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Production Queue 0.1.17

I played one entire game with your mod and only had one issue: I wasn't able to build water mills. Whenever the building was in the queue (alone or with others), I couldn't progress to the next turn. The game prompted me to change production in that city. Only after I had deleted the water mill from the queue, the next turn button became available again.
 
Hrmm, i figured id respond again with some additional info for ya. the wall issue i had is i have the option to build ancient walls, it goes into the queue. then it gives me the option to select the next wall production. none of which would advance the queue, or even register as a production item. the issue i had with the builder having to move first seems to be a memory issue inherent in game, as i played a game with no mods and around 400 turns i started having similar issues with moving people around. on the other hand i noticed with the purchasing of units such as builders, settlers, and faith purchases the price will not update till you close the city window and reopen it.
 
Hi, great mod so far but I found a minor issue when playing on strategic mode. It's kind of obscure but easily reproducible.
I have in my queue a partially built campus district followed by a settler (The types shouldn't matter, you should be able to reproduce this with any district and other item) I switch the priority to the settler and everything works as expected... but if I try to switch back to the campus, the Campus icon on the map disappears! However if you go to the normal view you can see the partially built campus right where it should be. The district icon will stay gone on strategic mode until you spend a turn of production on it, then it reappears.

I am using Version 0.1.5 and have the following additional mods installed:
Better Trade Screen
Next City Plot by Ace
Unit Report Screen
Divine Yuri's Custom City Panel (ProductionPanel lua and xml removed)

Keep up the great work!
 
I've noticed that when buying religious units with the mod installed, the price doesn't update, and the units aren't greyed out when your faith falls below the purchase price.

I noticed this myself. It is the same way with buildings and other units as well. You have to close the city screen and re-open it to update.
 
@Bigv32 Just to be clear, you only noticed the issue with repairing buildings when doing so in conquered cities? I'll take a look at queuing district buildings again. Also, I have noted that the excessive panel refreshing is a frustrating issue to you, and I do actually agree that you can add a bunch of a single item to the queue to sort of simulate a "repeat" behavior, so the refreshing should probably take precedence over that.

@ElGuapoCiv A build or two ago, the Water Mill would erroneously show up in the list as buildable, when in fact the city was not built adjacent to a river and the Water Mill should not have been listed. It sounds like perhaps that is the issue you were experiencing.

@skodkim It is not currently compatible with CQUI. Although, they have expressed interest in merging my mod with theirs, and I have given them permission.

@Wvink I believe the issue with walls lies in the fact all walls seem to become obsolete with the "Civil Engineering" civic. I didn't quickly see that there is any obvious place in the database which flags them as obsolete after that civic is acquired, but my own quick testing demonstrated that walls become unbuildable after Civil Engineering is researched. It seems that at that point the game will let you finish walls in progress, but will not let you produce walls that had never been started. Therefore, the solution would be to implement that logic in the required locations in Production Queue. I hope that makes sense!

@MathAndCarnage That is a very interesting bug! I worry that it isn't due to Production Queue and might be a bug in the base game? Regardless, I will look into it for sure. Thank you for all the info about what mods you are using!

@sp00n and @Bigv32 I, too, have noticed that the necessary updating of prices and what is enabled/disabled is not properly updated upon buying something. I appreciate that you both have confirmed that is a problem!

@silentscience That sure isn't much information to go on, but 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. If you do not have that mod, or you have already removed those lines, please let me know which mods you are using, or perhaps provide me with your save file. Thanks!


Thanks again to everyone for their help and patience. I'm probably getting annoying with how often I say that, but I really mean it. It isn't fun to be very busy this week and not able to address the bugs as quickly as I did over the weekend, but that's just the way it is, I suppose.
 
What I have used of your mod seemed fantastic, thank you for putting it together.

Though since I use CQUI

I'll have to wait for the merged version. :salute:

Just giving my thanks mostly..cheers!
 
@ElGuapoCiv A build or two ago, the Water Mill would erroneously show up in the list as buildable, when in fact the city was not built adjacent to a river and the Water Mill should not have been listed. It sounds like perhaps that is the issue you were experiencing.

Makes perfect sense. I was wondering why the water mill was built in some and wasn't possible to build in others causing the queue-problem. I should have been able to deduct that solution myself. :D
 
Actions when clicking an item in the "Choose Production" panel:
  • Control+Left-Click or Middle-Click: Add the item to the top of the queue.

---------Can't move builds , just army
 
@Bigv32 Just to be clear, you only noticed the issue with repairing buildings when doing so in conquered cities? I'll take a look at queuing district buildings again. Also, I have noted that the excessive panel refreshing is a frustrating issue to you, and I do actually agree that you can add a bunch of a single item to the queue to sort of simulate a "repeat" behavior, so the refreshing should probably take precedence over that.

Yes. I have only noticed it when repairing conquered cities. Unfortunately, I cannot say whether to problem also involves pillage districts as I have not had one happen yet (though the AI has danced on top of a district but never pillaged lol).

One more thought on the refresh option. Again this is just an idea that may be the quickest option but is not a long term fix, could you just make an option to auto-queue ten of the selected item? The refresh problem is only really a problem when trying to line up many projects. If I could just do something like "shift + alt + ..." and auto add ten of the same item, it would also provide another option.
 
Lozenged, I downloaded this yesterday and ran a decent long game (marathon - will continue it today) and it has worked perfectly. I queued multiple elements, including projects and did not have to worry about a thing. Thank you very much for this mod, it is amazing.
 
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