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Production Queue 0.1.17

Hello Lozenged, already said it in your mod notation but big thank you again.
I got the same issue as Thecrazyscot.
I also run these mods with yours :
-yuri's panel (seems somehow fine even if yuri's panel share the same Lua file, im sure you are on it)
-units report screen (nothing to report, doesn't touch same variables)
-better trade screen (should be ok too)
-next city plot by ace (I though first it was this mod interrfering with yours, but now im 90%+ sure they both works fine)

There is how goes the bug :

-If i create a new game then play it => absolutly no problem. Your mod run fine with these others.
-I noticed though there was some weird mistakes, some city could build a watermill but there werent close to a river... if i selected it, the production was bugged and kinda suggested me to remove it from the queue. so that's what i did, i avoided to build mills in city that didn't have a river. I really don't know where this bug is coming from, if it's my other mods, or one mistake in yours.
-The bug that thecrazyscot talked about was occuring each time i was closing the game (totally) and loading back my save. 100% of the 8 time i tried it occured
-The bug is : can't see the select highlighting after building new district or wonder when you select it from the tile view provided (you can notice that in his screenshot), therefore you can't build anything new on tiles : /, can't press enter, anything won't work.

Anyways, cheers & don't despair (as a skyrim mod creator i know what it is) ! your mod is very important for the community : D
 
damn sorry i didn't read the number 2 comments page, so basically the solution is to remove yuri's concerned xml and lua files ?
I don't want to start a fight (haha) and i know modders don't want each other's idea/coding, but a Yuri'spanel X your production queue should be fusionned for all the mighty gods of civ ! May be you can get in touch with yuri's mod creator ? : D
 
Minor bug report:

When you are beaten to a wonder that you have queued, you have to de-queue manually. It looks like that condition also preempts the related notifier. I've only seen it once... will keep an eye out.


damn sorry i didn't read the number 2 comments page, so basically the solution is to remove yuri's concerned xml and lua files ?
I don't want to start a fight (haha) and i know modders don't want each other's idea/coding, but a Yuri'spanel X your production queue should be fusionned for all the mighty gods of civ ! May be you can get in touch with yuri's mod creator ? : D

The current consensus is that those files don't actually do anything... the xml is a vanilla match and the lua function is redundant. He may have been experimenting and left those. Either that, or it provides some mystery function and the default xml is required. We'll see...
 
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I am trying to use this mod with the cqui mod by Chorace and I can line up a queue but if later on I need to change the order I can not access the build screen at all unless there is a shortcut key associated with it which I don't know about. Is it a mod conflict or if not how can I get back the build screen when there is a queue.
 
I am trying to use this mod with the cqui mod by Chorace and I can line up a queue but if later on I need to change the order I can not access the build screen at all unless there is a shortcut key associated with it which I don't know about. Is it a mod conflict or if not how can I get back the build screen when there is a queue.

Those two don't work together, conflicting files. We were already working on this, it's going to be integrated.
 
@Lozenged
What is the default behaviour when a district or wonder is queued, but in the meantime a new stratetic resource pops up in the selected tile? According to your description the tile is not actually assigned to that district/wonder until the queue has worked down its way to that assignment, and since you cannot build districts or wonders over existing & visible resources, that tile would not be valid anymore.
It might also be possible to fall below the required population limit for a district, i.e. when queueing a settler right before a district.

I assume the district will be removed from the queue and it will continue with the rest on it, just like for obsolete units without the required resource.
The alternative would be to immediately assign the tiles, which would also make the city planning a bit easier, as you can immediately where is going what. Depending on the queue those assigned tiles could be unusable for quite some time though.
 
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
.
Thank you very much for bringing these to my attention! It seems there was a little oversight on my part.


once you make a district, you can queue buildings from it, and reorder them. caused us problems in a multi game.
Do you mean that, for example, you are able to queue a Holy Site and then a Temple, but reorder the Temple to be above the Holy Site? That should not be possible. You should not be able to reorder a prerequisite building or district to be below what requires it. If I am understand you correctly, please let me know. Also, if anyone else is experiencing this, let me know.


damn sorry i didn't read the number 2 comments page, so basically the solution is to remove yuri's concerned xml and lua files ?
I don't want to start a fight (haha) and i know modders don't want each other's idea/coding, but a Yuri'spanel X your production queue should be fusionned for all the mighty gods of civ ! May be you can get in touch with yuri's mod creator ? : D
As @heinous_hat says later, the consensus is that the two ProductionPanel files included in Divine Yuri's mod are not necessary. A reported successful fix is to remove the lines referencing them from the .modinfo file for Divine Yuri's mod. There's always the possibility that there is some non-obvious reason for them being there, so proceed at your own risk (although the risk is low). I agree, it's wonderful to be able to use Divine Yuri's mod simultaneously with Production Queue.


