Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Tech Tree (UI)
120 条留言
Simon Sullivan 9 月 10 日 下午 6:44 
Does this work with other mods that have added new techs / changed the tree? Is it just UI icons?
vangsilerzy 9 月 3 日 上午 7:48 
Conflicts with other mods:Area 51 - World Wonder + Alien Units
https://steamcommunity.com/sharedfiles/filedetails/?id=2642534170

(If I use two mods at the same time, the Tech Tree doesn't add content correctly and each tech name is preceded by a "!")

Now that I have to choose between a convenient UI and an interesting World Wonder, it's a difficult choice.
infixo  [作者] 7 月 30 日 上午 6:37 
@Brass => Harvest and removal icons.
BrassArtichoke 7 月 29 日 下午 10:47 
Is there a way to turn off the icons? I just want a compact tech tree, with no other changes.
H.Humpel 2023 年 11 月 23 日 下午 12:57 
Hi infixo,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
sascha 2023 年 11 月 12 日 下午 2:36 
Is this compatible with Project 6T: Grand Eras?
infixo  [作者] 2023 年 6 月 30 日 下午 12:30 
This is what civ is about. You make decisions and then you have consequences xD
adi 4k 2023 年 6 月 30 日 上午 10:04 
You are right, there is no way to remove a selected tech or civic.
I know that the best thing is not to select it in the first place. But sometimes I do it and then realize that it is a mistake and that I shouldn't have selected anything.
That's why I thought that maybe you could create a solution for that use-case.
infixo  [作者] 2023 年 6 月 30 日 上午 7:46 
@adi4k Can you ve more precise? Remove how exactly? A civ/tech cannot be removed from the tree in-game. If you don't want to progress a civ or tech, then just don't sleect it...?
adi 4k 2023 年 6 月 30 日 上午 5:39 
@infixo, would it possible for you to add the ability of removing a tech / civic from being selected for progress?

Or is there another way of doing that already?

Just as you can remove something from being produced in a city, so that there is no progress towards anything on that turn.
文化霸权 2023 年 5 月 6 日 下午 11:56 
good
ZEBNB 2023 年 3 月 8 日 上午 7:08 
nice job
Broken Lord 2023 年 1 月 28 日 上午 2:10 
@infixo If it is not possible to do this without turning off the mod, then fine. The point is that this mod fixes a bug caused by another mod, but I do not like the abundance of icons :)
infixo  [作者] 2023 年 1 月 27 日 上午 7:15 
@lowpolycat Disable the mod?
Broken Lord 2023 年 1 月 27 日 上午 1:27 
Can I turn off all the new icons?
JNR 2023 年 1 月 21 日 下午 2:22 
they're not compatible btw
infixo  [作者] 2023 年 1 月 21 日 下午 12:24 
@jakob Is it so difficult to check by yourself?
FleetAdmiralJakob 2023 年 1 月 21 日 上午 10:29 
Does this mod works with the 6T Project mods?
infixo  [作者] 2022 年 8 月 25 日 上午 11:47 
@mckstumpy Yes, ofc.
PPORI 2022 年 8 月 25 日 上午 9:10 
nice!!
mckstumpy 2022 年 7 月 3 日 下午 4:57 
Does this work with your other TechTree mods?
鼠鼠英雄 2022 年 6 月 7 日 上午 7:27 
good
Tom Jackal 2022 年 5 月 3 日 上午 3:56 
Base game tech tree shows star icon on Mercantilism that says "lumber mill can be built on rainforest"
btt does not show this
infixo  [作者] 2021 年 12 月 1 日 下午 12:45 
@sgames Is there in the base game (with no BTT)?
s.games 2021 年 12 月 1 日 上午 10:23 
"The Lumber Mill is a standard tile improvement in Civilization VI. It can be built only on tiles with Woods.

In the Gathering Storm expansion, the Lumber Mill is unlocked with Construction and can be built on tiles with Rainforests after researching Mercantilism."
(https://civilization.fandom.com/wiki/Lumber_Mill_(Civ6))

The Mercantilism Civic does not indicate that. There is no icon for that.
=[NK]= Col. Jack O'Neil 2021 年 12 月 1 日 上午 5:43 
Para, you've commented that on a few mods, none of which crash. Fix your game and mods before saying multiple mods don't work.
Paramonov 2021 年 12 月 1 日 上午 4:05 
Game crashes with this mod on start.
ทอม เบรดี้ 2021 年 10 月 19 日 下午 5:14 
<3
JNR 2021 年 7 月 17 日 上午 10:09 
Hi Infixo,

I've been tinkering with the mod a bit to make it a better fit for a mod I'm currently working on and was wondering if you'd be interested in talking about it in more detail so that those changes might find their way into this mod's live version.

What I added:

- database tables for custom items that may not come from modifiers. Other mods could also add tems here without having to deal with tech/civic descriptions themselves. The goal was to remove the necessity of the "star icons" completely.

- populated those tables with all base game abilities (GDR upgrades, victory points, etc.)

