Victoria 3

Victoria 3

Essential UI
129 Comments
Vseman 12 Sep @ 12:23pm 
NO way! Thanks for the update friend
6ap6apblckaAa  [author] 12 Sep @ 9:59am 
I've uploaded some changes, that were in progress when I left the game, so they won't get lost on my computer.
Overall, my stance did not change - no plans to return to this game currently, sorry guys.

* fixed market prod/mbw span sort tooltip
* changed display of mbw to mbw prog in state mbw mode
* fixed govadmin prod/mbw prog when there are gov dividends in the state (vanilla bug workaround)
* added taxcap prog/prog_plus below 0 filter to map list
* fixed using of sol instead wealth in market filter tooltips
* fixed no new line in market lux goods filter tooltip
* fixed jobs auto incorrect value when different green pm groups are activated
* fixed labor auto incorrect value when any green pms are activated
* added number under construction and progress for infra buildings to map list
* added a setting to not use public motors for ucenters when filtering possible upgrades for transportation
Vseman 24 Jun @ 4:44am 
Is there an alternative to this beautiful mod? At least a mod where the game would show you how much infra you'll have after building everything in there is finished
hello_moto2901 7 Apr @ 3:17pm 
nooo
pf01 10 Sep, 2024 @ 9:54pm 
rip this mod
Cavaire 16 Aug, 2024 @ 12:46pm 
This used to be my favorite mod for the game, I wish it was updated for 1.7 its excelent work. But I understand that it might be incredible amount of work for a game the Author might not have interest in anymore. Just wanted to say Loved the mod @Author
TheGamingNot 26 Jul, 2024 @ 7:04pm 
this mod should be base game. like a grand strategy game with mobile user ui is crazy
6ap6apblckaAa  [author] 24 Jul, 2024 @ 1:31pm 
Adding something to the topbar incurs constant cost on fps as it is always shown. And many things in the game are strangely heavy on calculation even to display. So I try to add only things that are very needed on the topbar.
MasterChief 21 24 Jul, 2024 @ 11:57am 
having the investment fund next to treasury could be usefull
6ap6apblckaAa  [author] 24 Jun, 2024 @ 3:49pm 
It 100% needs to be updated, and it most likely won't be easy.
Currently there aren't any plans to analyze the changes as I'm not interested in the game. But when I'll get to it, there will be a statement about the possibility of the update.
luis3007 24 Jun, 2024 @ 3:21pm 
Does it need to be updated for 1.7?
6ap6apblckaAa  [author] 22 Jun, 2024 @ 11:27pm 
If you mean the cost of construction per construction center, then you can sort by avg wage or mbw.
If you are trying to figure out, where to build consectors, then use avg wage or mbw prog+.
asdfjkasfhjk 22 Jun, 2024 @ 7:47pm 
Is there a way to list by upkeep costs for construction section?
6ap6apblckaAa  [author] 29 May, 2024 @ 3:38pm 
Today's update - couple of options for late game ui performance:
added option to topbar settings to disable cache autoupdate on opening panels
added setting for map list size to topbar
YMKing 20 May, 2024 @ 5:52pm 
great job!!!!!!~~~~~
Bogo 19 Mar, 2024 @ 3:13pm 
Yeah that one works! thanks didnt even know it existed :0
6ap6apblckaAa  [author] 19 Mar, 2024 @ 6:41am 
@Kingo, does this compatch work? Probably it is at least outdated
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3148438661
chrism 15 Mar, 2024 @ 3:21pm 
Many thanks for this mod. :-)
At the moment I can't even fully grasp what tremendous QOL changes for Vic3 this mod brings...
Bogo 14 Mar, 2024 @ 4:07pm 
This is the auto trading mod, i would love if u could integrate it i love ur mod :3
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3019171696
6ap6apblckaAa  [author] 14 Mar, 2024 @ 3:40pm 
Which mod exactly - please, provide a link
fisto the robo 14 Mar, 2024 @ 2:52pm 
please integrate the auto trading mod, you share the same ui and are incompatible
6ap6apblckaAa  [author] 13 Mar, 2024 @ 7:17am 
Thanks for the report, a fix was just uploaded! It was only happening when exactly all of influence was unused, so I hope it was experienced rarely.
矢澤にこにこ 9 Mar, 2024 @ 11:30pm 
Hi, I'm currently using your mod and its great! But I found that sometimes there's [divide 0 error] occurs.

