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Production Queue 0.1.17

It's MP. Everyone is scum in an MP game. Just the way it works, have to stop everything.

Ah, that makes sense. I don't play MP, so never an issue for me. Perhaps then make one for MP that does that and one for SP? Or maybe include in the readme file directions on what/where to go and disable that?

Personally, I have no use for such a tactic... it's just silly to me. Yet obviously people enjoy it. *shrug*
 
Ah, that makes sense. I don't play MP, so never an issue for me. Perhaps then make one for MP that does that and one for SP? Or maybe include in the readme file directions on what/where to go and disable that?

Personally, I have no use for such a tactic... it's just silly to me. Yet obviously people enjoy it. *shrug*

I work on an MP mod, so that's fine. I agree with you on tactics, but can't convince the filthy masses. :)
 
Looking at the code, a new function that checks if a district has been placed, and if so, doesn't allow a new district to be at the top of the queue, that might work...

In Function QueueDistrict

... Or instead...

Show disabled for any other district needsplacement, false.

So...
@line 614 of production.lua
Loop through all the districts. If any of them have needs placement false, save that one... and hide the rest in the possible build list.
 
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Hi Lozenged,
This is a great mod but when I attempted to load a saved game that uses this mod the production queue no longer worked and the game would not allow me to create any new districts. Just thought i would pass that on.
see my post above, perhaps it will help
 
Another thing... people currently abuse the game by setting down districts, and then moving them down in the queue. To save production.

I am working on fixing it by once you put a district at the top of the queue, you can't move off of it. Locking that.

That isn't a great solution, if you have a better idea, I'm interested.

If I'm not mistaken you can do that in vanilla. Pop down a district and then build other things till later, the cost will stay the same as when you initially made it.
 
If I'm not mistaken you can do that in vanilla. Pop down a district and then build other things till later, the cost will stay the same as when you initially made it.

Right. The mod hasn't changed it, I am trying to sort out how to correct the problem.
 
There was some talk earlier I believe of including this mod in the CQUI mode which already has a number of other good UI mods wrapped up in the main mod. Is this still being looked at because at present they both clash so cannot be used together which is a great pity.
 
Hi Lozenged,
This is a great mod but when I attempted to load a saved game that uses this mod the production queue no longer worked and the game would not allow me to create any new districts. Just thought i would pass that on.
Quoting this for visibility. This is a game-breaking bug and makes the mod unusable.
 
@Lozenged
Just so you know, I've dropped this into my DLC folder and made it always active. It's essential to me now!

Another (minor) bug report: after researching...whatever the civic is which obsoletes all the walls, the walls stay in the production menu but cannot be built or added to the queue. i.e. they just stay as a big useless, unclickable button.
 
Quoting this for visibility. This is a game-breaking bug and makes the mod unusable.

It sounds like you have another mod conflicting with Production Queue. Historically, Divine Yuri's Custom City Panel is usually the interfering mod in these situations. In case that is indeed a mod you have installed, the way to fix it would be to remove the four lines referencing the two ProductionPanel files from the .modinfo file for Divine Yuri's mod.

<!-- <File>UI/Panels/ProductionPanel.lua</File> -->
<!-- <File>UI/PProductionPanel.xml</File> -->
<!-- <File>UI/Panels/ProductionPanel.lua</File> -->
<!-- <File>UI/PProductionPanel.xml</File> -->
 
Right. The mod hasn't changed it, I am trying to sort out how to correct the problem.
Is there a way to make it so that the Production Cost of the District readjusts when the District gets to the top of the queue? Or would that require access to the SDK?
 
Is there a way to make it so that the Production Cost of the District readjusts when the District gets to the top of the queue? Or would that require access to the SDK?

It seems far easier to just limit it. For example, a workshop for an industrial zone, can't go above the industrial zone... if a district can't go above an already placed district, that solves the problem.

it only places, at the top of the queue.
 
Hi everyone! I really appreciate all the feedback, and I understand going through the thread and reading everything is a little much to ask. So I really don't have any problem answering a question repeatedly. I always get a little annoyed when someone just says "Search the forum" or something along those lines. @Berean and @RushSecond the issue you are experiencing is not with Production Queue but is due to another mod interfering. i.e. Another mod alters the same files as Production Queue. For some reason the load order seems to be different between starting a new game and loading a saved game. That is why you were able to use it for a new game and not a saved game. @pesce quoted exactly what is needed. Thanks, pesce! In the event it is not Divine Yuri's mod, it's quite possibly something that can't be made to play nice with Production Queue without butchering the other mod.

@notque I can definitely see how that would be an annoying habit to have to deal with in MP. It should actually be trivial to prevent other districts from moving above a placed one. If you haven't figured something out already, I can make a new branch on the GitHub repo for the needed changes and you can take it from there. I'll wait for a reply from you so I don't do any work I don't have to! As far as buying something still being listed in the panel, that's an issue I will be fixing regardless of what you do, so if you want to sit tight I'll get to it. Now that the weekend is nigh, another update should be within touching distance.

@Shiroifushicho It's unlikely that it is PQ preventing the Inquisitor from being listed. I don't actually remove anything from being listed in any of the production tabs, just add them when needed (and sometimes when not needed, stupid bugs). That said I wouldn't mind taking a look if you have a save file of the problem.

@Skulbow Yes, @chaorace is still looking at it and has said recently that he has started on the integration. He said "soonish" as we all have other things going on in our lives. I know it's been a long wait, but it'll happen!

@thecrazyscot Happy to hear that! Luckily your bug report has already been reported a couple times. It's a really simple one to fix, as well, so that makes the bug useless button all the more irritating. Expect a fix soon!

@shaglio That's an interesting thought. Though I think the easier thing at the moment would be to make a placed district unable to have an unplaced district above it.

@notque One more reply to you since you just posted. As I said earlier, I'm willing to whip up a solution to the problem if you haven't already. Just let me know!

Thanks once again, everyone. I'm looking forward to addressing these issues this weekend.
 
@notque One more reply to you since you just posted. As I said earlier, I'm willing to whip up a solution to the problem if you haven't already. Just let me know!

Thanks once again, everyone. I'm looking forward to addressing these issues this weekend.

Sadly I haven't gotten it yet. I have tried, however I think I need to get better at using the lua console to debug calls I make. Makes development slow.

Another issue that may have been addressed, for some reason there are 1 turn parts during the spaceship? Other players told me about it in MP, I haven't seen it, but it's been reported a few times.
 
@notque Alright then I'll do that for you and get back to you with it. It will be later today.

Yes, those silly 1-turn spaceport parts have been fixed internally. They're flagged as "InternalOnly" in the database, and I hadn't caught that until someone reported it earlier this week. Another thing coming later today!
 
see my post above, perhaps it will help
Hi Pesce,

Thank you for the heads up. It looks like you definitely spotted the problem. I will use the work around you mentioned so I can use the mod with the other ones.
 
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