- reworked the icons and created new backgrounds; preview of some (mostly background) icons: https://i.imgur.com/uHWOa1H.png

- yield-colored backgrounds for improvement bonuses

- a new setting to make the eureka/inspirations icons optional (since some mods add quite a lot of new elements, leaving no space for those icons).
Azrael 2021 年 4 月 24 日 上午 2:44 
Hello, now I can't trade with other civilizations. Please check it. Thank you
Adriaman 2021 年 4 月 22 日 下午 12:40 
Hi, the following file has been updated, you might want to take a look:
..\Base\Assets\UI\Popups\BoostUnlockedPopup.lua
infixo  [作者] 2021 年 1 月 30 日 上午 2:03 
@narnyay Yes. Why?
Narnyay 2020 年 12 月 26 日 下午 4:52 
does this mod still work?
infixo  [作者] 2020 年 11 月 30 日 上午 11:34 
@fkagargamel Features that CQUI provides also work when using BTT. Previously there were overwritten by BTT.
fka-gargamel 2020 年 11 月 30 日 上午 1:03 
What updated with cqui exactly?
Human Crouton 2020 年 11 月 29 日 下午 3:37 
Just noticed the update with CQUI. Nice.
GeloDGreat 2020 年 9 月 25 日 上午 5:42 
Is this compatible with concise?
temp.use88 2020 年 9 月 9 日 下午 3:38 
Is it possible to make this mod show the actual tech/civic progress on hovering? Like 780/1318. Or is there a mod that does this?
infixo  [作者] 2020 年 8 月 27 日 下午 4:22 
@blaze Thank you, I will look into it.
Blaze 2020 年 8 月 27 日 下午 2:23 
Minor adjustment that may need to be made for the August update; when scrambled tech is on, techs that provide civ-unique features are still indicated by the "!" icon, even though unrevealed, which gives information about certain tech locations. It's a very minor issue, which some people may even prefer as a method to reduce the randomness, but probably good to take a quick look at.
infixo  [作者] 2020 年 7 月 24 日 上午 7:24 
@gelodgreat BTT and RTT are independent. You can use both or only one of them.
GeloDGreat 2020 年 7 月 24 日 上午 7:02 
should I use this with Real Tech Tree?
dkb322.sign 2020 年 7 月 3 日 上午 12:34 
@infixo Thanks, it works now.
I was using this mod on a game on Jun 30 and when I reloaded my game on Jul 1, it showed the new errors in Lua.log.
For other linux users, inorder to get most Civ6 mods to work, I create symlinks of the current mod's files in lowercase that points to the current mod's files.
eg. civicstree_btt_xp2.lua -> CivicsTree_BTT_XP2.lua

The only downside is that when a mod is changed then symlinks have to be recreated.
I believe Mac users might be facing the same problems because their OS is case-sensitive like linux and not like Windows.
infixo  [作者] 2020 年 7 月 3 日 上午 12:07 
@dkb Well, you did not have previously because the mod didn’t overwrite any files. The functionality I added in v3 unfortunately requires changes to .xml and there is no way to do so without overwriting them. So, when you lowercased the files, it works ok now?
dkb322.sign 2020 年 7 月 2 日 下午 10:29 
@infixo Thanks for the quick response.
It worked after I renamed the files to lowercase. I am accustom with changing files in mods to lowercase inorder for them to work for Linux but for some reason I thought I didnt have to do it because I had this mod working before.
Firaxis has to come up with a method to automatically handle the case-sensitivity of mods because most developers do not make their mod to be 'linux-friendly'.

Your UI mods are great and are a 'must have' when playing Civ6.
infixo  [作者] 2020 年 7 月 2 日 下午 5:23 
@dkb These are all game files, not the mod. Could be a naming issue. See important notes, p. 1. You need to change the names of these files to lowercase.
dkb322.sign 2020 年 7 月 2 日 下午 3:59 
I am getting an error when I load a saved game which uses this mod.
It was working before the most recent mod update (1 Jul @ 8:16pm).
I am running it on Linux so maybe there is some case-sensitivity in the code.
Here is the output of the error -

Runtime Error: C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:275: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:275: in function 'RealizePathMarkers'
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:1019: in function 'View'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\TechTree_Expansion1.lua:22: in function 'View'
C:\Emu\AppAssets\Base\Assets\ui\screens\techtree.lua:1265: in function 'OnUpdateResearchOnTechChanged'
[C]: in function 'func'
[C]: in function '(anonymous)'
infixo  [作者] 2020 年 6 月 22 日 上午 2:08 
@spacemilk Wonders are handled by the game. For resources please read the section “harvests and removal icons”.
< blank > 2020 年 6 月 22 日 上午 1:37 
Out of curiosity, does this work with wonder mods that add new wonders to the tech tree (but do not change the tree itself?) or resource mods?
infixo  [作者] 2020 年 5 月 27 日 上午 8:34 
@kitvs Well, I don't know about Korean much, but if you accidentaly put some illegal Unicode characters or the editor messed up the line breaks, then you could exactlu get this kind of game crash. Please do not change manually the mod files unless you really know what you are doing.