City Hall

City Hall 1.11.2

Hi! Updated localization for City Hall (options screen), also options are visible only in-game for now
thanks for the update! the problem that @Finwickle noticed is probably why the options aren't showing up for you consistently. i'll get a hotfix ready and include your changes.
 
Would it be possible to make another tab the default tab to open in the City Details window? I almost always want to view the buildings breakdown tab, and never really the overview or growth tab (because I got that info from another place from another mod).

And a completely different question: I see in bz-model-city-details.js that you "sort buildings by population" for the building breakdown tab. What does that do? I don't see any difference between your sorting and the games default, or is this something the game does as well (didn't see it in model-city-details.js). Just curious, trying to understand the coding behind the mods :cool:
y'know, i also aim for the Building Breakdown more than anything else. i might be able to add a dropdown menu to Options that lets you pick your starting tab. it might be tricky because i'm not sure that i have access to the names of all the tabs in order, and it might only be possible from in-game (not the main menu).

regarding building population: it isn't widely known, but every building has 1 urban population except for walls (which do not). sorting them by population groups the citizen buildings together with the walls always last.

thanks for pointing out the problem with my import! i'll fix that right away.
 
Hi, really love this mod, thank you! One thing I would really love if possible, in the building placement screen, can you make the little pictures that represent the building that is currently in each tile visually represent that building's base yield as well as whether is is obsolete or not. So for instance, there could be a color border around the building picture and the shape of the border could represent if it's obsolete or not. Something like that. The Map Trix mod does something like this and I think it would be hugely helpful to quickly identify which buildings I want to overbuild instead of having to hover over every tile to remind myself where stuff is. Ultimately I think it would be best to just completely replace the building pictures to be something more recognizable for each building, because as-is you can't tell the difference very easy which makes them useless. But I'm sure that would be a longer term item. Thank you!
yes, that's something that's been on my to-do list for a while now! there's a similar feature in J-Man's ui mod, which i used to use before i made this mod. i started City Hall partly because i had a bunch of ideas for enhancing the city map, and i didn't want to bug J-Man with a bunch of feature requests, haha. anyway, i don't like to imitate other folks' mods unless i can put my own flair on it, so i didn't copy his building icon feature.

of course, now i have my own distinctive building icons in Map Trix! ever since, i've been planning to add the same color-coding to the city lens icons, and to show the icons on all of the city views, but i haven't gotten around to it yet.

i still don't know when i'll get to that, but i appreciate your feedback and encouragement. thank you!
 
y'know, i also aim for the Building Breakdown more than anything else. i might be able to add a dropdown menu to Options that lets you pick your starting tab. it might be tricky because i'm not sure that i have access to the names of all the tabs in order, and it might only be possible from in-game (not the main menu).

regarding building population: it isn't widely known, but every building has 1 urban population except for walls (which do not). sorting them by population groups the citizen buildings together with the walls always last.

thanks for pointing out the problem with my import! i'll fix that right away.
Thanks for the information regarding population and walls. And if you would get an option done, it would be nice. But I understand the challenge.
 
just visual stuff on options: can you please fix this? it occurs on english version too, but no so visible:

ugtx8.png
 
just visual stuff on options: can you please fix this? it occurs on english version too, but no so visible:

View attachment 725344
yeah it's a problem with the way the base game formats that bar – it's a probably mistake in how they've allocated the extra space in a flex element. that's tricky to modify in a way that multiple mods can use without conflicting with each other, and i need to make it work for multiple mods. it's on my to-do list though! thanks for the feedback.
 
just visual stuff on options: can you please fix this? it occurs on english version too, but no so visible:

View attachment 725344

i've developed a fix for the layout problem that you reported earlier. i need to verify that it's safe for multiple mods to use at the same time. if so, i will include it in each of my mods the next time they have an update.

mod-options-fixed.jpg
 
Question: is it me, or does the building list not show which ones are ageless (unlike the base game), unless you move over, say, the brickyard or the granary and trigger the little popup window with building information? Am I missing something?
 
Question: is it me, or does the building list not show which ones are ageless (unlike the base game), unless you move over, say, the brickyard or the granary and trigger the little popup window with building information? Am I missing something?
in the base game, Ageless buildings are listed with a golden hourglass icon and an "Ageless" label. in City Hall, i kept the icon but removed the text, to save space. (i think all of the production list mods do the same thing, because the text isn't necessary after you've played a game or two.)
 
