Nasuellia Mods

thanks for pointing out the fix for the acquire-tile/plot-tooltip conflict! i just fixed it in Map Trix, will be in the next release. it's nice having the appropriate cursor feedback in that mode!

i used a simpler condition than the one you suggested in TCS's thread:
if (InterfaceMode.getCurrent() == "INTERFACEMODE_ACQUIRE_TILE") // ...
this expression doesn't need ===, and you don't need to guard the result of the call before comparing it to a string.

i also spotted the problem with the adjacency arrows and included a fix in my latest City Hall release. the root cause is that initLayer only runs at startup, whereas applyLayer/removeLayer run every time the layer is opened and closed. thus the event listener setup belongs in applyLayer, not initLayer.
 
thanks for pointing out the fix for the acquire-tile/plot-tooltip conflict! i just fixed it in Map Trix, will be in the next release. it's nice having the appropriate cursor feedback in that mode!

i used a simpler condition than the one you suggested in TCS's thread:

this expression doesn't need ===, and you don't need to guard the result of the call before comparing it to a string.

i also spotted the problem with the adjacency arrows and included a fix in my latest City Hall release. the root cause is that initLayer only runs at startup, whereas applyLayer/removeLayer run every time the layer is opened and closed. thus the event listener setup belongs in applyLayer, not initLayer.

I am not very experienced with Civ's modding framework so my first instincts are to be on the safe side with the checks, eheh. I though that maybe InterfaceMode.getCurrent() could return a null object.

In regards to the other fix, thanks for pointing out the actual cause, I just brutally commented-out the de-registration which is not ideal, and planned to further investigate the actual root cause. You did it for me, didn't notice that was the behavior! Your correction is definitely more correct, safe and elegant than mine, I will update my code with a similar approach!
 
it's ok if getCurrent() returns null – that will just make the string comparison false. if you search the code base, you can see several examples of the call & comparison.

hmm, i see that you are using exactly the same LoadOrder (1000) as City Hall, which will break its Unique Quarter feature. is there a reason why you are using such a high value? most mods start in the low hundreds unless they are overriding something else. City Hall is set high to override a similar feature in KayleeR's ui mod, and Compact Production Chooser is set even higher to override a screen in City Hall.

(Map Trix also sets LoadOrder to 1000, but that shouldn't be a problem because i'm not actually replacing plot-tooltip.js, i'm using its callback hook to override it)
 
it's ok if getCurrent() returns null – that will just make the string comparison false. if you search the code base, you can see several examples of the call & comparison.

hmm, i see that you are using exactly the same LoadOrder (1000) as City Hall, which will break its Unique Quarter feature. is there a reason why you are using such a high value? most mods start in the low hundreds unless they are overriding something else. (City Hall is set high to override a similar feature in KayleeR's ui mod, and Compact Production Chooser is set even higher to override a screen in City Hall.)
I definitely do not need such a high value, my first test with the loadorder was with 10 (and gave TCS tooltips 11) and I noticed both mods getting loaded before the vanilla stuff, so not knowing where the threshold of vanilla was I just set a stupid-high value. Next version will have something in the ballpark of 100! Thanks for the tip! You're clearly experienced with the framework and very helpful. Have a great day!
 
The Non Sticky Unit Selection mod is great, but is it possible to ignore click+hold when moving the camera to avoid losing my target while just trying to scoot the camera around on the map? Thanks!
 
The Non Sticky Unit Selection mod is great, but is it possible to ignore click+hold when moving the camera to avoid losing my target while just trying to scoot the camera around on the map? Thanks!
I am actually working on that right now, it's a bit trickier than I expected, but I'm confident I might find a solution, maybe tomorrow because it's 1:30 AM here and I'm a tad tired eheh.
Thanks for trying out the mod and reaching out with feedback! That is enormously appreciated mate!
 
A small issue I found with Settlement-View Alternative UI, is that the mask on the arrows, which indicate an adjacency bonus, are sometimes slightly misaligned.

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Although, if I'm being honest, I think I'd prefer not to have those arrows masked, since I actually grabbed the mod because I wanted the information on the screen—both plots and adjacency arrows—to stand out more so than the default UI. So, would removing the mask on the adjacency arrows be an option?

On the topic of making things "pop" a little bit more... Would it be possible provide an option for the user to change the thickness of the border of the adjacency arrows (in XML/CSS/JS or wherever), even if you ship the mod with the default, vanilla UI thickness? Perhaps this one's a bit outside of the scope of the mod itself, but I do find the thin border of the default UI arrow allows it to too easily blend in with the tiles sometimes.

Regardless, great work. 👍
 
A small issue I found with Settlement-View Alternative UI, is that the mask on the arrows, which indicate an adjacency bonus, are sometimes slightly misaligned.

View attachment 721226 View attachment 721227 View attachment 721237

Although, if I'm being honest, I think I'd prefer not to have those arrows masked, since I actually grabbed the mod because I wanted the information on the screen—both plots and adjacency arrows—to stand out more so than the default UI. So, would removing the mask on the adjacency arrows be an option?

On the topic of making things "pop" a little bit more... Would it be possible provide an option for the user to change the thickness of the border of the adjacency arrows (in XML/CSS/JS or wherever), even if you ship the mod with the default, vanilla UI thickness? Perhaps this one's a bit outside of the scope of the mod itself, but I do find the thin border of the default UI arrow allows it to too easily blend in with the tiles sometimes.

Regardless, great work. 👍
I myself noticed that visual glitch, the darkening and desaturation overlay occasionally doesn't play well with the arrows. I also agree that the borders on the arrows should pop more especially to help with visibility when the arrow is on green ground.

