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Furion's Loading Screen Adjustments Update 1.3.3

FurionHuang

Warlord
Joined
Apr 27, 2017
Messages
184
The current Civ7 loading screen is a mess... So I decided to do something.
Qing.jpg

Germany.jpg

Download here: https://forums.civfanatics.com/resources/furions-loading-screen-adjustments.31890/
What is this MOD doing:
  1. Adjusted text layout, so that it has reasonable margins from the container box, and reasonable spacing between paragraphs.
  2. Grouped unique units with a header text and unique infrastructure with a header text.
  3. Show all unique units! (Yes! Firaxis decided to so ONLY 1 unique military and 1 unique nonmilitary unit here, and that makes Prussian loading screen look horrible. Now Stuka is back!)
  4. Include unique quarters and unique routes under unique infrastructure group.
Known issues:
  1. The way I filtered unique unit tiers is a bit brute force. For air units I used tier 2 and hope it covers every unique military units. I tried to condition the list by unit.Name value but failed. Advices very welcomed.
  2. Unique route is directly using Rail Station Icon. If in the future there are more unique routes that are not railway, the icon will not be representative.
  3. I can't change font of generic intro text! I don't know why. Please enlighten me if you guys find out.
  4. The added header texts seem not stable. I see them but while my friend used the MOD they are gone... I will keep looking.
MOD is currently with English and Simplified Chinese text only.
Hope you guys enjoy using it.
 
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With your latest update I can confirm I also get the 'Content Configuration Validation Failure' when starting a new game. Hopefully it's an easy fix somewhere as this mod looks great!
 
Looks really nice. Noticed a minor bug with the new header separators where 2 appear with no sections to separate:

1739744651878.png
 
Looks really nice. Noticed a minor bug with the new header separators where 2 appear with no sections to separate:

View attachment 720224
Oh that's probably because per resolution and UI Scaling settings the leader and civ ability descriptions are hidden but the dividers are still showing. Let me see what I can do.
 
Getting an issue on 32:9 resolution with the latest update! on a 39" Samsung Odyssey G9 OLED.

1739921648564.png
 
Getting an issue on 32:9 resolution with the latest update! on a 39" Samsung Odyssey G9 OLED.

View attachment 720629
I think what's happening here is you have high res auto UI scale enabled, please check under options-accessability.
I will try to figure out what really happens with auto UI scale enabled, since it's on by default.
Although I highly recommend everyone to disable that option if your hardware supports and you have no issue reading smaller text.
 
FurionHuang updated Furion's Loading Screen Adjustments with a new update entry:

Update 1.3.1

Did some extra tweaks to 1440 height with "High Res Auto UI Scale" feature enabled.
Under this configurations now, the loading screen will show only 2 headers and group the unique items accordingly. Unique items are displayed in 2 columns which gives the "Begin Game" button some space.
As I tested other resolutions will just ignore this "High Res Auto UI Scale" feature so there is no need to create separate loading screen layout.
View attachment 720668
Again...

Read the rest of this update entry...
 
Hey Furion, you mentioned posting about my issue so here it is: https://imgur.com/a/CQ9mev2. I have all graphics settings on max, 1440p fullscreen, and no upscaling. I do also have a bunch of mods installed, so there may also be something going on there.

Appreciate all the work!
 
Works pretty good, definitely breaks with some combinations though. Medium font scale, 1920x1080 res.
 

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I'll just add my screenshot here: https://steamcommunity.com/sharedfiles/filedetails/?id=3436677983
1440p resolution, medium font scale, disabled high resolution UI scaling. Missing text for units and buildings.

I've solved this for myself, by editing the root-game-loading.js file and changing line 515 from:
Code:
                description = shortDescription;
to:
Code:
                //description = shortDescription;

This might not work in other resolutions, and for some civ/leader combinations it slightly overlaps with the start button in my resolution (1440p, large font scale, no high-res scaling), but I'll take the chance. I'm happy to see the unique unit and building texts again (see attached screenshots)
 

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Thank you for your great work so far!
Do you think it would be possible to also display the unique civic tree nodes here, too? Those unique passives and social/tradition policy cards can be game changing, but aren't really displayed anywhere outside of the in-game tree.
Loading them here would help when loading/continuing a game in progress, though the much better spot (for new games) would be the civ select screen.
I think this feature would fit nicely into this mod without having to make a whole new one, but it'd be understandable if it were separate.
 
I've solved this for myself, by editing the root-game-loading.js file and changing line 515 from:
Code:
                description = shortDescription;
to:
Code:
                //description = shortDescription;

This might not work in other resolutions, and for some civ/leader combinations it slightly overlaps with the start button in my resolution (1440p, large font scale, no high-res scaling), but I'll take the chance. I'm happy to see the unique unit and building texts again (see attached screenshots)
Hi Finwickle, great you can find where it is. Took me a long time to figure out. But this is actually my design because I tested with the resolution you posted in the earlier thread, the full description text will make the content not fit in screen. So I added this "shortDescription" to show just Civ6 style generic unique declaration.
 
Hi Finwickle, great you can find where it is. Took me a long time to figure out. But this is actually my design because I tested with the resolution you posted in the earlier thread, the full description text will make the content not fit in screen. So I added this "shortDescription" to show just Civ6 style generic unique declaration.
Yeah. I noticed that with certain civ/leader combinations the text goes under the hourglass/start button at the bottom (as seen in the second screenshot I attached). I can imagine the text going even further down in other languages as well. So I understand why you added the shortDescription. You have to account for every possible combination of civ, leader and language.
 
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