Victoria 3

Victoria 3

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62 Comments
平独镇露的波兰球 27 Aug @ 8:34am 
@gamedreamcd
It worked! Now I can use the mod alongside T&R and Morgenröte—thank you so much!

The com_panel_bar.gui file in Community Mod Framework is where all the problems start.
If anyone else is having the same issue as me, you can try fixing this file.
gamedreamcd  [author] 26 Aug @ 5:26am 
@平独镇露的波兰球
The following cases are useful for merging references.

-------------------------------------------------------------
Regarding spreadsheet button disappearance issues, they may be caused by buttons code in information_panel_bar.gui being overwritten by other mod's modifications, even when the changes are implemented in other GUI files whose filenames do not match information_panel_bar.gui.

Similar issues like below:
7/31/2025:
@Bandaro
Below two files are conflict, they would need to be merged:

com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui

6/30/2025
@daxx
Just checked it, some code are overlapped, although the filenames are difference.

An example:
block_windows.gui and 00_com_fullscreen_hide.gui

Above two files contain same below type name, but their content are difference.


template fullscreen_hide { ...
平独镇露的波兰球 26 Aug @ 2:59am 
@gamedreamcd
I’ve tried getting it to work, but it still won’t— I have no idea what else I can do to fix it.
gamedreamcd  [author] 25 Aug @ 7:47pm 
@平独镇露的波兰球
See below merging guide:
--------------------------------- Merging Guide -----------------------------
If you wish to integrate this mod into another mod, note that the following four files are commonly modified by other mods as well. You can locate relevant code changes by searching for the keyword “# MOD” or “# mod”.
You will need to merge all these changes into your mod’s corresponding files (if they exist). It is highly recommended to review and understand the code changes before merging:

block_windows.gui
information_panel_bar.gui
ingame_hud.gui
building_browser_panel.gui
shortcuts.shortcuts

Load Order: Later is better, or place this mod at the end of your mod list.
平独镇露的波兰球 25 Aug @ 7:48am 
I can’t get this mod to work with the Community Mod Framework, which is really frustrating. That means I can’t use this mod alongside T&R or Morgenröte either.
mwyeoh 24 Aug @ 11:18pm 
@gamedreamcd Thats a pity. Thanks for getting back to me.
gamedreamcd  [author] 24 Aug @ 9:05pm 
@mwyeoh
​​This has been a persistent issue for three years: the game still only offers sorting APIs for four columns instead of all.​
mwyeoh 24 Aug @ 6:54pm 
Just subscribed to this awesome mod! Could you add the ability to sort the lists by all of the column headers rather than just the few select ones?
gamedreamcd  [author] 20 Aug @ 7:54am 
@icon41gimp
I haven't figured out how to do this through a journal entry yet. But now merging conflict files is actually the way to prevent UI overwriting issues.
icon41gimp 19 Aug @ 6:23pm 
Any way to add a journal entry button to get into the spreadsheets to avoid the UI overwriting issues?
gamedreamcd  [author] 13 Aug @ 4:52am 
@TokeyMcGee
Some files or its content were overwritten by other mods. (Would be block_windows.gui)

Solution:
Load order:later is better or put this mod in the end of the list.
TokeyMcGee 12 Aug @ 11:21pm 
It's getting stuck open for me since this last update :(
gamedreamcd  [author] 11 Aug @ 12:11am 
@Mr. Douglash
Regarding spreadsheet button disappearance issues, they may be caused by buttons code in information_panel_bar.gui being overwritten by other mod's modifications, even when the changes are implemented in other GUI files whose filenames do not match information_panel_bar.gui.

Similar issues like below:
7/31/2025:
@Bandaro
Below two files are conflict, they would need to be merged:

com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui

6/30/2025
@daxx
Just checked it, some code are overlapped, although the filenames are difference.

An example:
block_windows.gui and 00_com_fullscreen_hide.gui

Above two files contain same below type name, but their content are difference.


template fullscreen_hide { ...
Mr. Douglash 10 Aug @ 11:44pm 
Dude, this mod is amazing! But I'm having a compatibility issue between mods. I saw that you posted a merging guide, but I'm a bit of a noob and didn't understand how to do it. I wanted to use your mod with the Tech & Res mod, but when both are active, the spreadsheet buttons disappear... Can you help me?
Bandaro 31 Jul @ 7:16am 
Yeeessss, it worked. In their file, I have used your code, but then added this one big label they have after everything you have, and it worked! Got both their ledger and your buttons at once :D

Thanks a lot ;)
gamedreamcd  [author] 30 Jul @ 8:03pm 
@Bandaro
Below two files are conflict, they would need to be merged:

com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui
Bandaro 30 Jul @ 6:35pm 
Oh, I just found in the description what you advise as a solution. Will try that tomorrow!
Bandaro 30 Jul @ 6:25pm 
I have found that mod "Realism AI historical line More events & decisions" does make buttons on the left disappear. Do you mind saying what could be done to fix it? It's great mod for historicity, I recommend checking it, but lack of the convenience of your mod stings a bit :D
gamedreamcd  [author] 29 Jun @ 8:56pm 
@daxx
Just checked it, some code are overlapped, although the filenames are difference.