For now I think I'll wait the official patch coming in just a few days because I fully expect Fireaxis to have fixed the arrows behavior in vanilla, which means they might have tampered with whatever about them.
 
As above it would be nice to be able to drag the map without deselecting. There's still a bug with UI clicks. Opening additional actions on a unit deselects. That one is just annoying since the menu remembers it's state. Not being able to promote commanders is a much bigger problem. When I click the promote button it deselects the commander.
 
As above it would be nice to be able to drag the map without deselecting. There's still a bug with UI clicks. Opening additional actions on a unit deselects. That one is just annoying since the menu remembers it's state. Not being able to promote commanders is a much bigger problem. When I click the promote button it deselects the commander.
I'm working on the mouse-drag action thing and I've found a working solution but it's a bit clunky and I need to iterate on it before releasing the update.
The problem you're experiencing with units getting deselected when clicking on the little arrow that opens the extra action is bizarre, I will try to reproduce it after I've fixed the aforementioned feature, it doesn't appear to be happening on my end.
In the meantime, would you be a lamb and do two things?
1) Make sure you have the 0.2 version, check the changelog and maybe redownload the mod and extract it again, overwriting.
2) If the problem persists, please try to launch the game without any other mod, disable or remove them all temporarily and let me know if the issue persists.

Thanks a bunch for the feedback!
 
For non-sticky unit selection, the mod makes it impossible to promote fleet/army commanders. Here is the actual error (just above the red line) from UI.log showing that the reason it can't show the modal is because no unit is selected. Uninstalling the mod resolved the issue:

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Yeah, I double checked the version and made sure the change log listed the change before posting. I'll one up you. If running it by itself doesn't cause the problem I'll narrow down which mod is interfering.

It might be a case of kiss it and make it all better. Perhaps just left clicking on terrain to deselect. All the intricacies of mouse interaction versus one specific case that gets the job done.

Update: Checked mod by itself and still had problem with promotion.
 
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Hey @LilBudyWizer if the mod is working by itself it means something else is touching the same script and at the moment there's no way the two mods can be compatible. In the future I will try and expand compatibility on all my mods, where possible. Meanwhile I released a new version that doesn't deselect units upon mouse-drag and has a better underlying logic.

Hey @maddachshund I couldn't reproduce the issue on my end, and that error does not appear to be related to my mod as I don't touch unit actions nor the focus manager. It's plausible that another mod (or an interaction with another mod) is causing the issue. I could of course be wrong and might be missing something, but on my end I can upgrade commanders just fine. Meanwhile, I just released a new version that doesn't deselect units upon mouse-drag and has a better underlying logic, maybe check it out and let me know how it goes!
 
So, the latest updates are definitely better for moving the camera and not losing the selected unit, and I certainly appreciate that change. 👍 I can't comment on any other panels causing a conflict, at this time, since I haven't gotten a chance to do much with my game in the last day (other than trying to fix a mod, myself).

With that said, and I don't want to be a bother, but I think what would make this mod perfect is something like if (cameraMoveX or cameraMoveY) then ignoreMouseRelease until nextMouseDownEvent. There are plenty of times where I'll select a unit, move the camera, stop to assess the area, and then go to make the actual move. At that point, I lose focus of the unit upon releasing the mouse button, since I was sitting idle while assessing the battlefield.
 
So, the latest updates are definitely better for moving the camera and not losing the selected unit, and I certainly appreciate that change. 👍 I can't comment on any other panels causing a conflict, at this time, since I haven't gotten a chance to do much with my game in the last day (other than trying to fix a mod, myself).

With that said, and I don't want to be a bother, but I think what would make this mod perfect is something like if (cameraMoveX or cameraMoveY) then ignoreMouseRelease until nextMouseDownEvent. There are plenty of times where I'll select a unit, move the camera, stop to assess the area, and then go to make the actual move. At that point, I lose focus of the unit upon releasing the mouse button, since I was sitting idle while assessing the battlefield.
You're not a bother at all, I like engagement! So you're thinking of a sort of auto-snap-back to the selected unit at the end of a mouse-drag action?
It might be a bit intrusive for many people, so maybe it would require making either a separate mod or somehow making it optional.
But I will investigate this possibility even just out of the curiosity of trying it out!

I don't think there are any issues with special actions anymore with v0.4, but please let me know if you find any!
 
No, no... not a snap back of the camera. I just don't want to de-select the unit I have selected if I am moving, or have moved the camera with the mouse button, when the mouse button is released. I guess another way of saying it is, I'd prefer if the unit was not un-selected when releasing the mouse button, if the camera was moved at all during that particular mouse down event.

Does this make sense? I can make a clip of my stream later explaining this better.
 
No, no... not a snap back of the camera. I just don't want to de-select the unit I have selected if I am moving, or have moved the camera with the mouse button, when the mouse button is released. I guess another way of saying it is, I'd prefer if the unit was not un-selected when releasing the mouse button, if the camera was moved at all during that particular mouse down event.

Does this make sense? I can make a clip of my stream later explaining this better.
Uhm... you're telling me that you're seeing deselection happening while dragging the camera with the mouse?
That is most definitely not happening on my end ever, I've been playing for a few hours tonight and I've never seen my selection getting cleared ever.
This is interesting indeed.
Next time you play, filter the console output for the following string:
NASULOG-NOSTICKY

I've left debugging lines in precisely to iron out bizarre cases while the mod is still a bit experimental. You can track pretty much everything that is going on, and if you see the following line, it means my mod is in fact clearing your selection upon mouse-button-release:
NASULOG-NOSTICKY: !!! CLEARING CURRENT SELECTION !!!
 
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