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J-Man's Various UI Mods 1.0

jman2050

Chieftain
Joined
Feb 13, 2025
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Mod download can be found here: https://forums.civfanatics.com/resources/j-mans-ui-mods.31898/
As an aside, I put it in the wrong section (didn't realize a dedicated UI mods section had been made already) so if someone can move it to the right section, that would be appreciated.

==Current Features==
- An adjusted view of your settlement's worked tiles when in the settlement screen. Previously, tiles that were improved were designated with little more than a barely visible colored outline. In this mod, improved tiles are filled with a translucent color to be more immediately distinctive. Additionally, the current improvement/buildings in a tile are shown on the bottom, in the same fashion as when attempting to place a building you're selected for production. Green tiles are Rural, blue tiles are Urban, and the yellow tile is the city center.

==Planned Features==
- Tooltips for techs/civics are planned to also show their raw progress in science or culture, providing more exact information than the simple progress bar and "turns remaining" information we currently get. This is partially implemented, but doing this feature properly is proving to be far trickier than expected because of certain technical limitations. Until a solution is found, it remains in progress.
- A unit list panel for seeing every unit you own and what they are doing, as well as being able to select the unit for actions from said list. The feature is in its preliminary stages.

==Additional musings==
Regarding the tech/civic cost stuff, it's proving to be difficult because it turns out that in the code a tech/civic node encompasses both it AND its mastery, and masteries are applied a scalar that reduces their raw yield cost to 67% of its parent tech/civic. This means that, with the current exposed API tools available (or at least that I'm aware of), it is only possible to get the current cost of any given tech/civic node, which will be either its full cost if the parent is not researched, or the reduced cost if you are researching or have already researched its mastery. An obvious workaround is to simply not show the research progress on the tooltip for nodes that are already completed, but this feels like an inelegant solution. It's also possible to perhaps recalculate the cost from its base value in the mod code itself but this also has the potential to introduce unforeseen problems. It's also possible that there's a much easier way to do this that I'm simply not aware of yet. In any case, it may be a case of simply waiting for better SDK tools or simply applying one of the workarounds in the meantime. Your opinions on this would be appreciated.
 

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Thank you! That little green outline was so easy to miss.

Would it be possible to color-code the borders of the building icons? For example a blue border for the library, gold for the market, etc.
 
Thank you! That little green outline was so easy to miss.

Would it be possible to color-code the borders of the building icons? For example a blue border for the library, gold for the market, etc.
I was actually thinking of doing this very thing! I haven't explored the icon assets too thoroughly though, I suspect the icons themselves may have to be modified directly to do this which will be a whole other can of worms, but we'll see what can be done.
 
I was thinking even generally having 4 colors to define "building classes". Something like "mountain and natural wonder" (culture and happiness) = purple, "water and navigable river" (food and gold) = blue, "resources" (science and production) = orange, "warehouses" = green.

This would make grouping together buildings with similar adjacencies easier.
 
I was thinking even generally having 4 colors to define "building classes". Something like "mountain and natural wonder" (culture and happiness) = purple, "water and navigable river" (food and gold) = blue, "resources" (science and production) = orange, "warehouses" = green.

This would make grouping together buildings with similar adjacencies easier.
that's a cool idea! although i would stick to the established yield colors for each group: purple for culture & happiness, yellow for gold & food, blue for science & production. i would avoid orange because it's ambiguous between happiness and production, and green because it's already used for rural tiles.
 
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I was actually thinking of doing this very thing! I haven't explored the icon assets too thoroughly though, I suspect the icons themselves may have to be modified directly to do this which will be a whole other can of worms, but we'll see what can be done.
there's another mod that puts a gold highlight around treasure resources. i looked at the code & they're doing it in CSS with "border" and "border-radius" styles. i tried it out myself, and you can totally put a colored ring around the building icons. just use a big enough border radius to turn it into a circle.
 
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