Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Lenses
550 Comments
jamesejohns9 Nov 4, 2024 @ 11:47am 
Excellent mod;very helpful; wish there was one showing various eras of the roads and also railroads
RED Sep 24, 2024 @ 3:22am 
This is great, can you add a Coastal Raid Lense?
倾心 Aug 28, 2024 @ 10:06am 
引言
这个模式的目标是在游戏中增加更多的镜头,帮助帝国管理和总体生活质量的提高。
Max Aug 10, 2024 @ 1:00pm 
the builder lens is activating on modded jungle resources (from resourceful 2, i thknk) that already have a sawmill
Sternentier Aug 8, 2024 @ 1:51am 
Interesting. It must be a compatibility issue with another mod, then. Because the power lens went away as soon as I enabled this mod. Thanks for the response.
ChrisMartin Aug 7, 2024 @ 6:19am 
I use this mod and my power lense is just fine.
You can take a look into the mod-files yourself.
Sternentier Aug 7, 2024 @ 12:16am 
I have a problem where the power lens is no longer available. I seem to have isolated it to this specific mod. Does this mod have a different power lens?
MaxiTB Aug 5, 2024 @ 12:04pm 
Hi,
the builder lense makes everything at the coast white as soon as you have the governor for fisheries. However you can only improve fields where the governor is located. So is there an option to turn of this one specific feature?
Cid Jun 12, 2024 @ 5:59pm 
It would be nice to have the scouting lens automatically enabled for military units instead of having to go into the menu to enable it each time.
snoremega Jun 6, 2024 @ 2:08am 
Color Meanings and Game Mechanics Part 4/4
Green (m_BuilderLens_P5): Priority 5
Meaning: Plots with features that can be extracted for yields.
Game Mechanic: These are plots with features like forests or rainforests that can be harvested for production or food.
Yellow (m_BuilderLens_P6): Priority 6
Meaning: (This priority isn't used in the provided code).
White'ish (m_BuilderLens_P7): Priority 7 (Low)
Meaning: Generic plots suitable for any improvement.
Game Mechanic: These are the "catch-all" plots. They don't have specific features or bonuses but can still be used for any improvement the player desires.
Grey (m_BuilderLens_PN): Nothing/Neutral
Meaning: Plots that don't fit any of the other categories or are currently irrelevant for improvement.


Here is a link to a pastebin with the full explanation [pastebin.com]
snoremega Jun 6, 2024 @ 2:04am 
Color Meanings and Game Mechanics Part 3/4
Blue (m_BuilderLens_P3): Priority 3 (Medium)
Meaning: Plots with recommended improvements based on terrain, adjacency bonuses, or wonder effects.
Game Mechanic: The code identifies plots that aren't top priority for resources but offer other benefits. Examples include:
Non-hill woods next to rivers (for Lumber Mills)
Floodplains or volcanic soil (for Farms)
Tiles buffed by wonders
Currently worked tiles without improvements
Teal (m_BuilderLens_P4): Priority 4 (Medium-Low)
Meaning: Hills suitable for any type of improvement.
Game Mechanic: Hills generally provide +1 Production, making them good candidates for various improvements. The mod highlights them to remind the player of their potential.
snoremega Jun 6, 2024 @ 2:03am 
Color Meanings and Game Mechanics Part 2/4

Whitened Purple (m_BuilderLens_P1N): Priority 1 (Lower)

Meaning: Plots with high-priority resources outside the city's working range.

Game Mechanic: These resources are still important but less immediately accessible. The mod may suggest them for strategic reasons (vital resources, adjacency bonuses).

Violet (m_BuilderLens_P2): Priority 2 (Medium-High)
Meaning: Plots suitable for specific improvements like Geothermal Plants, Seaside Resorts, or Ski Resorts.
Game Mechanic: These plots have features or terrain that make them ideal for these specific improvements. The mod highlights them to guide the player towards specialized development.
snoremega Jun 6, 2024 @ 2:03am 
@Redbullandvodka @JJACO

Hey guys, I've reviewed the code. Here are the meanings and corresponding game mechanic for each color along with the variable in the code that defines them:

Color Meanings and Game Mechanics Part 1/4

Red (m_BuilderLens_PD): Dangerous

Meaning: This color indicates a plot where building an improvement is actively detrimental or not allowed.