Minor bug report:

When you are beaten to a wonder that you have queued, you have to de-queue manually. It looks like that condition also preempts the related notifier. I've only seen it once... will keep an eye out.
Ah! As I said, I definitely did not consider all the possibilities. I reached a point where I knew there were still more cases out there, but I wanted to release it for other people to use/enjoy as well as help me find those cases. I'll definitely address this soon. Thanks for pointing it out.


I am trying to use this mod with the cqui mod by Chorace and I can line up a queue but if later on I need to change the order I can not access the build screen at all unless there is a shortcut key associated with it which I don't know about. Is it a mod conflict or if not how can I get back the build screen when there is a queue.
As @jacks0n said, this is a common request and CQUI with Production Queue integrated is coming in the near future. Thanks for your interest!

@Lozenged
What is the default behaviour when a district or wonder is queued, but in the meantime a new stratetic resource pops up in the selected tile? According to your description the tile is not actually assigned to that district/wonder until the queue has worked down its way to that assignment, and since you cannot build districts or wonders over existing & visible resources, that tile would not be valid anymore.
It might also be possible to fall below the required population limit for a district, i.e. when queueing a settler right before a district.

I assume the district will be removed from the queue and it will continue with the rest on it, just like for obsolete units without the required resource.
The alternative would be to immediately assign the tiles, which would also make the city planning a bit easier, as you can immediately where is going what. Depending on the queue those assigned tiles could be unusable for quite some time though.
Well, you assume I was clever enough to think of those cases ahead of time! Thanks for pointing them out. Regarding placing/assigning them immediately: That is always something I could add as a one-click action in some way. Of course, presently you could move the district/wonder you definitely want on a particular plot to the active slot for a moment and then move it where you want it to actually be queued. That's probably not an ideal solution, but it is an option that is already available to you.
 
Lozenged updated Production Queue with a new update entry:

Several bug fixes

Version 0.1.3
This update addresses bugs that were reported within the past day:
  • Buildings which require a religious belief should no longer be listed in the production panel unless the required belief is actually part of the dominant religion in a city.
  • The Water Mill should now only appear in the production panel if the city is built adjacent to a river.
  • If a strategic resource is...

Read the rest of this update entry...
 
You're doing the Lord's work, Lozenged.

I'm having the same bug (I think) that thecrazyscot is having. I removed the mentions of the files you mentioned from Yuri's .modinfo file, and have also updated to 0.1.3.

Normal game functionality is preserved but there's just this production panel not doing anything. :(

It seems to work fine on new games, but this save I really quite like is not functioning.

Either way though, fabulous mod. Thank you for your work!


Edit: I take it back that it's not a game breaking bug. :( It looks like it won't allow me to build districts. I'd be happy to share the save if that would help.

Edit2: I fixed it! I made the wrong changes to the Yuri City Panel .modinfo file. Fixed that (removed references to productionpanel.lua / .xml ) and now everything is working. Thanks again!
 
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I had a bug happen in a rather long drawn out game. I had the queue filled with around 3 items, Brothel and next was a galley, Brothel never built and the galley it ended up creating disappeared and my game glitched.
Builder was the last item in queue, I had removed galley from queue, the brothel was needed, I added Galley back to build after brothel. Oddest thing because it was working flawlessly but I do have a slew of mods in currently. I was debating whether to mention or not since I am Mod loaded with all the great ones.

Same type of issue the panel was there but didn't work, I had to abandoned my game. Sorry to report such am erroneous non descriptive bug, would love to be more helpful. I do not sorry to say have a save for you. (I'm a civ addict I restarted immediately lol)

Love the Mod ;)
 
I had a bug happen in a rather long drawn out game. I had the queue filled with around 3 items, Brothel and next was a galley, Brothel never built and the galley it ended up creating disappeared and my game glitched.

