting bugs that you see when using this mod, or any mods we are not compatible with. Be kind to us :P.
Last edited by wltk; 19 Mar, 2021 @ 6:24pm
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Showing 31-45 of 107 comments
beezany 27 Apr, 2021 @ 2:48am 
Originally posted by wltk:
Yeah that mod overrides any map tack features in other mods... It's a great mod but most of its features have been included in the base game as part of this release[civilization.com]. I would say you don't need that mod anymore. (I'm so sorry @bszonye).
Hey, no worries! Your mod looks super cool, and I'm excited to try it out the next time I play. You are correct that my Map Tacks mod is pretty minimal now that the features are mostly included with the game. The current version only fixes a few quirks that I didn't like in the Firaxis code. I'm glad that you figured out compatibility though, because I definitely want to use both mods, haha.

Also, as I mentioned in the main comments section: Yes, you should be able to fix Linux compatibility just by renaming everything to lowercase. I had to do it for my mods too.
wltk  [developer] 1 May, 2021 @ 5:27pm 
Originally posted by bszonye:
Originally posted by wltk:
Yeah that mod overrides any map tack features in other mods... It's a great mod but most of its features have been included in the base game as part of this release[civilization.com]. I would say you don't need that mod anymore. (I'm so sorry @bszonye).
Hey, no worries! Your mod looks super cool, and I'm excited to try it out the next time I play. You are correct that my Map Tacks mod is pretty minimal now that the features are mostly included with the game. The current version only fixes a few quirks that I didn't like in the Firaxis code. I'm glad that you figured out compatibility though, because I definitely want to use both mods, haha.

Also, as I mentioned in the main comments section: Yes, you should be able to fix Linux compatibility just by renaming everything to lowercase. I had to do it for my mods too.
Thank you bszonye! I'll update the mod accordingly. :steamthumbsup:
Cenora 2 May, 2021 @ 9:26am 
Few friends and i started using this mod and its really usefull. However it seems to only be working for me as we play online. Im the host and the others cant see the yields under the tacks one round after placing them.
So the tacks work for all of us the round we place them but the next round only the yields disappear for my friends and "reloading" the tacks with the quickbinds doesnt fix it aswell. Deleting and replacing them then shows the yields again for one round.
Is the mod just not working in multiplayer? For atleast one friend the mod works perfectly fine in singleplayer :/
Rev. Jake 6 May, 2021 @ 8:59pm 
This doesn't account for Australia's appeal bonus.
this is kind of a funny bug, that you can actually placed a tack of a mine in the ocean and the bonus will be shown seriously.
kyroshill 10 May, 2021 @ 12:32pm 
Is there still a City Lights issue? I cannot seem to get this mod to work, and do have City Lights installed. I honestly have gotten away from using its features since the latest update, and would happily disable it to get these tacks.

I never found tacks ESPECIALLY helpful, as when I place them, I end up changing the bonuses before I build, then don't realize until too late when I have made a mistake.

Thanks in advance!
Dr. Space Walker 15 May, 2021 @ 10:32pm 
This mod along with any other mod marked as not affecting saved game will not load when I load a saved game. Please help.
ubereffect 16 May, 2021 @ 1:56pm 
@Dr. Space Walker - My first guess would be that some other mod is causing the issue.
See the following links: 1,[github.com] 2,[forums.civfanatics.com] 3.

You could also check Documents\My Games\Sid Meier's Civilization VI\Logs.
And if all else fails, see the following link for additional troubleshooting tips

I almost forgot, seems the 2k launcher is causing issues for a lot of people.
How to bypass the 2k launcher.
Dr. Space Walker 17 May, 2021 @ 10:10pm 
@ubereffect I found the issue was another mod "The Real Governor inspector" to be specific. As long as I don't have that mod enabled Its all good. kinda sucks though I really wanted to use that one. Thank you for your time.
Shaye Saint John 19 May, 2021 @ 1:23pm 
Originally posted by Trineon:
Originally posted by 𓇓𓄟𓃬𓅮:

Gave it a try, didn't appear to change anything, sadly.

(Even ran it as the only mod, just to be safe).

Hi I found following workaround for all the modes im using:

cd ~/.local/share/Steam/steamapps/workshop/content/289070/939149009/
find -name '*.lua' -o -name '*.xml' | sed -n 's/\(.*\/\)\(.*\)/ln -s \2 \1\L\2/p' | sh

folder may vary. The problem is with file names. This creates symlinks with lowercase names.

credit to Hippish that posted this on Sukritact's Simple UI Adjustments mode.