Game Mechanic: The code highlights plots that already have districts or are impassable (mountains, wonders). It might also highlight plots with existing improvements that are pillaged, signaling they need repair before being useful.

Purple (m_BuilderLens_P1): Priority 1 (High)

Meaning: Plots with high-priority resources that are within the city's working range.

Game Mechanic: These plots contain resources that the player has discovered and can immediately improve, providing valuable yields.
Nandybear May 23, 2024 @ 5:29am 
Hey can anyone help me set a hotkey for this ? I'm really bad at modding and can't figure out what it is I actually need to do to set a certain lens (resources) to a hotkey. I thought I could figure it out by getting "Extra Hotkeys" mod but I can't tell what I need to add to that to make the resource lens enable on a key press. Any help would be much appreciated!
Redbullandvodka Apr 8, 2024 @ 11:44pm 
Follow up, the code that assigns the priorities is here, starting @ line 33
https://github.com/astog/MoreLenses/blob/master/Lenses/Builder/BuilderLens_Config_Default.lua
Redbullandvodka Apr 8, 2024 @ 11:41pm 
@JJACO - I had the same question, found some info in the source that can be seen on github: https://github.com/astog/MoreLenses/blob/master/MoreLenses_Colors.sql

The colors indicate the priority the mod assigns each tile.

The tile gets assigned a priority 1 thru 7, each rank is a different color.

Priorities:
-- Priority - Dangerous (Red color)

-- Priority - 1 (Purple)
-- Priority - 1 (Purple but whitened to show lower priority)
-- Priority - 2 (Violet)
-- Priority - 3 (Blue)
-- Priority - 4 (Teal)
-- Priority - 5 (Green)
-- Priority - 6 (Yellow)
-- Priority - 7 (White'ish)

-- Priority - Nothing (Grey color)


Summary:
While this brief look at the code didn't answer *why* each priority is assigned, it at least showed there is a priority system and which color is corresponds to which priority.
JJACO Mar 23, 2024 @ 9:44pm 
ok im blind, but does it say what each color means? obv the pink color means its important and red means enemy nearby. But what about Green, dark blue and light blue?
Gray Pockets Mar 22, 2024 @ 3:30pm 
Yes, the mod description mentions that.
... Mar 22, 2024 @ 1:11pm 
conflicted with CQUI-Lite: the builder lens not showing
Duke Mar 15, 2024 @ 9:44am 
There are too many lenses for me.
mackal Mar 12, 2024 @ 2:58am 
The .git folder is included in this mod.
ChrisMartin Mar 11, 2024 @ 1:04pm 
You can do it in the settings panel for the Lense mod. 3 horizontal lines, left of the "Lenses" list.
Gray Pockets Mar 11, 2024 @ 1:12am 
Start by finding the location of the mod on your machine, most likely in "C:\Program Files (x86)\Steam\SteamApps\workshop\content\289070\871712879"

Then open the file "Settings\ml_settings.sql"

Modify the line 2:
FROM

("ML_AutoApplyBuilderLens", 1),

TO

("ML_AutoApplyBuilderLens", 0),
derbreitestock Mar 10, 2024 @ 12:33pm 
How do I acces the settings for this mod? I want to turn of the automatic colouring of tiles when clicking on a builder.
bacooga Mar 7, 2024 @ 6:17am 
I would like to request a lens for district adjacencies please, sometimes i look over available +3s. Maybe show the highest possible for each district?
Rime Pendragon Feb 24, 2024 @ 8:27am 
Ah... it doesn't work for me when I have CQUI-Lite also active. I knew about CQUI, but not CQUI-Lite... My mistake...
Gray Pockets Feb 23, 2024 @ 7:38pm 
Works for me.
Rime Pendragon Feb 23, 2024 @ 6:56pm 
This no longer works.
秃头小宝贝 Dec 16, 2023 @ 2:17pm 
好像自更新之后这个就不能使用了
Carl99 Nov 16, 2023 @ 8:40pm 
Can confirm, appears to not currently be working :(.
Mercury_1967 Oct 20, 2023 @ 5:49pm 
Can someone explain what each of the colored tiles mean when a Builder is selected?
rjkungl Oct 17, 2023 @ 9:45pm 
Hi this isn't working for me 17/Oct/2023. On MacOS Ventura. Hasn't properly functioned for a few weeks now.
Kryndude Oct 13, 2023 @ 2:15am 
Why are some of the mines colored purple in this screenshot? https://imgur.com/a/XW8dNJe
Mavoc May 12, 2023 @ 12:24am 
Can the builder lens be upgraded to ignore tiles that are next to a Preserve district. The only exceptions would be unimproved luxury/strategic resources and flat land that can have woods planted on them.
Mavoc May 5, 2023 @ 7:05pm 
Would it be possible to get an ingame option to toggle on/off the highlight for seaside resorts to replace an existing improvement. Depending on which victory I am going for, I might not what to replace.

