Songs of Syx

Songs of Syx

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Extra Info
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Tweaks and Balance: QoL
Tags: V66, v67, V68, V69, Technology, UI
File Size
Posted
Updated
1.710 MB
21 Oct, 2024 @ 4:13am
18 Aug @ 12:44pm
28 Change Notes ( view )

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Extra Info

Description
V66:

Production bonus techs show how beneficial they are in terms of labor benefits

Calculate the knowledge per laboratory and library worker



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V67:

Everything V66 has and...

Production bonus from unlocking upgrades are also included now

Maintenance / Spoilage / Furniture cost reduction techs can be calculated too

Show maintenance costs in denari on the room's maintenance hover GUI

Display Profit per person (import inputs export outputs) for all industries except farms



New UI pages for:

All producers of resources, each item, quantity, and value

All consumers of resources, each item, quantity, and value

Display overall maintenance costs by resource and by room type, even decorations or roads

Profit of an industry without and climate / race modifiers. 2 pages - one for world average and the other with your trade partner prices



New UI display for Maintenance per day in denari



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V68

Everything V67 has and...



New UI display system for techs, including:

Mod support for additional tech currencies besides Innovation and Knowledge

Production bonus from unlocking tools

Updated the spoilage tech formula to include the spoilage reduction of haulers (not just warehouses)



Production room UI change:

Display profit per person in two ways: "For Sale" and "For self" to show how beneficial it is to make stuff for yourself.

A weighted average profit per person that determines the ratio of "for sale" and "for self" that your town has atm.



New UI display

Show both Innovation and Knowledge separately

Actual game speed (between 0 and 250x)



Resources on the right panel also show haulers quantities



Treasury panel now shows 3-year and 1-year sums for each resource.



A lot of additional 'under the hood' work.

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V69

Everything V68 has and...



Orchards and Farms have profit per person now based on the previous year.

Techs (with Shift/Undo) now show the summary of benefits, so you can see if the benefit of labor is worth the increased cost of laboratory or library workers.

New Mod UI page for future mod support that use the property file. E.g. "Modify Pumps" will allow you to change the multiplier of pump distance from 1 to whatever you want. I'll make these a "Modify" series to make it easy to know which ones they are, once they're out.
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If you have any suggestions for what information to add, or how to value other technologies, let me know on the Songs of Syx Discord! If you think I miscalculated something, constructively complain please!



It is a code mod, and you can see all my code here:



https://github.com/Emi-the-witch/Extra-Info
Popular Discussions View All (1)
4
21 Jan @ 6:13am
Bug Reports
Emi
42 Comments
Emi  [author] 20 Aug @ 6:58am 
Extra Info is designed to be able to be added or removed at any time.

The only time where I'd say you *might not* want to remove it is because you use the increased city size (1440) mod. Extra Info allows a larger save file to be saved than the base game, which fixed a bug that prevented saving due to file size. Although Jake may have fixed it in his recent modification of that file... and I just don't have a city to test it with.
Zetterbeard 20 Aug @ 6:38am 
Is this safe to add to an existing save?
Emi  [author] 18 Aug @ 12:45pm 
Thanks for the DM - I updated ModuleIndustry so the little clock and hauling % show up next to "Consumption" in the industry panels. Just had to copy paste Jake's new version and then add back in all my edits.
Emi  [author] 17 Aug @ 10:41pm 
Proximity Rating (??) / Consumption bar (??) I'm not sure what you're referring to? You can still hover over workplaces productivity to see the amount of time they spend at work instead of walking to work from home, and the service proximity still exists as well. Can you show me what you mean in the songs of syx discord? You can ping me at emithewitch
Emi  [author] 17 Aug @ 10:41pm 
The spoilage calculations can be a little wonky because it uses the built-in estimate Jake makes on each individual resource (the mod just shows them all in one spot with the consumption tab). It doesn't include spoilage of stuff on the floor, which is a gross underestimation sometimes!

As for maintenance, that's *probably* accurate. It's literally using the same exact formula as the way maintenance is decided, and the only reason it might not be is because of foundation recently being added, starting in V69. Those modifications do change the maintenance estimate, but removing/adding walls or such might not let it update correctly. I don't know, I haven't looked for exploits in that way, but I do recall houses having issues with updating isolation in the past.
Not a Skaven 17 Aug @ 10:11pm 
*Consumption bar I think its called, not proximity rating (which refers to housing distance rather than fetch distance)
Not a Skaven 17 Aug @ 10:06pm 
Cool mod, seems to work fine with an existing save. I think the calculations for spoilage and maintenance are rather wonky and probably not accurate? Not sure if that's a new feature or something, just feedback. I also noticed it removes the proximity rating (??) which seems strange, that can be an important tool for telling if your logistics aren't working right. Need to see if carpenters going to fetch, etc. Overall great stuff though!
Jojojay 30 Jul @ 1:45pm 
great work
Emi  [author] 8 Jul @ 9:53am 
Thanks c:
Abom1331 2 Jul @ 4:53am 
Great mod, it may be the best mod for this game