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Hotkeys!

[MOD] Hotkeys! 1.3.1

heinous_hat

Prince
Joined
Sep 28, 2010
Messages
592
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under the weather
heinous_hat submitted a new resource:

Hotkeys! methods and discussion - Hotkeys! methods and discussion

So, I've hacked together a small collection of key assignments for UI functions that I find essential for playing Civ6 without going blind, mad or otherwise becoming really irritated :cringe:. Far from LUA competent, I'd like to open the subject for discussion and try to establish some sort of "best practice" approach to further key input modding. These key functions are working for me without issue, but could bear some scrutiny. My main concern is efficiency and not honking up UI...

Read more about this resource...
 
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I think I may need to walk back the statement I made about the yield icon display... it's working reasonably fast now. Something caused a big delay while I was testing it initially.
 
This looks superb. I agree that a fortify until healed key is essential as one. I'd also like a "centre on active unit" key. Considering the mess that the autojump between units is, that one leaves me angry

I turn off auto cycling and put <enter> on the middle mouse button. That lets me flip from unit to unit manually, and eventually end turn with the same button.

I would like a key to center on the capital, though. Too often, the camera is stranded in some far flung area after you've given orders to all of your units... you have to either drag the map all the way home, or find it on the minimap.
 
Converted the thread to a resource, since the mod has been working without issues.

No new key functions for now. I'll repackage this in proper mod format after a bit of QA.
 
Thank you for this! - is it possible to restore the hotkey to Strategic View? it was F10 in C5 - if you could add that into this mod i'd really love that, or any hotkey for strat view, thanks!
 
Thank you for this! - is it possible to restore the hotkey to Strategic View? it was F10 in C5 - if you could add that into this mod i'd really love that, or any hotkey for strat view, thanks!

I think I looked for this function briefly and didn't find it. I'll have another go at it... it would make a good hotkey.
 
heinous_hat updated Hotkeys! with a new update entry:

Hotkeys! 1.1

Updated for Fall patch, game version 1.0.0.38

Files updated: InGame.lua

Notes

Updated InGame.lua for the Fall patch and removed the yield icon key. Firaxis hooked up their own key, which you can assign in the keybindings menu. The default is (surprise!) Y. I don't think this made it into the patch notes.

For whatever reason, they also gave it a generic sound effect. Click! If you don't like the noise, just remove the block comment in InGame.lua to re-enable the function from this...

Read the rest of this update entry...
 
Would be great to have hotkeys not only for healing but also for moving units. Especially if we could actually change the bindings in some kind of UI? Also builder actions that used to be hotkeyed would be fantastic. Bombarding with archers/ships etc? Thanks a mill!
 
Would be great to have hotkeys not only for healing but also for moving units. Especially if we could actually change the bindings in some kind of UI? Also builder actions that used to be hotkeyed would be fantastic. Bombarding with archers/ships etc? Thanks a mill!

Well, for the first time ever, we actually do have a GUI driven keybinding mechanism in game. Unfortunately it's missing quite a number of traditional functions. I haven't really looked at how it works or whether it's possible to add more keys/functions and get them into the menu. Given that they made the effort though, I would expect to see this expanded at some point.

Attack, ranged attack, fortify and sleep are assignable... take a look in game options -> keybindings. Heal is missing, along with the new sentry action and any specific builder action.
 
Would it be possible to get a hotkey for the city ranged attack? That little red button is pretty hard to click sometimes.
 
Would it be possible to get a hotkey for the city ranged attack? That little red button is pretty hard to click sometimes.

I don't know about a key, but I had thought to fix that by removing the centering (which makes you have to click twice).

Just realized I have the resource toggle keyed to R, which is their default for Ranged Attack. Is that a new addition with this patch? I don't remember it and only noticed when I answered Klazart's question.

I'll see if I can switch to ctrl-R. In the meantime, if you want the ranged attack key, just change their default in Keybindings.
 
Well, for the first time ever, we actually do have a GUI driven keybinding mechanism in game. Unfortunately it's missing quite a number of traditional functions. I haven't really looked at how it works or whether it's possible to add more keys/functions and get them into the menu. Given that they made the effort though, I would expect to see this expanded at some point.

Attack, ranged attack, fortify and sleep are assignable... take a look in game options -> keybindings. Heal is missing, along with the new sentry action and any specific builder action.

Thanks for the info! It's a step in the right direction at least. I can't believe such BASIC functionality was missing from the released game. I think from now I will not buy any more Civ games or Firaxes game till 1 year post release. Because you want to play the new game but if it's so broken and incomplete that spoils all the fun of it.
 
Old civer new to Civ 6; thanks so much!! Works like a charm, and what clean and documented code!
 
I absolutely love this mod, thanks for uploading. Is there a way to add a hot key to remove city borders?

I don't think so. The borders are 3D objects, and in the domain of the rendering engine. There is a method to toggle borders in the debug console, but it's wonky... it turns them off, but doesn't clear the frame. So you get a static image of the 3D borders imposed on the screen. Even if it did work correctly, I'm not sure it can be accessed with lua.

If I find a solution, I'll include it in an update.

edit: @bostonbongrips

Looks like it's tied in with the hex grid. If you issue "toggle overlay cultureborder", followed by "toggle overlay hexgrid", it removes it completely. I still don't know whether you can call these from a script, but it works from the console.
 
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