An example:
block_windows.gui and 00_com_fullscreen_hide.gui

Above two files contain same below type name, but their content are difference.


template fullscreen_hide { ...
daxx 29 Jun @ 1:06pm 
Buttons on the side do not show up when running Community Mod Framework, but there are no overlapping .gui files. Very bizarre: https://gtm.steamproxy.vip/workshop/filedetails/?id=3385002128
gamedreamcd  [author] 26 Jun @ 7:26pm 
@ZhaoFJx, thanks, fixed.
ZhaoFJx 26 Jun @ 4:45pm 
BTW in the metadata.json, the mod title is still "1.7+"
ephidel 23 Jun @ 5:29pm 
Hooray. Thanks for the fix.
gamedreamcd  [author] 18 Jun @ 10:19pm 
@ephidel
Thanks, I checked it, it's a code bug in a line.
I fixed it and released a new version on 6/19/2025, it would be fine now.
ephidel 18 Jun @ 2:11pm 
Thanks for the update to this excellent mod. Unfortunately, I'm not seeing the production/political/diplomatic/military lens buttons at the bottom of the screen. I wonder if it's related to the fact that there used to be a trade lens down there as well that was removed in 1.9?
gamedreamcd  [author] 15 Jun @ 7:19pm 
@Flounder already support newest version 1.8.x.

Would be conflict with mods which changed following files:

block_windows.gui
information_panel_bar.gui
ingame_hud.gui
shortcuts.shortcuts

You may test it by only enabling this mod.
gamedreamcd  [author] 15 Jun @ 7:17pm 
@Arnoldas already support newest version 1.8.x
Flounder 6 Jun @ 2:09pm 
I'm not seeing a button for this at the bottom. Does it require an update?
Arnoldas 19 Apr @ 8:03am 
any updates?
gamedreamcd  [author] 30 Dec, 2024 @ 5:56pm 
@Tortellobello45
No automate trade. Only add a icon to show whether it would have a good trade route, then player decide to do it or not.
Tortellobello45 30 Dec, 2024 @ 7:09am 
Wait, i am confused. Does this mod automate trade too? I'm only here for the spreadsheets
gamedreamcd  [author] 15 Dec, 2024 @ 3:26am 
@Stumpyguy

You can see the numbers in tooltips when you move and stop the mouse on the icons of indicators (GDP cols) . Clicking on the top of the GDP columns will refresh the data.

I don't know which country you are playing and whether it have better routes. You can test it by starting a new game using France, you will see the good trade routes icons of indicators (GDP cols).
Stumpyguy 15 Dec, 2024 @ 12:45am 
Thanks. Where should I see the numbers, in your example, 20.5? Also, left and right mouse clicking on the top of the gdpw column doesnt seem to change anything (apart from changing the description in the toolbar for what it is searching for).

I can work round these though, this mod is great, I couldn't play without it now!
gamedreamcd  [author] 15 Dec, 2024 @ 12:26am 
@Stumpyguy

It's according to following methods, it's some suggestions and wouldn't be the best:)

24-8-9 add tooltips for indicators of possible good trade routes (may grow to level 2 or up):
a. estimated best country/market;
order by the multiply product of cheaper*consumption (or pricier*production) for comparison balance, only for cheaper/pricier >5% (targets > 10% ). If right click GDP(w)->order by price, left click GDP(w) to refresh.
b. the count of country/markets which would have good trade routes;
c. a digit indicate consumption/production balance number vs price cheaper/pricier as format: (a.b) Exp: 20.5 mean: 20 and 50%. Number level: 20/30/40/50/75/100/125/150/200/300, price level: 10%-70%(10% each step).
Stumpyguy 15 Dec, 2024 @ 12:17am 
Awesome, thanks! I see them now! I'm loving this mod so thanks for creating it!

What is the criteria for showing as icon? Currently I have 2 potentially profitable routes shown, but there are several other goods that arn't highlighted which have more profitable routes available when I click on them?
gamedreamcd  [author] 14 Dec, 2024 @ 7:44pm 
@Stumpyguy
See the fourth picture of description section, there are some small icons (GDP cols) which indicate good trade routes.
Stumpyguy 14 Dec, 2024 @ 4:48pm 
where do I see the suggested "good trade routes"?
gamedreamcd  [author] 27 Nov, 2024 @ 7:02pm 
@Gloomy
It's possible to modify the code to export the data to a txt file, then we can manually import it to excel.