Hmmm brothel is coming from a mod yeah? so i don't know if production queue can manage it, since i think it can only take care of vanilla buildings list... it's just a thought so im not sure at all & may be Lozengend will confirm you that or not...

Anyways, i also got a new bug, a big one, but i really don't know if it's coming from another mod compatibility (yuri's panel,units report screen,better trade screen,next city plot by ace). I edited as we know, yuri's panel modinfo file to prevent it to battle with production queue. And everything was working great, i could get any save working & else and I could finally add district build in the queue with no issue selecting the tile spot...

But then i started the first wonder... it's was messy (game seemed broken because of this, no worries idc much). A screenshot won't be usefull to explain but, as soon as selected the tile emplacement of the wonder (it was Sidney Opera, but tried with 3 different, same problem), there was some kind of weird tics, i don't know how to explain, like if the game acknowledged me that wonder build 10 time per sec in an infinite loop... and for sure my game froze hard, can't do much things & with that infinite construction sound on speakers

what's weird is that it seems i am the only one with this so... may be someone with a similar pbm ll get to read these lines
 
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Edit2: I fixed it! I made the wrong changes to the Yuri City Panel .modinfo file. Fixed that (removed references to productionpanel.lua / .xml ) and now everything is working. Thanks again!
I'm very glad you got it working!

I had a bug happen in a rather long drawn out game. I had the queue filled with around 3 items, Brothel and next was a galley, Brothel never built and the galley it ended up creating disappeared and my game glitched.
Builder was the last item in queue, I had removed galley from queue, the brothel was needed, I added Galley back to build after brothel. Oddest thing because it was working flawlessly but I do have a slew of mods in currently. I was debating whether to mention or not since I am Mod loaded with all the great ones.

Same type of issue the panel was there but didn't work, I had to abandoned my game. Sorry to report such am erroneous non descriptive bug, would love to be more helpful. I do not sorry to say have a save for you. (I'm a civ addict I restarted immediately lol)

Love the Mod ;)
I certainly can't vouch for Production Queue playing nice with a custom buildings mod. If you could tell me which mod adds the Brothel, I could take a peek at the feasibility of adding a little extra support for it. No promises, but I wouldn't mind taking a look.

Anyways, i also got a new bug, a big one, but i really don't know if it's coming from another mod compatibility (yuri's panel,units report screen,better trade screen,next city plot by ace). I edited as we know, yuri's panel modinfo file to prevent it to battle with production queue. And everything was working great, i could get any save working & else and I could finally add district build in the queue with no issue selecting the tile spot...

But then i started the first wonder... it's was messy (game seemed broken because of this, no worries idc much). A screenshot won't be usefull to explain but, as soon as selected the tile emplacement of the wonder (it was Sidney Opera, but tried with 3 different, same problem), there was some kind of weird tics, i don't know how to explain, like if the game acknowledged me that wonder build 10 time per sec in an infinite loop... and for sure my game froze hard, can't do much things & with that infinite construction sound on speakers

what's weird is that it seems i am the only one with this so... may be someone with a similar pbm ll get to read these lines
Any chance you can provide me with the save where you were having the issue? That would be very helpful for tracking down the problem. And this problem only occurred after loading from a saved game, correct? Sorry for the troubles!
 
Hey,

thank you for the mod its awesome!

I encountered an issue, while building a wonder (Oracle)
- ProductionQueue Version 0.1.3
- Reloading did not fix the issue.
- The wonder was not built by anyone else
- Other mods installed: UnitReportScreen, NextPlot, BetterTradeScreen

Issue:
- Once i opened the production panel i heard sound of clicking an item repeatedly and two items had a flashing hover-effect. After that the game went really slow, as if there were an infinite loop
- When i reload the game an do not touch the Production Panel of the City (St. Petersburg) the wonder builds fine and after that it worked normal
- I did not test it with other wonders yet, will update the post if needed
- Other cities Production Panel worked like a charm

