Resource Re-sorts

Resource Re-sorts 2.0.1

If you are interested, I attach the "French translation" for this mod.
I like this mod :)
thank you! i'm glad you're enjoying it. i'll review the translation and include it in a future release.

update: la localisation française looks good! i've added it to my development branch. i'm currently taking a bit of a break from modding to play the game, so it might be a couple days before my next update.
 
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Just FYI found these messages in the UI log:
[2025-03-19 19:39:49] Unable to parse declaration: justify-content - space-evenly
While executing JS fs://game/bz-city-hall/ui/options/mod-options-decorator.js:22:15
[2025-03-19 19:39:49] Unable to parse declaration: justify-content - space-evenly
While executing JS fs://game/bz-re-sorts/ui/options/mod-options-decorator.js:22:15
 
Just FYI found these messages in the UI log:
thanks for catching this! seems the layout engine doesn't support that option. the good news is that it has no effect other than logging an error, so i guess it was redundant. the bad news is that it's part of the template that a couple of other modders have copied, so i'll need to update that too.
 
Hello, I have created Simplified Chinese and Traditional Chinese translations for this mod. Please consider integrating them into your mod in future releases to benefit more players (I'm currently using DeepSeek Translate to communicate with you, so please excuse any unusual grammar you might notice).
 

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I have another minor sorting issue for you, because I know you like those :cool:
In my opinion, Cháng'an should be sorted between Chalkis and Chengdu, but it isn't. I know you use LocaleCompare, but I guess that doesn't do the trick. Your mod was the only one active when testing this. Savefile attached.

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1743157422749.png
 

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I have another minor sorting issue for you, because I know you like those :cool:
In my opinion, Cháng'an should be sorted between Chalkis and Chengdu, but it isn't. I know you use LocaleCompare, but I guess that doesn't do the trick. Your mod was the only one active when testing this. Savefile attached.

View attachment 727238 View attachment 727237
unfortunately, i can't do anything about that. the game is sorting the Á numerically by its codepoint instead of by its base letter A. the game engine's locale subsystem doesn't implement the Javascript standard library features for locales or collation.
 
unfortunately, i can't do anything about that. the game is sorting the Á numerically by its codepoint instead of by its base letter A. the game engine's locale subsystem doesn't implement the Javascript standard library features for locales or collation.
No problem. Thanks for your quick answer.
 
I did a quick test here and it seems that the change to the fish resource (now the first bonus resource with an extra yield based on presence of a building) is already perfectly anticipated by this mod, if the "grouping by factory/conditional boni" is activated - my very last town in the list instantly "jumped" some place upwards after building a port so that it's now among the other towns having one :)
 
I did a quick test here and it seems that the change to the fish resource (now the first bonus resource with an extra yield based on presence of a building) is already perfectly anticipated by this mod, if the "grouping by factory/conditional boni" is activated - my very last town in the list instantly "jumped" some place upwards after building a port so that it's now among the other towns having one :)
currently i'm only grouping by factories and rail stations in the Modern age. a lot of those will probably also have ports, but i'm not explicitly filtering for them yet. are you also sorting by number of slots? that would make your town jump up the list, because ports add resource slots.

currently factories have the highest priority, and that won't change. i want to add ports to the conditional bonus sort, but i'm not sure how to prioritize them compared to rail stations. if i prioritize rail stations, you'll get very similar results to what you saw in your test:
  1. factories with ports
  2. other factories
  3. port and rail station
  4. rail station only
  5. port only
  6. everything else
it'd help if the UI had some indication of which features a settlement has, other than factories.
(saw you comment on that in another thread, and i totally agree)
 
Is this mod still needed or since last patch they implemented some of your changes?

I've been using the mod and LOVE it. After yesterday's patch I started an unmodded game last night and my resources seemed to be listed neatly and not in random order. Granted it's early game and I don't have that many resources, so wanted to check how much of your mod is now part of the base game?
 
Is this mod still needed or since last patch they implemented some of your changes?

I've been using the mod and LOVE it. After yesterday's patch I started an unmodded game last night and my resources seemed to be listed neatly and not in random order. Granted it's early game and I don't have that many resources, so wanted to check how much of your mod is now part of the base game?
the mod lets you sort settlements a few different ways, and the new update just added bonus hints to help you use rail, port, and distant lands bonuses.
(thanks to @Pfeffersack for the idea)

re-sorts-tagged.png
 
@beezany Yes, I use sorting by slots, so I was a indeed a bit quick with my assumptions about the reasons for the "jump" of my city on that screen. And I see the priorisation problem you describe with railways/ports. But anyway...doesn't matter...the ranking/grouping is helpful, but the textual info you added is taking care of everything I wished here! You are once more the heroine of Civ UI modding :love: Honestly, if Firaxis had just hired you for helping and having a say with the UI Civ7 would have one big problem less. BTW, I recently learned from your signature that you created the fantastic map tacks which later became official content of Civ6. Maybe not too surprising...I loved their addition, just soo helpful for preplanning my high-adjacency industrial districts in the ancient age:thumbsup:The concept even spread over to Old World, which features map tacks in a similar style.
 
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@beezany Yes, I use sorting by slots, so I was a indeed a bit quick with my assumptions about the reasons for the "jump" of my city on that screen. And I see the priorisation problem you describe with railways/ports. But anyway...doesn't matter...the ranking/grouping is helpful, but the textual info you added is taking care of everything I wished here! You are once more the heroine of Civ UI modding :love: Honestly, if Firaxis had just hired you for helping and having a say with the UI Civ7 would have one big problem less. BTW, I recently learned from your signature that you created the fantastic map tacks which later became official content of Civ6. Maybe not too surprising...I loved their addition, just soo helpful for preplanning my high-adjacency industrial districts in the ancient age:thumbsup:The concept even spread over to Old World, which features map tacks in a similar style.
thanks for all of the kind words!

i decided to keep things simple with sorting ports and railroads: settlements with rail and port rank first, then settlements with rail or port. the two buildings have equal ranking, so ties will be broken by number of slots or alphabetical order.
 
Hi, thanks again for the great mod! One recommendation…could you add some additional information to each settlement that would be useful to know when deciding where resources should go? I’m thinking things like total population and turns to next growth, as well as what is being produced and turns until it is finished. For towns, instead of production, you could show which cities it is connected to and if it is currently specialized (feeding) or not. These things would help to distribute food and production resources properly. There might be others things you can think of. Thanks!
 
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