Sid Meier's Civilization VI

Sid Meier's Civilization VI

Annoyances Mod
58 Comments
adi 4k 15 Nov, 2023 @ 4:33pm 
@Cuntism, check CQUI, it has everything you want.
Cuntism 13 Sep, 2023 @ 9:46pm 
"3. Production extra from modifiers" does this mean things like policy cards and corporation boosts actually show ? Because this has been annoying me so much
Dazz Aephiex 1 May, 2021 @ 5:24pm 
Hello, I have a suggestion.

File: CityPanel.lua

line 344:
Controls.ReligionLabel:SetText( "DISTRICTS" );

Change to:
Controls.ReligionLabel:SetText( string.upper(Locale.Lookup("LOC_PEDIA_DISTRICTS_TITLE")) );

Avoid hardcoded texts if possible, or players playing other languages will see a hardcoded "DISTRICTS" on their city panel.
A Swarm of Moths 7 Mar, 2020 @ 10:58am 
:)
FearSunn  [author] 10 Oct, 2019 @ 9:52am 
Updated (September patch).
Also new feature CLOSER CAMERA ZOOM added.
paupsers 9 Jul, 2019 @ 10:31am 
Wish this mod could be updated! :)
conorbebe 22 Feb, 2019 @ 12:48pm 
Is this mod necessary/compatible with Gathering Storm?
Chaorx 21 Jan, 2019 @ 1:39pm 
@ed @laurana kanan - I also had the same problem and found that deactiveating this mod solved it. tho it created another problem too :) now i cant manage citizens
Laurana Kanan 6 Jan, 2019 @ 8:02am 
@Ed - Sorry, but that's just B.S. It's likely just a conflict between two mods that are changing the same files.
Ed (Optio82) 6 Jan, 2019 @ 7:41am 
If you are having issues with no Trade routes and annoying things like not being able to use the X to close the windows, or you cannot change cities because you city window is open -- IT IS THIS MOD -- DEACTIVATE IT!
Monado 10 Dec, 2018 @ 10:06am 
Thanks for the update, I started reading from the last page, so I ran into your old improper advice first.
FearSunn  [author] 9 Dec, 2018 @ 11:41pm 
Deleting files is not the proper way doing this. I've deleted now this old advice you are so keen to follow. You should edit modinfo file as adviced just recently a few post below (by Laurana and others).
Monado 9 Dec, 2018 @ 2:38pm 
That's why I asked. You helped someone else in this chat, I just tried following those instructions, but for the two "annoyances" I wanted. I actually managed to get the lenses to stop automatically enabling, (I left only the AnnoyancesMod.modinfo and SelectedUnit.lua) I just ran into that odd issue about the AI somehow.

I don't see why you're so rude all of a sudden.
FearSunn  [author] 9 Dec, 2018 @ 11:58am 
If you don't understand what you are doing, just don't do it.
Monado 9 Dec, 2018 @ 11:47am 
How would I edit this mod just to use options 6 and 7? Which files should I leave in the content folder after subscribing.

I've been trying to figure it out but every time it seems to work, I get a weird problem where the game chooses the same AI opponents every single game. I figure I'm deleting something important.
DB 8 Dec, 2018 @ 4:48am 
Happy to help! Thanks for posting the patch so quickly!
FearSunn  [author] 8 Dec, 2018 @ 1:38am 
DB, I've edited the file as per your suggestion and uploaded updated version. Now it seems working as expected. Thank you for your input!
DB 7 Dec, 2018 @ 3:15pm 
Did some research on this issue and posted my findings under Discussions.
FearSunn  [author] 7 Dec, 2018 @ 11:33am 
DB,
I would change the path asap, but it is not so straight forward. You need to know exact parameters to replace SaveLocations.LOCAL_STORAGE. I've found no valid candidate for replacement after quick search. If you investigated this further than me let me know.
DB 7 Dec, 2018 @ 6:53am 
Hi FearSunn!

In my HotSeat game I noticed that the F5 key quick saves my game to the Single player folder, instead of the HotSeat folder. The file shows up in:
\Documents\My Games\Sid Meier's Civilization VI\Saves\Single\quick

Instead of in:
\Documents\My Games\Sid Meier's Civilization VI\Saves\Hotseat\quick

The code that seems to be triggering this is on line 175 of "InGame.lua". Would you mind updating that to be HotSeat compatible?

Thanks!