Runtime Error: C:\Users\Christoph\Documents\My Games\Sid Meier's Civilization VI\Mods\ProductionQueue\UI\Panels\ProductionPanel.lua:3393: attempt to index a nil value
stack traceback:
C:\Users\Christoph\Documents\My Games\Sid Meier's Civilization VI\Mods\ProductionQueue\UI\Panels\ProductionPanel.lua:3393: in function 'IsCityPlotValidForWonderPlacement'
C:\Users\Christoph\Documents\My Games\Sid Meier's Civilization VI\Mods\ProductionQueue\UI\Panels\ProductionPanel.lua:3375: in function 'CheckAndReplaceQueueForUpgrades'
C:\Users\Christoph\Documents\My Games\Sid Meier's Civilization VI\Mods\ProductionQueue\UI\Panels\ProductionPanel.lua:3254: in function 'CheckAndReplaceAllQueuesForUpgrades'
C:\Users\Christoph\Documents\My Games\Sid Meier's Civilization VI\Mods\ProductionQueue\UI\Panels\ProductionPanel.lua:1733: in function 'OnPlayerTurnActivated'
[C]: in function 'func'
[C]: in function '(anonymous)'
 

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@Dockmeister Thank you so much for all the information! I'll look into this right away. On a side note, I have a bunch more bug fixes in the works as well, but they may have to wait until later/tomorrow.

Edit: Coincidentally, the bug fixes I have already been working on happen to address this issue. Hopefully I can get them out before I have to go away for the rest of the day.
 
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Lozenged updated Production Queue with a new update entry:

Quite a few bug fixes

Version 0.1.4

There are quite a few bug fixes in this update. It hasn't been tested as much as I'd like, but I have fairly high confidence it is fine. Also, given the fact it is easy to rollback to an older version, there is very little harm done.

  • A city with a queued wonder as the only item in the queue should no longer cause the game to enter an infinite loop of refreshing the production panel (oops).
  • A...

Read the rest of this update entry...
 
I really like this mod. I gave it a try in a previous version and experienced certain problems already documented by other users.
Now I will give another try, as quite a lot of bugs seems to be fixed.

I just would like to ask you one very small favour:
could you please add any version info into your downloads? I can't reproduce which version I had installed, as neither the modinfo, nor the ZIP, nor the readme contains any version info.

I suggest to add it in the modinfo name section, like this here:
<Name>Production Queue v0.1.4</Name>
And maybe also name the ZIP acording the version.

It would give your users a chance to check if they are up to date and ensures that they do not report a bug for an outdated version.
Would make things easier for everybody.

Beside that: amazing job with the mod, very good support. Thumbs Up!!!
 
I encounter a bug when trading with other civilizations for their cities.

When I get cities from trading, I cannot build or buy anything with that city which means you cant proceed with the game.
 
I really like this mod. I gave it a try in a previous version and experienced certain problems already documented by other users.
Now I will give another try, as quite a lot of bugs seems to be fixed.

I just would like to ask you one very small favour:
could you please add any version info into your downloads? I can't reproduce which version I had installed, as neither the modinfo, nor the ZIP, nor the readme contains any version info.

I suggest to add it in the modinfo name section, like this here:
<Name>Production Queue v0.1.4</Name>
And maybe also name the ZIP acording the version.

It would give your users a chance to check if they are up to date and ensures that they do not report a bug for an outdated version.
Would make things easier for everybody.

Beside that: amazing job with the mod, very good support. Thumbs Up!!!
Well that sure is embarrassing. You know, I keep intending to do that, and every single time I forget. I'm sure you're not the only one that wishes I'd update the damn version number. Noted, I will make sure I do that with each update.

@Shiroifushicho @Lozenged my Better City Specialization mod adds a new building and I've played almost 400 turns of a game with both these mods and it has supported the custom building without any problems.
I expected it might work just fine with custom buildings, so it's nice to hear you've had success with that! I am interested in looking into this Brothel case specifically to see if it was somehow related to the fact it's a custom building or if it is an issue that is more central to Production Queue itself. I don't really have enough information to go on right now, though. If anyone else experiences issues with custom buildings, letting me know of the mod that adds it, and perhaps even supplying the save file, would be fantastic.

I encounter a bug when trading with other civilizations for their cities.

When I get cities from trading, I cannot build or buy anything with that city which means you cant proceed with the game.
Ahhh, definitely something I have not tested. I will try to coerce a civilization into trading me a city and see if I can fix the issue. Thanks for the report!
 
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