So I found out that at `common/scripts_values/eui_script_value.txt`'s line 784:

> divide = { value = produced_influence subtract = influence }

the error happens when `produced_influence == influence`.

So maybe you could add a small number to the `divide`, and will solve the problem.

Or you could reconsider the calculation method of variable: `country_excess_influence_ratio`.

Just an advise. Thank you for providing a wonderful mod to us.
6ap6apblckaAa  [author] 9 Mar, 2024 @ 11:34am 
Today a Major Taxes & Local goods Update is out!
See additional info here https://gtm.steamproxy.vip/workshop/filedetails/discussion/3019598652/4293690852345577927/
6ap6apblckaAa  [author] 8 Mar, 2024 @ 4:07pm 
The update will be very soon!
Smashanddash 8 Mar, 2024 @ 1:50pm 
I cannot wait for your update! This game is completely unplayable without this mod.
linxuhao 8 Mar, 2024 @ 1:08pm 
not compatible with 1.6 :steamsad:
6ap6apblckaAa  [author] 10 Feb, 2024 @ 2:57pm 
Today's update - english localization is added to all languages as default to at least be able to see english text instead of techincal keys.
Savateev 6 Feb, 2024 @ 10:17am 
Ну в целом тут-то да, ход мыслей понятен :)
Я английский знаю хорошо, но просто иногда как-то не особо привычно всё анализировать и всю игру попутно переводить.
Хотя да, может быть RU c англ. текстом был бы неплох
6ap6apblckaAa  [author] 6 Feb, 2024 @ 9:51am 
Мне не хочется поддерживать несколько языков, тк это все дополнительное время, а игра не супер воодушевляет, чтобы в нее вкладываться :(
Мне кажется, там по иконкам все понятно, в принципе.
Я думал добавить во все языки английский перевод, чтобы хотя бы остальная игра могла быть на локальном - так скорее всего сделаю.
Savateev 6 Feb, 2024 @ 9:15am 
RU localization budet?
6ap6apblckaAa  [author] 5 Feb, 2024 @ 1:58pm 
Today's update:
* added value to unspent innovation alert caption
* fixed unavailable/invalid options not showing in map list
* added filtered number of rows of unavailable/invalid options to map list
* added an approximate prognosis of budget expenses on goods to the related tooltips
6ap6apblckaAa  [author] 2 Feb, 2024 @ 2:03pm 
Today's update:
* added bureaucracy is low alert with custom threshold in the topbar settings
* added convoys are low alert with custom threshold in the topbar settings
* added unspent innovation is low alert with custom threshold in the topbar settings
* split topbar settings into alert settings and settings
* added excess influence is low alert
* fixed naval bases hiring balance
6ap6apblckaAa  [author] 2 Feb, 2024 @ 2:02pm 
@their, use sorting by productivity/mbw prognosis+
their 2 Feb, 2024 @ 12:52pm 
what's an easy way to decide where to build in this mod? Usually I used predicted earnings but can't seem to find a sort for that
6ap6apblckaAa  [author] 31 Jan, 2024 @ 6:55am 
@苍尼玛@QMSKJ, for technical questions, please, go to the vic3 modding discord - people will be glad to help you there. Players here are not likely to be interested in such discussion.
In short, there is of course no error in price calculations. And vanilla triggers only work with current price, while this mod works with different prognosis prices.
苍王子 31 Jan, 2024 @ 6:39am 
market_goods_price = { #Shortage, balance is negative. Price modifier = (Balance / Sell Orders) * -75%
Is that a bug? I think it could be +75%, or just I misunderstood something......
By the way, I'm modding about state good price. I noticed you worked out the price yourself. I can't find the way the game calculates the price of the goods also, so I'm using state_goods_pricier * g.price to get the real price. If u know how to get the real price of state goods, plz tell me.
