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Production Queue 0.1.17

@Lozenged
I do have several other UI mods enabled, but I didn't think they conflicted to this extent:

Divine Yuri's custom city panel (is perhaps this one the problem?)
Better Trade Screen
Unit Report Screen

I wonder if saved games reload mods in alphabetical order rather than the user specified order...I could try disabling DY's production panel and reloading the save and see what happens.

I also have a few database mods enabled but none of them touch any lua so I can't imagine it's up to them. I could certainly provide the save (although would have to be in the morning...not near my PC atm) if you think that would be helpful.

In regards to the repairs it happens the same way to any building that needs repair upon capturing a city or when district buildings have been pillaged
 
@thecrazyscot I'm betting it is indeed Divine Yuri's mod causing the conflict. You probably saw my messages earlier, but it doesn't appear to me that the one line added to ProductionPanel.lua in Divine Yuri's mod is actually doing anything noticeable or beneficial to the mod. It is not my mod nor my place to say, but I really expect it to be perfectly safe to remove the <File> tags for those two in the modinfo file. If you decide to try that, I would love to know how it goes. Thanks for keeping me posted.

If doing the above solves the problem then there would be no need to provide the save. A simple, frustrating issue of two mods fighting for the right to a file.

I did test district repairing, but that was admittedly many edits ago, so it's very possible a subsequent change broke repairs. I'll take a look at it later and get back to you.
 
That's a great thought, but as far as I can tell it's actually not related to that. All it does is select the production tab of the production panel when you open the panel via the production button on the city panel. Interestingly, this is already done in the View() function which is itself called by Refresh() which is called by Open() which is called when that button is clicked. If you comment that line out (effectively returning the file to the same state as the one with the base game), the city panel still slides over, and the production tab is still selected by default upon opening the production panel via the rightmost button on the top of the city panel. I'm sure @Divine Yuri has their reasons, but I can't seem to find one. I think it's great news because you can use them side-by-side! :)

Whoops, bad assumption. Didn't test :D

edit: Yes, I see. The associated xml in his mod is also identical to the vanilla copy.
 
Last edited:
Lozenged updated Production Queue with a new update entry:

Various bug fixes

Version 0.1.1

Various bugs were addressed in this update:

  • Production from builders removing plot features no longer causes the queue to not advance in certain cases.
  • Repairing pillaged districts and buildings should now cause the queue to advance.
  • In certain situations, buildings which have a prerequisite built or in the queue were not correctly being enabled for queuing. This should no...

Read the rest of this update entry...
 
How exactly do you mean? The top of the queue, with the golden border, is the item being actively produced. In the scope of the mod, "top of the queue" is equal to "actively produced".

Top of queue should not mean actively produced. If that's what the mod is doing then I guess I have my answer.
 
Fantastic effort Lozenged.

Imagine that there have been people debating that production queues would not be possible due to districts (yada yada yada), and here you released a production queue, before the first patch, without even the sdk. Firaxis devs should hang their heads in shame that they did not prioritize this core feature in Civ VI's launch. Really. I will do what I can to promote your mod include linking it from major threads (both in here and in 2K forums) that have discussed the missing production queue feature.
 
Send Fireaxis a bill for this, seriously.
Yes, he should. Not with any expectation to receive anything of course but just to rub this to their faces. I would actually go the full monty: set a base per hour income, log every hour that it took to create it as well as maintain it, create an invoice and send it to them, scan the invoice, and create a thread with the attached invoice tilted "I did firaxis job for them". In that thread also link this mod and watch these forums catch fire.
 
After the update the Palace building suddendly showed up in the production panel (but i can't build it even if i select it)
 
After the update the Palace building suddendly showed up in the production panel (but i can't build it even if i select it)
Yikes, well as silly as that is, at least it didn't break anything. I'll take care of that. Not sure how I didn't notice that. Thanks for the report!

Top of queue should not mean actively produced. If that's what the mod is doing then I guess I have my answer.
Initially, I was unsure where the UI for the queue would live. Firaxis had started implementing it as a tab of the city overview panel on the left (with the actively produced item at the top), but I personally decided I would like to be able to view the city overview and the queue simultaneously. To try to make it more evident that the top item is the one being produced I added a gold border around it. I apologize if that is confusing.
 
How do you change the load order of mods ? ?
You cant atm. Mod Authors will have to use the Dependancies as a way to make sure thier mod loads before or after another mod. (Dependancies are loaded first).

@Lozenged, Would you mind if I included this in a ModPack?
 
Hello and thanks for your mode. I juste need report a little bug with The watermill, in the queu without rivers and Religious building, all in queu
. Capture d'écran 2016-11-11 22.52.38.png
Civ6Screen0002.png
 
once you make a district, you can queue buildings from it, and reorder them. caused us problems in a multi game.
 
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