Sid Meier's Civilization VI

Sid Meier's Civilization VI

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15 Oct, 2019 @ 6:24pm
17 Oct, 2019 @ 4:18am
2 Change Notes ( view )
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Auto Queue

Description
Auto Queues repairs, buildings, and projects in your Cities.

Here are the options you can change in their respective file :
"AutoQueue_GameScript.lua"
StartsEnabled : Cities start with AutoQueue enabled

"AutoQueue_AddButton.lua"
Idle_AddProject : When there aren't anymore buildings to build, Cities will do a project
Idle_SingleProjectLimit : Once the first project has been added, nomore projects will be added to the queue, prevents all the other list entries from being picked
Repairs : If you don't want AutoQueue to be able to repair buidlings/districts for you, set this to false
Repairs_Prioritize : Repairs are prioritized above everything else

You can change and see all the items in the Queue Order in "AutoQueue_List.xml"
There are 2 lists, "QueueOrder_Buildings" for buildings and "QueueOrder_Projects" for projects.
The Queue lists are prioritized lowest numbers first.
The Queue list can be freely modified but the ObjectIDs have to be unique.
Should allow buildings from other mods to be added to the list.

Power Plants are not in the Queue list.

Supports CQUI.

Known bugs :
When first starting a new game your capital will have AutoQueue enabled but won't queue items, simply toggle it off and on for it to work.
Sometimes AutoQueue will queue multiple of the same building or project, multiple buildings will cancel themselves out as only 1 can be built per city anyways, multiple projects might be a problem if the project would take too long to complete.

v1.1 :
Added these missing Buildings to the QueueOrder_Buildings list :
Tlachtli, Tsikhe, Prasat, Basilikoi Paides, Ordu, Sukiennice
there might be more missing
56 Comments
computerfreak76 1 Feb @ 7:58pm 
what should the carbon recapture be named to in the autoqueuelist.xml?
Palpie 16 Nov, 2023 @ 3:51pm 
Requires both Rise and Fall and Gathering Storm. I only have Gathering Storm and can't use this.
jai890216 6 Nov, 2022 @ 10:57pm 
@Del
Hi Del,
I am really fed up with managing captured city so I'd like to add your files.
Does the mode still working?

AutoQueue_AddButton.lua : https://pastebin.com/vBzZ3GTB
AutoQueue_GameScript.lua : https://pastebin.com/wXK6529s

The AutoQueue_List.xml I'm using: https://pastebin.com/Rua7pf7v
Del 2 Sep, 2022 @ 12:04pm 
Something I noticed, the 'gilded vault' (Owls of Minerva) unique building does not get queued.

Some suggestions I have:

- Optional flag (within the game) for enabling or disabling the district projects. Maybe late game you want the ability to have a city just do 'something', but not always
- Repeat last queue - automatically apply the finished item to the end of the queue, if it's still valid. Could be used to alternate between works projects ('train athletes', 'remove carbon', 'district project' etc.
- Disable autoqueue for the city if nothing is able to be built
Rejerda 21 Jul, 2021 @ 10:28am 
@ gigafrosty I took a look at the problem and it seemes that, the buildings that are referenced in AutoQueue_List.xml, no longer exist in the building.xml file of main game (or they have a diffrent ID).
That caused a nullpointer error, interrupting the for-loop, which lead to any building having a lower priority to not be displayed in the queue list.
So I commented/deleted every building/row from 63 (government, neighborhood and XP2 buildings) up until the end of </QueueOrder_Buildings>. Obviously these Buildings will not be build automatically.
You can find the file under steamapps\workshop\content\289070\1890593017\AutoQueue_List.xml

I am no modder and I did not much testing, so you might take that with a grain of salt.
Oni  [author] 21 Jul, 2021 @ 9:07am 
@gigafrosty Might be one of the updates that the devs have been pushing out, the game has seen alot more development after this mod was created, tho i'm not currently playing Civilization 6 so an update isn't coming anytime soon.
gigafrosty 21 Jul, 2021 @ 6:18am 
Mod looks to have not been working for a long time now. All it does now is disable all other mods. Hoping this gets updated.
Del 3 Oct, 2020 @ 8:43pm 
Got projects working too. My altered files below if it helps anyone:

AutoQueue_AddButton.lua : https://pastebin.com/vBzZ3GTB
AutoQueue_GameScript.lua : https://pastebin.com/wXK6529s

The AutoQueue_List.xml I'm using: https://pastebin.com/Rua7pf7v

Thanks for a cool mod, Oni!
Del 3 Oct, 2020 @ 7:41pm 
for automatically repairing the defenses when you take a city, I added these lines right after the variable definitions in CheckRepairs() at about line 169:

local Project:table = GameInfo.Projects["PROJECT_REPAIR_OUTER_DEFENSES"];
if (not IsBuildQueueFull(City)) then
if (not ExistsInTable(QueuedTypeNames, Project.ProjectType)) then
table.insert(QueuedTypeNames, Project.ProjectType);
BuildProject(City, Project);
end
end

Seems to work pretty well :)
Del 3 Oct, 2020 @ 10:09am 
It might be a fundamental change to how this mod operates but something that would be great for the non-repair projects would be if the mod can realize what project *just finished* then to automatically re-queue/re-start that project instead of prompting for production, or re-queueing anything if no buildings are able to be built that are on the list OR no repairs need to be done. Then it would be a city-by-city decision to be like 'ok, you just work on commercial hub investment until I tell you otherwise'.

I am happy to try and debug or test any beta version if it would help. I have not looked over the .lua scripting language but if I have time I will try to. (I'm a programmer myself)

I did notice that OnProjectCompleted() possibly gets a ProjectID passed to it but CheckBuildQueue does not use it.. would that be somewhere to look?