Somohexual
Chieftain
- Joined
- Apr 12, 2012
- Messages
- 50
I'm having the exact same problem with city icons becoming inactive after trying to select a district for production.Getting this to. Makes the mod almost useless
I'm having the exact same problem with city icons becoming inactive after trying to select a district for production.Getting this to. Makes the mod almost useless
Hey thanks for your work, I have started using production queue mod, but it doesn't work when your mod is installed for some reason.
I thought I would let you know this is happening to maybe let others it doesn't play well with it. I have around 20 mods running at the moment, I removed your mod and it began working again.![]()
For those having trouble with the 'purchase tile' and 'manage citizens' buttons (or the merged button) becoming inactive, just re-save CityPanel.lua... no need to reload a save game, which can cause problems with other mods. There might be a console command to reload the UI, but I don't know what it is.
You can also toggle the options for CityPanel in this way... change the true/false state and save. The game will hotload the file.
Copied the citypanel.lua from the game folder and overwrote the version in Yuri's DLC folder. That fixed/restored the buy tile and manage citizens buttons, however I still can't place a District.
elseif eNewMode == InterfaceModeTypes.DISTRICT_PLACEMENT then
Controls.ChangeProductionCheck:SetDisabled( true );
for ID, CheckBox in pairs(CheckBoxes) do
CheckBox.ThisCheckBox:SetDisabled(true)
end
Thanks for pointing to the right place. I think I found a better fix for the problem, tested it and it all seems ok.I have found the lines in CityPanel.lua that causes the District Placement bug:
Code:elseif eNewMode == InterfaceModeTypes.DISTRICT_PLACEMENT then Controls.ChangeProductionCheck:SetDisabled( true ); for ID, CheckBox in pairs(CheckBoxes) do CheckBox.ThisCheckBox:SetDisabled(true) end
-Commenting out (or deleting it) this chunk of code worked for me so far (with all other features still working ofcourse). I havent tested this much. Let me know how this goes.-
if eOldMode == InterfaceModeTypes.DISTRICT_PLACEMENT then
EnableIfNotTutorialBlocked("ChangeProductionCheck");
for ID, CheckBox in pairs(CheckBoxes) do
CheckBox.ThisCheckBox:SetDisabled(false)
end
end
if eNewMode == InterfaceModeTypes.SELECTION or eNewMode == InterfaceModeTypes.CITY_MANAGEMENT then
i'm using names file just fine with itThis mod has some excellent features, but it really does need to be made compatible by default with the Production Queue mod, which is just too useful not to always have.