Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Tech Tree (UI)
123 comentarii
JNR 10 mart. la 10:15 
Very much confirmed so on the page for 6T since the start. Grand Eras incorporates a modified version of this mod where the only thing missing, I think, are the eureka and inspiration icons. I did that because many techs were already packed with icons and I wanted to avoid icons overflowing the frame (I repeatedly moved things to a different tech just to avoid that).
VModBAddict 9 mart. la 18:46 
Likely but unconfirmed incompatibility with 6T: Grand Eras
dion 22 ian. la 23:32 
Would it be possible to group eureka icons as well to further reduce clutter?
leonpoi 10 sept. 2024 la 18:44 
Does this work with other mods that have added new techs / changed the tree? Is it just UI icons?
vangsilerzy 3 sept. 2024 la 7:48 
Conflicts with other mods:Area 51 - World Wonder + Alien Units
https://gtm.steamproxy.vip/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  [autor] 30 iul. 2024 la 6:37 
@Brass => Harvest and removal icons.
BrassArtichoke 29 iul. 2024 la 22:47 
Is there a way to turn off the icons? I just want a compact tech tree, with no other changes.
H.Humpel 23 nov. 2023 la 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.
camembert4u 12 nov. 2023 la 14:36 
Is this compatible with Project 6T: Grand Eras?
infixo  [autor] 30 iun. 2023 la 12:30 
This is what civ is about. You make decisions and then you have consequences xD
adi 4k 30 iun. 2023 la 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  [autor] 30 iun. 2023 la 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 30 iun. 2023 la 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 6 mai 2023 la 23:56 
good
ZEBNB 8 mart. 2023 la 7:08 
nice job
Broken Lord 28 ian. 2023 la 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  [autor] 27 ian. 2023 la 7:15 
@lowpolycat Disable the mod?
Broken Lord 27 ian. 2023 la 1:27 
Can I turn off all the new icons?
JNR 21 ian. 2023 la 14:22 
they're not compatible btw
infixo  [autor] 21 ian. 2023 la 12:24 
@jakob Is it so difficult to check by yourself?
FleetAdmiralJakob 21 ian. 2023 la 10:29 
Does this mod works with the 6T Project mods?
infixo  [autor] 25 aug. 2022 la 11:47 
@mckstumpy Yes, ofc.
PPORI 25 aug. 2022 la 9:10 
nice!!
mckstumpy 3 iul. 2022 la 16:57 
Does this work with your other TechTree mods?
鼠鼠英雄 7 iun. 2022 la 7:27 
good
Tom Jackal 3 mai 2022 la 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  [autor] 1 dec. 2021 la 12:45 
@sgames Is there in the base game (with no BTT)?
s.games 1 dec. 2021 la 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 1 dec. 2021 la 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.
Dark MAGA 1 dec. 2021 la 4:05 
Game crashes with this mod on start.
ทอม เบรดี้ 19 oct. 2021 la 17:14 
<3
JNR 17 iul. 2021 la 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 24 apr. 2021 la 2:44 
Hello, now I can't trade with other civilizations. Please check it. Thank you
Adriaman 22 apr. 2021 la 12:40 
Hi, the following file has been updated, you might want to take a look:
..\Base\Assets\UI\Popups\BoostUnlockedPopup.lua
infixo  [autor] 30 ian. 2021 la 2:03 
@narnyay Yes. Why?
Narnyay 26 dec. 2020 la 16:52 
does this mod still work?
infixo  [autor] 30 nov. 2020 la 11:34 
@fkagargamel Features that CQUI provides also work when using BTT. Previously there were overwritten by BTT.
fka-gargamel 30 nov. 2020 la 1:03 
What updated with cqui exactly?
Human Crouton 29 nov. 2020 la 15:37 
Just noticed the update with CQUI. Nice.
GeloDGreat 25 sept. 2020 la 5:42 
Is this compatible with concise?
temp.use88 9 sept. 2020 la 15:38 
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  [autor] 27 aug. 2020 la 16:22 
@blaze Thank you, I will look into it.
Blaze 27 aug. 2020 la 14:23 
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  [autor] 24 iul. 2020 la 7:24 
@gelodgreat BTT and RTT are independent. You can use both or only one of them.
GeloDGreat 24 iul. 2020 la 7:02 
should I use this with Real Tech Tree?
dkb322.sign 3 iul. 2020 la 0:34 
@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  [autor] 3 iul. 2020 la 0:07 
@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 2 iul. 2020 la 22:29 
@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  [autor] 2 iul. 2020 la 17:23 
@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 2 iul. 2020 la 15:59 
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)'