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MantisMaestro's Compact Production Chooser 2.3.1

MantisMaestro

Chieftain
Joined
Jan 29, 2016
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A simple mod which makes the production chooser more compact.

To install:
Extract into the "[user]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder on windows.

Will be incompatible with other mods which change the production item cards.

Before/After
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Download here:
https://forums.civfanatics.com/resources/mantismaestros-compact-production-chooser.31862/
 
Last edited:
I was late posting this to the forum, so I'm doing it as I release an update.

This just adjusts the spacing of the yield icons for buildings, helping to make it a little more readable.

1739471180701.png
 
Nice mod! Would be awesome if Ageless tag would still be visible, as sometimes you are rushing to build only ageless buildings before new age and you have to look at every building.
 
Nice mod! Would be awesome if Ageless tag would still be visible, as sometimes you are rushing to build only ageless buildings before new age and you have to look at every building.
The ageless icon should still be visible, just not the text. I can look into adding the text back if needed but it might run the risk of getting a bit too crowded.
 
The ageless icon should still be visible, just not the text. I can look into adding the text back if needed but it might run the risk of getting a bit too crowded.
oh, yeah sorry, the icon is enough for sure! didn't noticed it
 
I really like your mod- great work! I have a few suggestions if you are open to them. What do you think about changing the background color for the category to #4B4740, making the category title uppercase with the font color #E0E0E0, and change the items fonts to lowercase?
 

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hi! i am trying to resolve a conflict between your mod and one of mine. could you please raise your LoadOrder to something higher than mine (1000) so that people can override it if they prefer yours?

background: i was using several mods that customize the city screen, including yours and KayleeR's Misc UI Modifications. i had some different ideas for how to solve the same problems, so i made my own mod (City Hall) to suit my personal design preferences. i set my mod's load order (1000) higher than Kaylee's (100) because mine is more specific, and i wanted to use both together. your mod is even more specific than mine, so ideally it should have the highest load order. that way people could layer your mod on top of mine, on top of Kaylee's.

more info:
https://forums.civfanatics.com/threads/city-hall.695806/post-16780344
 
great mods!

I really like your mod- great work! I have a few suggestions if you are open to them. What do you think about changing the background color for the category to #4B4740, making the category title uppercase with the font color #E0E0E0, and change the items fonts to lowercase?
I'm with you on the lowercase 100%.

Would love if the building icons could have like a highlighted & colored border representing building type (blue = science, gold=gold etc) @beezany you did some icon highlighting in one of your mods that looks good.

The category icons are fine, but not as intuitive as past games. The gold income icon is kinda ugly. The military icons should be distinct from the building being "production" with production adjacencies
 
hi! i am trying to resolve a conflict between your mod and one of mine. could you please raise your LoadOrder to something higher than mine (1000) so that people can override it if they prefer yours?

background: i was using several mods that customize the city screen, including yours and KayleeR's Misc UI Modifications. i had some different ideas for how to solve the same problems, so i made my own mod (City Hall) to suit my personal design preferences. i set my mod's load order (1000) higher than Kaylee's (100) because mine is more specific, and i wanted to use both together. your mod is even more specific than mine, so ideally it should have the highest load order. that way people could layer your mod on top of mine, on top of Kaylee's.

more info:
https://forums.civfanatics.com/threads/city-hall.695806/post-16780344
Certainly, I've bumped it up to 1500, posting the update now.
 
thanks @MantisMaestro for updating the load order! that worked perfectly.

great mods!


I'm with you on the lowercase 100%.

Would love if the building icons could have like a highlighted & colored border representing building type (blue = science, gold=gold etc) @beezany you did some icon highlighting in one of your mods that looks good.

The category icons are fine, but not as intuitive as past games. The gold income icon is kinda ugly. The military icons should be distinct from the building being "production" with production adjacencies

here are the parts of Map Trix that highlight the yields, if you want to see the technique:
https://github.com/bszonye/civ7-map...15aa5f/ui/tooltips/bz-plot-tooltip.js#L55-L64
https://github.com/bszonye/civ7-map...5f/ui/tooltips/bz-plot-tooltip.js#L1025-L1042
 
Any chance the order can be adjusted? I really wish "repair" orders would show up at the top and/or highlighted.
 
things that i would like to see without pass on all building.
- maintenance cost
- slot for codex / artifact / ...
- narator event linked
 
I tried this mod, but removed it again because the description does not mention Ageless anymore
 
I think patch 1.2.0 broke this mod this morning, I tried testing it on its own, and when I click the production icon in the command button, the city production panel doesn't open.
 
I think patch 1.2.0 broke this mod this morning, I tried testing it on its own, and when I click the production icon in the command button, the city production panel doesn't open.
Thanks for the heads up, I've put a new version up which should fix things. Let me know if you have any other issues, I've only done a very quick test on a save game.
 
Thanks for the heads up, I've put a new version up which should fix things. Let me know if you have any other issues, I've only done a very quick test on a save game.
I did a quick test on a new game and it appears to be fine! Thanks for the quick turnaround, if I run into issues later I'll isolate and test again
 
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