What strikes me as odd is that your "market_goods_price" is trying to calculate "market_goods_pricier" and "market_goods_cheaper", but these trigger already exist in the game.
6ap6apblckaAa  [author] 28 Jan, 2024 @ 2:14pm 
Today's update:
* fixed company bonuses not accounting for in prod/mbw progs
* excluded urban center transport PMs from autoPMs and addded a setting for that in the topbar
* added max base wage mode to state
* added a topbar setting for the next hire alert threshold
* added ebuilding usage to the available labor filter in map list
6ap6apblckaAa  [author] 27 Jan, 2024 @ 1:35am 
@Feldar, are you sure we are talking about not enough for the next hire or about high unemployment with auto pms?
Not enough for the next hire alerts when next full hire will not succeed because of not enough peasants and unemployed left.
Feldar 26 Jan, 2024 @ 2:55pm 
Very useful, but the "Not enough Labor for the next hire" situation seems to think I have all green techs available to me, regardless of what I have researched
see two 24 Jan, 2024 @ 2:18pm 
fair enough then
6ap6apblckaAa  [author] 24 Jan, 2024 @ 2:07pm 
see two, do you mean Buildings panel or Buildings tab in the State panel? I'm not willing to mod Buildings panel because I think it is horrible with it's folding out design. Use buildings map list instead.
see two 24 Jan, 2024 @ 1:40pm 
all you are missing is employment bar for buildings in the Buildings tab, that'd be perfect
6ap6apblckaAa  [author] 21 Jan, 2024 @ 2:32am 
NO 1H DUEL PLEASE, I still don't understand, how earnings for a given building type will give better info that prod/mbw prog+, can you provide a specific example?
In your case I would suggest sorting by unemployed or available labor. Also, I'd recommend not using green PMs at all unless you run out of pops. And not using higher production PMs and instead constructing more buildings unless they don't give you required mbw to sustain expected SoL.
Cidd 20 Jan, 2024 @ 12:07pm 
Well, mod seems awesome, but I feel like text and icons when building are too small, I can't see a thing
NO 1H DUEL PLEASE 19 Jan, 2024 @ 2:19pm 
What about for situations where you have way too many pops? in that instance productivity matters less.
6ap6apblckaAa  [author] 19 Jan, 2024 @ 2:06pm 
No - see my 3d post below. Productivity/mbw prognosis+ is much better for choosing the best state to build.
NO 1H DUEL PLEASE 19 Jan, 2024 @ 11:32am 
I am probably being a idiot, but is there a way to sort by earnings like in vanilla?
6ap6apblckaAa  [author] 12 Jan, 2024 @ 9:53am 
Today's update - several fixes and importantly a QoL highlight of hirable qualifications. This is the maximum what I can do with all technical limitations, but hopefully it will at least make clear why buildings don't hire anything when they should. And you can see it beforehand, albeit only with digging through tooltips :(
* added coal and glass to staple goods as they are consumed by lower levels
* showed hiring symbol in map list to see problems even when hiring
* changed qualifications list in map list to work with ebuilding and to show actual building qualifications
* made selected good to always show in map list even if building does not have it
* colored potential qualifications number red/green in the tooltip if they can be hired
6ap6apblckaAa  [author] 26 Dec, 2023 @ 2:37am 
Yes, the scale/space problem is one of the known things. Here is what I've said earlier and stick to for now:
1. Fitting all the necessary info in a good way is impossible in my opinion.
2. I have ideas in backlog on how to display only part of the info that is most relevant to the current task.
3. The amount of work required to do so is too big compared to more pressing features and my presonal interest in the game.
4. So for now, the official statement is that small screens are not supported.