Hi @beezany,
Wanted to ask, are there any other features that you are planning to add for the City Hall mod?
lately i've been playing the game more to see how things are working and what else i want to change. here are a few of the things i'm considering for future updates:
  • config options to open City Details automatically & choose which tab opens first
  • building icons on the main city map, in the same style as the building placement interface
  • colored yield rings around the building icons, like in Map Trix
  • easier purchasing – stop switching back to the Production tab after every purchase
  • show production cost in hammers
  • tooltips for all constructibles on the Building Breakdown
  • more useful information for the Overview tab (suggestions welcome)
i'm also considering updates to the city banners & their tooltips, but i might do that in a separate mod, because it's kind of a stretch for City Hall, and i don't like mods that change a bunch of unrelated things.
 
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lately i've been playing the game more to see how things are working and what else i want to change. here are a few of the things i'm considering for future updates:
  • config options to open City Details automatically & choose which tab opens first
  • building icons on the main city map, in the same style as the building placement interface
  • colored yield rings around the building icons, like in Map Trix
  • easier purchasing – stop switching back to the Production tab after every purchase
  • show production cost in hammers
  • more useful information for the Overview tab (suggestions welcome)
i'm also considering updates to the city banners & their tooltips, but i might do that in a separate mod, because it's kind of a stretch for City Hall, and i don't like mods that change a bunch of unrelated things.
Whoa, that is a beefy list)))
Thank you for sharing.
I wanted to suggest add an option to hide "advisor suggestion" icons from the build list, to make it a bit cleaner (cant find the example but seems like I have seen a screen where a single building had like 2-3 icons for advisers)...
 
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Whoa, that is a beefy list)))
Thank you for sharing.
I wanted to suggest add an option to hide "advisor suggestion" icons from the build list, to make it a bit cleaner (cant find the example but seems like I have seen a screen where a single building had like 2-3 icons for advisers)...
that's doable, but i minimize config options because they also have a clutter problem, they're not very discoverable, and they greatly increase my testing workload. i generally only use them to deal with problems i can't solve other ways.
 
that's doable, but i minimize config options because they also have a clutter problem, they're not very discoverable, and they greatly increase my testing workload. i generally only use them to deal with problems i can't solve other ways.
Understood, I am fine with removing those completely, but if such approach is questionable, maybe you can at least reduce the size of adviser icons...
Actually I just realized they are the same size as in the original production tab, and maybe this is the reason they are so noticeable
Taking into account, the mod made other icons smaller (yields, building icons etc), maybe it is wise to reduce dimensions of adviser icons as well…
 
Understood, I am fine with removing those completely, but if such approach is questionable, maybe you can at least reduce the size of adviser icons...
Actually I just realized they are the same size as in the original production tab, and maybe this is the reason they are so noticeable
Taking into account, the mod made other icons smaller (yields, building icons etc), maybe it is wise to reduce dimensions of adviser icons as well…
oh i wasn't going to remove them. i was just explaining why i don't use optional interface elements. any changes need to fit into my regular gameplay and workflow, or they just aren't maintainable.

resizing the icons is a good idea, though. i thought they were automatically sized to the surrounding text, but it turns out they had fixed dimensions (1.778rem) which is much larger than the surrounding text (0.889rem). they look more cohesive at the smaller size or slightly larger (1.111rem).
 
It looks like the one-click repairs functionality is extending to non-repair items. I just had a city wall auto queue without prompting for selecting a location. I'd really like to confirm locations for non-repair items even if there's only one valid choice.
 
It looks like the one-click repairs functionality is extending to non-repair items. I just had a city wall auto queue without prompting for selecting a location. I'd really like to confirm locations for non-repair items even if there's only one valid choice.
hm, the code explicitly limits the feature to repairs, and i just tested that it's working with my mod configuration. see (source):
JavaScript:
                if (item.isRepair && result.Plots.length == 1 &&
                    bzCityHallOptions.oneClickRepairs) {
                    // ...
                }
given the positive test for item.isRepair, i don't think it's even possible for a mod conflict to cause this. there is a similar situation where the game will automatically resume production in the same location if you've already put hammers into it. if that doesn't solve the problem, you can also send me a saved game to look at.

also tested with City Hall, F1rstDan's Cool UI, and KayleeR's Misc UI Modifications:
one-click-test.jpg
 
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