Quick note on this -- you can use
cd ~/.local/share/Steam/steamapps/workshop/content/289070/
instead of
cd ~/.local/share/Steam/steamapps/workshop/content/289070/939149009/
This is the directory containing all the mod files for Civ 6 -- the following command will loop through all directories (each one representing a different mod) creating the lowercase symlinks.
find -name '*.lua' -o -name '*.xml' | sed -n 's/\(.*\/\)\(.*\)/ln -s \2 \1\L\2/p' | sh

Doing it from the higher level directory will mean you don't have to run the command in each directory separately.

HOWEVER there are two caveats here.
1. Not every mod will need this change to be made. It depends on the .modinfo file for each mod, which will be found at the highest level of the corresponding mod's directory. Fortunately, because we're using symlinks here, there should be no harm in making the change.
2. For some mods, you will also need to change the casing of the directory. This was true for me for the map tacks mod, until I reinstalled it. You can modify the find command to change the directories as well, however I don't recommend it as this blew up all of my mods.

This PSA brought to you by a software dev who evaded work all day by destroying and reinstalling all his Civ 6 mods >.>
Last edited by Shaye Saint John; 19 May, 2021 @ 3:10pm
Yvetzel 4 Jun, 2021 @ 12:48pm 
I've got Civ6 through Steam, and I'm not able to use this mod. I have Enhanced Mod Manager installed, even after unsubscribing from it the game still shows it as installed/enabled, and the mod author didn't know why. I know another user mentioned a conflict with that mod, but I'm unable to confirm since the game refuses to see the mod as disabled/unsubscribed/uninstalled.

In game on the mods screen (both default game version and the modified EMM version) Detailed Map Tacks shows as subscribed but doesn't appear as an option to Enable the mod. I've got so far as to uninstall and reinstall the entire game but I get the same results.

Any suggestions?
ubereffect 4 Jun, 2021 @ 1:27pm 
@Yvetzel - See following link for a bunch of troubleshooting tips:
[PSA] Fixing Most Tech Problems With Rise And Fall/Gathering Storm

Also, log files may provide clues or error messages:
\Documents\my games\Sid Meier's Civilization VI\Logs
lua.log, database.log, modding.log
hostilian 8 Jun, 2021 @ 2:47pm 
Originally posted by Windows Nora:
Originally posted by Trineon:

Hi I found following workaround for all the modes im using:

cd ~/.local/share/Steam/steamapps/workshop/content/289070/939149009/
find -name '*.lua' -o -name '*.xml' | sed -n 's/\(.*\/\)\(.*\)/ln -s \2 \1\L\2/p' | sh

folder may vary. The problem is with file names. This creates symlinks with lowercase names.

credit to Hippish that posted this on Sukritact's Simple UI Adjustments mode.


Quick note on this -- you can use
cd ~/.local/share/Steam/steamapps/workshop/content/289070/
instead of
cd ~/.local/share/Steam/steamapps/workshop/content/289070/939149009/
This is the directory containing all the mod files for Civ 6 -- the following command will loop through all directories (each one representing a different mod) creating the lowercase symlinks.
find -name '*.lua' -o -name '*.xml' | sed -n 's/\(.*\/\)\(.*\)/ln -s \2 \1\L\2/p' | sh

Doing it from the higher level directory will mean you don't have to run the command in each directory separately.

HOWEVER there are two caveats here.
1. Not every mod will need this change to be made. It depends on the .modinfo file for each mod, which will be found at the highest level of the corresponding mod's directory. Fortunately, because we're using symlinks here, there should be no harm in making the change.
2. For some mods, you will also need to change the casing of the directory. This was true for me for the map tacks mod, until I reinstalled it. You can modify the find command to change the directories as well, however I don't recommend it as this blew up all of my mods.

This PSA brought to you by a software dev who evaded work all day by destroying and reinstalling all his Civ 6 mods >.>

Actually, this mod needs synlinking dirs, since .modinfo mentions them in lowercase. I am using the find … script (actually, I am using it as find $CIV_DIR … and run it from time to time just in case since it doesn't hurt), but this mod requires also ln -s Config config and so on for other dirs.

Thanks for the tip :)
jflemingwpi13 3 Jul, 2021 @ 8:37am 
This mod doesn't seem to load when I first create a game. If I immediately re-load an autosave, it becomes enabled. Not sure why that would be.
dylansan 19 Jul, 2021 @ 6:14am 
I haven't had a chance to try this yet, but do you expect this would be compatible with CQUI[github.com]? It does include changes to map pinning, but at a glance it seems to mainly affect the selecting and placement of pins.

There was a request to incorporate your mod into that one, and it sounds like it wasn't included because it's compatible as a standalone, so hopefully it works fine.
Last edited by dylansan; 19 Jul, 2021 @ 6:15am
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