Currently I have just switched Seaside Resort over to using P6 so that it is easier to ignore.
astor  [author] Apr 12, 2023 @ 4:01pm 
@TheDutchman69 Good catch, I will update the .modinfo file shortly with these fixes
Robin ⁧⁧ Bobin Apr 12, 2023 @ 3:20pm 
For some reason disabling and re-enabling CQUI fixed this issue. Now your lenses work as expected
Robin ⁧⁧ Bobin Apr 12, 2023 @ 2:23pm 
astor you are correct. The mod that makes your mod not work is "CQUI - Community Quick User Interface".
TheDutchman69 Apr 12, 2023 @ 12:00pm 
Settings panel was the same issue, update any lines in the .modinfo with:
ML_SettingsSchema.***
ML_SettingsPanel.***
ML_Settings.***

to lowercase and all works fine!
Thanks again for the great mod.
TheDutchman69 Apr 12, 2023 @ 11:37am 
I deleted my previous two comments because I have identified and rectified the main problem.
Lines 132 and Lines 180 of MoreLenses.modinfo are <File>MoreLenses_Colors.sql</File>
The filename is morelenses_colors.sql, which I'm guessing was done for Linux compatibility, and the refs were probably just missed.
Fix:
Change lines 132 and 180 of MoreLenses.modinfo to
<File>morelenses_colors.sql</File>

Voila! First time using the mod now, and it is amazing! Thank you Astor!

P.S. Still have no settings menu but I assume it's a similar issue as the mod is written very well.
I will continue to look for the root cause and I will update if I find it!
astor  [author] Apr 12, 2023 @ 1:53am 
City Overlap works when I tested it today. Could be another mod incompatibility
TheDutchman69 Apr 11, 2023 @ 10:27pm 
Not working for me. In vanilla or in the expansions. Tried all the fixes on the github, not sure what's going on. When I hold control, it removes the regular settler lense, but does not add any other lenses, and the resource lenses are not working. May just be my set up, seems to work great for eveyrone else.
Robin ⁧⁧ Bobin Apr 11, 2023 @ 8:14pm 
City overlap lens doesn't seem to work. No colors show up
GeloDGreat Apr 6, 2023 @ 7:04am 
compatible with Concise UI Reloaded?
soloyo Mar 28, 2023 @ 6:07pm 
更多的滤镜
ROG (New Player) Mar 27, 2023 @ 6:23am 
how do I get the lens for worker to work. Sometimes the colours are working. Next game there not. Pressing ctrl doesn't change anything. And I cannot see the option in settings?
astor  [author] Mar 18, 2023 @ 11:59am 
@PantherDave should be fixed now, thanks for reporting that
Stagnetti Mar 17, 2023 @ 12:31pm 
After the update it's breaking CQUI's citizen management. I must have installed this mod before I got CQUI, because CQUI already has extra lenses, but just letting people know there is a conflict there.
PantherDave Mar 17, 2023 @ 10:26am 
Great mod. I use it a lot. After the latest upgrade I'm getting errors at start that a mod is preventing the game from starting. Checking the lua.log I see that the errors are for your More Lenses mod and that the error is at line 68 of the Scout\ModLens_Scout.lua file. Basically you're trying to access a pUnit when you set the unitType variable. Alas, this is NULL. It needs an if test before this line and a default value for unitType if there is no unit. Hope this helps and you can fix it so I can once again enjoy your mod. Thanks.
Randful Feb 7, 2023 @ 1:44am 
It would help me to have the Resources lens also highlight strategics (and luxuries) that are under districts. It is tedious to hover the cursor over every foreign city to see what treasures lie beneath.