Any ideas why this custom ResourceType isn't showing up?

Hi all,

Trying to add some custom ResourceTypes like Iron Ore, Crystal Crags etc.  Can't get anything to show up on a random map at the minute, maybe it's just too late but I can't see what's wrong.  I've even tried just cloning an existing on like this but it doesn't show up./...

 

<ResourceType InternalName="My_Resource_CrystalCrag">
<DisplayName>My Crystal Crag</DisplayName>
<Type>Crystal</Type>
<Description>Build a Crystal Foundry here to produce Crystal.</Description>
<LongDescription>An outcropping of glittering stones dots the hillside here. These are crystals and rocks which are said to contain the primal, magical essence of Elemental itself.</LongDescription>
<BarredTerrain>River</BarredTerrain>
<BarredTerrain>HillsTerrain</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<MinPerPlayer>1</MinPerPlayer>
<Rarity>300</Rarity>
<NeedsToBeUnlocked>0</NeedsToBeUnlocked>
<HarvestType>Mining</HarvestType>
<Production>1</Production>
<Worth>5</Worth>
<Global>0</Global>
<OnSelectSFX>Click_Crystal_Rubble</OnSelectSFX>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>TileYieldEssence</Attribute>
<Value>5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIPriority>3</AIPriority>
<AITag>Crystal</AITag>
</AIData>
<Medallions InternalName="">
<All>Crystals.png</All>
</Medallions>
<Icon>Resource_CrystalCrag.png</Icon>
<IconColor>0,0,0</IconColor>
<ClothIcon>Resource_CrystalCrag.png</ClothIcon>
<TileDesign>R_Crystal_Crag_01</TileDesign>
<TileDesignForTerrain>CurgensTomb:R_Curgens_Crystals_01</TileDesignForTerrain>
<TileDesignForTerrain>DesertTerrain:R_Lombard_Crystals_01</TileDesignForTerrain>
<ModelColor>0,0,0</ModelColor>
</ResourceType>

 

What am I doing wrong...?  :-(

 

6,532 views 16 replies
Reply #1 Top

Looks right.

Reply #2 Top

Well i'm buggered if I can get it to work.

Does a high <Rarity> mean it should appear more or less often.    High Rarity (1000) means it won't appear very often and low (100) means it should appear a lot..??

Reply #3 Top

OH FFS...!

Doesn't seem to work from the Mod Folder, arrrgh.

:thumbsdown:  

 

 

Happy for someone to prove me wrong.  So dang frustrating geez.    

 

 

Reply #4 Top

This is a bit late, but it doesn't appear any map resources, including base ones, will spawn if placed in the mods folder. Seems like something they broke with 1.3. Something as simple as copying the CoreWorldResources.xml file and dropping it in the mods folder will break your game and prevent most resources from spawning. Even editing one of the base resources and trying to plug it into the mods folder by itself will cause pretty much all base resources to not spawn, which is something I've found a few 1.2 mods attempting to do and why I assume it was a 1.3 change. Dunno if it was an intentional change or a bug.

Reply #5 Top

Just noticed your response.

Yeah seems like maybe it was something that may have been changed recently.

Bit of a bummer, I want to mod in some extra resources and the file will have to go in the core directory for now :-(

Reply #7 Top

Nope, I generally don't do that.. pretty sure they are just generic containers that don't do anything.  I could be wrong.... is that a wild guess or have you seen that cause problems in the past?

Will test it anyhow thanks for the suggestion.

Reply #8 Top

Unfortunately doesn't make any difference from my testing.  Here's my test file if anyone is interested:

https://dl.dropboxusercontent.com/u/100348448/Test_WorldResources.xml

If you put that in the core folder you'll get heaps of extra crystal crags (zoom out to the cloth map and you can see them... they have a bright yellow question mark icon).  If you put the file in the Mods folder..... nothing :-(

 

Reply #11 Top

Nah that was just for testing... I actually want to create new resources.

Thanks.

Reply #13 Top

I've actually noticed a large number of values are now ignored in the mods folder or just cause game breakage, it's not just map resources. I used to make a lot of little tweaks to the game files and keep them in the mods folder just so I'd remember what files I was fooling around in, but a lot of that stuff no longer works like that.

BTW I noticed resources in the mod folder aren't completely ignored, they are just made extremely rare for some reason, and no amount of boosting resource rates will change it. It might even be placing only a single one of the resources on the entire map, regardless of any rarity settings I tested. I guess this is more of a bug report, maybe that detail might help Stardock figure out what's wrong.

Reply #14 Top

Maybe this is why <DividesBattleExp> is not working when you change it to a "0", like I tried to do in a new version of my mod.  I removed my redefinition and changed Heavenfalls UnitStat Library definition to include my new abilities (so there was only one redefinition of the heroes I was changing in my entire mod folder) - the new traits showed up but the <DividesBattleExp> behaviour did not change.

Reply #15 Top

Probably, that's not one I tried but other exp changes don't work in the mods folder either, like <CombatRatingToExpMultiplier>.

Reply #16 Top

Note to self, tested this further and it definitely appears to be a mod folder issue.

Test file here:

https://dl.dropboxusercontent.com/u/100348448/Test_ResourceType.xml

This file in the mod folder will generate nothing.

If you put it in the core folder you get a heap of extra "test" resources that look like fruit groves and have a very obvious bright blue play icon on the cloth map.