Kind regards,
DB
Cobber 28 Nov, 2018 @ 3:47pm 
@FearSunn: Thank you for pointing that out, I'll be sure to remember that for future reference.
Moyocoya 28 Nov, 2018 @ 6:25am 
OK, thank you very much for your messages ! Happy to use annoyances once again :-)
Laurana Kanan 28 Nov, 2018 @ 5:22am 
Annoyances, since you want to use the one in BTS.
Moyocoya 28 Nov, 2018 @ 5:15am 
OK, I see what you mean, but which modinfo ? Annoyances or better trade screen ?
Laurana Kanan 28 Nov, 2018 @ 3:57am 
Sorry, I should have mentioned that the files need to be commented out under both the "Components" & "Files" blocks. Deleting those lines works as well, but it's always my preference to only comment out lines of code in case I ever need to revert back to or reference them.
FearSunn  [author] 28 Nov, 2018 @ 3:46am 
and not <-- but <!--
Cobber 28 Nov, 2018 @ 3:44am 
@FearSunn: Thanks for pointing that out, I haven't looked at the mod's files for quite a while since I asked you pretty much the same question a good few months ago.
FearSunn  [author] 28 Nov, 2018 @ 3:42am 
4 lines not 2.
Cobber 28 Nov, 2018 @ 3:41am 
@Moyocoya: just add <-- to the start of the lines and --> to the end of those same lines mentioned by Laurana Kanan below as they are the only 2 lines that you want to comment out. Use a program like Notepad++ (or even just normal default Notepad) and it will cease to be working code (in Notepad++ it will indicate this by changing colour to green) so long as you just do this just to the lines that you want to deactivate. Hope this explanation helps.
FearSunn  [author] 28 Nov, 2018 @ 3:36am 
@Moyocoya: ...Then simply delete ALL lines containing references to files mentioned by Laurana.
Moyocoya 28 Nov, 2018 @ 3:17am 
Thank you for your answers but I am sorry, I am not good enough in english : what do you mean by "comment out" ?
FearSunn  [author] 28 Nov, 2018 @ 1:25am 
Yep, thats the way.
Laurana Kanan 28 Nov, 2018 @ 12:41am 
@Moyocoya - Just comment out the TradeRouteChooser & TradeOverview files in the modinfo.
Moyocoya 27 Nov, 2018 @ 9:26pm 
As you mentionned, this mod is no more compatible with Better Trade Screen. Too bad. BTS is a powerfull and helpfull mod. I had to disconnect annoyances mod :-(
FearSunn  [author] 8 Nov, 2018 @ 10:26pm 
Trate route duration fix shows trade route duration in turns instead of trade route lenght in tiles.
hellboar 8 Nov, 2018 @ 2:31pm 
what is the trade route duration fix? it's the only part of this mod I can't figure out what it does. Some good stuff in here though, is BTS the only conflict you know of? Thanks
MrSaturn 2 Oct, 2018 @ 12:21pm 
Thank you. Religion lens flipping is the largest source of graphics lag in my game.
FearSunn  [author] 26 Aug, 2018 @ 12:24am 
Glad you understand this. In fact BTS creates paralel database just to track turn remaining for a traderoute. And nearly doubles all calculations required for trade report. This is crazy.
Cobber 25 Aug, 2018 @ 4:22pm 
@FearSunn: fair enough, dropping BTS might improve the performance of my game in the later eras too because it definitely is a big mod and your mod is more broadly useful too.
Serk 25 Aug, 2018 @ 2:29pm 
@FearSunn: I am having the same trader problem that cobber51 is having...

Serk
FearSunn  [author] 25 Aug, 2018 @ 5:44am 
Yep. It is incompatible from now. BTS too heavy fro my pc.
Cobber 25 Aug, 2018 @ 4:59am 
@FearSunn: I think the update you released today has made this mod and the Better Trade Screen mod incompatible, as I cannot get any trade routes to display at all now whereas before the update they were both working perfectly fine together.
FearSunn  [author] 25 Aug, 2018 @ 3:27am 
Updated.
FearSunn  [author] 10 Mar, 2018 @ 10:45pm 
@badkenbad
Just fixed. Thanks for reporting!
badkenbad 10 Mar, 2018 @ 8:16pm 
With the latest update, this mod for me causes the civ icon on the city panel to show an appropriately-colored ? instead of the civ icon. https://i.imgur.com/fZLeSbU.jpg?1

This bug has been reported for Sukritact's Simple UI Adjustments, but I have no problem with only that mod enabled. With this mod enabled, I see a ? instead of a civ icon in the city panel.
Genjokoan 26 Feb, 2018 @ 11:57pm 
I am liking it so far. I have not played VI enough to be making lists of annoyances, but I am getting there.
Moyocoya 19 Feb, 2018 @ 7:42pm 
If you are looking for small annoyances : when you have a look all over civics and science trees, you'll see that the more you look on the right side of the tree, the less it is aligned with it's background.
FearSunn  [author] 13 Feb, 2018 @ 10:03pm 
@Moyocoya
This mod includes no builder lenses. Builder lenses is probably something from another mod you use.
Moyocoya 13 Feb, 2018 @ 7:41pm 
Would you give us the same information about builder lenses ? I don't know why but they were suddenly triggered on in my new games. Thank you !
FearSunn  [author] 13 Feb, 2018 @ 7:31am 
Alternatively for those who dare enough to look under the hood I would suggest to edit SelectedUnit.lua file and replace "true" with "false" at line "local m_isDisableWaterAvailLens:boolean = true;". This would re-enable Settler lenses on settler selection.