Anyway, it needs a lot of effort to develop the code.
Gloomy 27 Nov, 2024 @ 6:14pm 
I love this mod. Is there a way to export the data to excel?
ephidel 26 Nov, 2024 @ 1:56pm 
The good old unsubscribe/resubscribe fixed it; looks like Steam just failed to download the update properly. Sorry to waste your time, and thanks again.
gamedreamcd  [author] 24 Nov, 2024 @ 10:10pm 
@ephidel
I tested it again, sorry I didn't find the issue, and I uploaded a picture of culture tab in the description section.

You would let this mod in the end of mod load order, and try it again. In case it is overwrited by other mods.
ephidel 24 Nov, 2024 @ 10:44am 
Thanks for maintaining this wonderful mod. That being said, when I use this on the most recent patch, the culture tab is using the old icon, is missing localization text, and is unclickable.
gamedreamcd  [author] 24 Nov, 2024 @ 5:47am 
@henryliu1989
24-11-24 support 1.8+. Change shortcut Key to N.
henryliu1989 23 Nov, 2024 @ 7:31pm 
期盼更新
gamedreamcd  [author] 5 Nov, 2024 @ 12:03am 
@MrZhu 文字大小是跟随系统的。如果单独设置可能需要原作者才能修改。
MrZhu 4 Nov, 2024 @ 11:41pm 
1080p分辨率下,市场界面的文字挤成一坨,可以单独调整这个mod的文字大小吗?
gamedreamcd  [author] 13 Sep, 2024 @ 8:53am 
@Dex,
If you want merge this mod into other mod, here are four files which would be updated by other mods too. You can find the code changes by searching the key words: # MOD
or # mod

Then, you need to merge all those code changes into your mod's same files if have,
and you may need to read and understand those code changes before your merge them.

block_windows.gui
information_panel_bar.gui
ingame_hud.gui

shortcuts.shortcuts (In this file, only this line: spread_sheet = "t")
Dex 13 Sep, 2024 @ 6:38am 
Many thanks for your reply.

I'll try to follow your instructions in the code and see if I understand the changes required.
I'm not familiar with Vic3 modding.

This situation will occur with any mod that uses the same sidebar button locations, not just Morgenrote.

For instance, the same occurs with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946470694&searchtext=universalis or with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3315203793&searchtext=variety

Since this mod is useful independently of many other mods that may conflict with the opening method, it would be great if the way to activate the spreadsheet was the least conflicting as possible.
gamedreamcd  [author] 13 Sep, 2024 @ 2:15am 
@Dex
At the same time, I'm not sure if the mod ' Morgenrote' will overwrite the file information_panel_bar.gui.

If so, previous method would not work, and have to merge below code to the file 'information_panel_bar.gui' of the mod ' Morgenrote'.

sidebar_label_button_small = {
position = { -100 640 }
blockoverride "onclick" {
onclick = "[InformationPanelBar.ClosePanel]"
onclick = "[MapListPanelManager.CloseCurrentPanel]"

onclick = "[GetScriptedGui('spreadsheet_OK_runtag').Execute( GuiScope.SetRoot( GetPlayer.MakeScope ).End )]"
onclick = "[GetScriptedGui('toggle_spreadsheet_OK').Execute( GuiScope.SetRoot( GetPlayer.MakeScope ).End )]"

onclick = "[GetVariableSystem.Set( 'more_spreadsheets_showselftrade', 'true' )]"
onclick = "[GetVariableSystem.Set( 'more_spreadsheets_showgoods', 'true' )]"

onclick = "[GetVariableSystem.Set('more_spreadsheets', GetVariableSystem.Get('ms_last_tab'))]"

shortcut = "spread_sheet"
}
}
gamedreamcd  [author] 12 Sep, 2024 @ 9:35pm 
@Dex
I think the reason which ‘T’ key doesn't work is because the file 'shortcuts.shortcuts' of my mod was overwritten by the mod ' Morgenrote'. Those two mods are using same shortcuts file 'shortcuts.shortcuts' and later lorded mod will overwrite earlier loaded mod's file.

The location of this file is at mod path: \gui\shortcuts.shortcuts
If you can manually merged below 1 line into the file 'shortcuts.shortcuts' of the mod ' Morgenrote',
the ‘T’ key will work fine.

spread_sheet = "t"

-------------------------------------------------------------------------------------
Notes:
Because it's a manual merging, we have to manually merging again every time after each updating of the mod ' Morgenrote', unless its author includes this 1 line into his/her mod.