Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better visual Notifications
109 Comments
Justin 1 Jul, 2024 @ 1:00am 
probably needs an update but thanks for uploading
Obb 18 May, 2024 @ 2:38pm 
Interesting mod ! Sad if it doesn’t work anymore, indeed.
Teddy 2 Feb, 2022 @ 3:35pm 
Love the mod, its really too bad it doesnt work anymore :(
leszek.j966 5 Nov, 2021 @ 4:16pm 
blocks the possibility of using the 'next turn' arrow by clicking the mouse
leszek.j966 9 Apr, 2021 @ 5:14am 
@Serp After the last civ6 update, the commemoration cannot be selected, consequently prevents the transition from one era to another and freezes the game completely.
orr_paul 28 Aug, 2020 @ 5:39pm 
Ah, I see the issue I caught has been reported. As a side note, one can force end of turn with the keybinding, and allow you to continue playing w/out selecting a dedication.
Serp  [author] 25 Jul, 2020 @ 7:31am 
I neither mod nor play civ 6 currently, so I can't solve/maintain anything.
So I would advise to simply stop using this mod. When I last played civ 6 several months ago, the icons from the game were improved, so it is easier to distinguish between them, which was the point of this mod.
I will definitely start modding civ 6 again when they release the source code of DLL, but this still might take some years.
leszek.j966 25 Jul, 2020 @ 4:01am 
@Serp , After the last civ6 update, the commemoration cannot be selected, which consequently prevents the transition from one era to another and freezes the game completely.
Bazil 24 Jul, 2020 @ 11:02am 
I know this is not maintained any longer, but I'll leave a warning to everyone: this mod, with the current civ version does not allow me to open the dedication window. If you're having issues with dedication windows, try disabling this mod.
leszek.j966 8 Jun, 2020 @ 1:41am 
This mod conflicts with the modem: 'Bear's Mods - Religious Overhaul', when both are enabled you cannot choose beliefs. Which blocks further play.
xxx78 30 Mar, 2020 @ 5:53am 
After using this mod for some time with 150 other mods, I had to remove it. No pop-ups is working with this mod.
xxx78 13 Mar, 2020 @ 5:12am 
Shutting down the game and loading removed the stuck icon :)
Serp  [author] 12 Mar, 2020 @ 2:49pm 
xx78: yes I also experienced this, but have no clue what is causing it.
xxx78 12 Mar, 2020 @ 2:14pm 
Seems like one icon get stuck and never disappear.
Anyone else experienced this?
https://i.imgur.com/arI41Fl.jpg
xxx78 24 Feb, 2020 @ 5:50am 
@Serp thanks for replying. Ok, its a great mod anyway, still working with latest GS patch.
Guess I will have to some testing with edits :)
Serp  [author] 24 Feb, 2020 @ 4:57am 
@xxx78: I dont use/maintain this mod anymore, feel free to improve it, with credits like I did above.
xxx78 24 Feb, 2020 @ 4:49am 
Nice mod.
Is is possible to make in game notifications icons smaller?
Atlas 11 Jan, 2020 @ 4:28pm 
@SpyrosChr There is already a mod on the Workshop that warns you when you are about to surpass the Eureka/Inspiration threshold so you can pause research. It is called Research Stop Reminder. I saw you posted in there about it not being sufficient for your needs, but you can still use it to try and teach yourself how to do what you want to do.
SpyrosChr 4 Aug, 2019 @ 2:21am 
@Serp, hello and thanks for the response. Unfortunately, I have no clue about lua and civ modding, so I cannot help you there. I've been using the mod and it seems to be fine (except a couple minor bugs). I honestly don't think it'd take too much work to do this, because I know for a fact that CQUI has it (but CQUI is completely broken right now because of the June 2019 patch).

I guess if you found someone who wanted to do it, it'd be a great addition. There's tons of players who keep forgetting to swap a tech/civic for something else when they've reached their maximum potential. Or maybe you want to be building something for 3 turns in a city and then swap to something else (say, a Wonder) when you have researched the tech/civic for that Wonder.

It'd be nice to be able to set an "alarm notification" reminding you of that sort of stuff as well. Thanks again for the response!
Serp  [author] 1 Aug, 2019 @ 3:45am 
I don't play civ6 currently, because it is too much work to update the mod (and also keep track of updates of other mods I use) everytime there is a game update. I also don't own the newst expansion and did not play the first expansion often, so in regards to them, this mod is very likely incomplete.
I will start playing and update this mod again in ~ one year or so, when there will be no more new updates from the game.


But of course, if there are volunteers to keep working on it, I can add you as author and you can continue to improve it. Do you have basic knowledge about lua and civ modding? Or are you completely new? Some experience would of course help alot, otherwise I will end up doing all the work, what I don't want :D I think it might be possible to add notifications for that, but I did not check all the possibilites for that case (if the game sends any event when a eureka is triggered, but I think it does)
SpyrosChr 1 Aug, 2019 @ 12:52am 
I wanna ask a couple questions:

1) Does this mod work perfectly fine with the June 2019 patch?

2) Is there a way for you (or me if someone can teach me how) to implement some sort of custom notification to force me or remind me to change a tech/civic when it reaches its maximum potential and a Eureka/Inspiration is ready to trigger it?

For example, I'm researching Bronze Working on Turn 20 and I know I'll probably kill my 3rd Barbarian at around Turn 25, so I want a notification (probably one that comes with a sound too) telling me to swap Bronze Working because it has now reached its maximum potential.

Thanks again for this great mod!
sdgabai 26 May, 2019 @ 3:50am 
@Serp Several people have suggested that size doesn't matter; but, rather intensity of the code on the CPU/GPU. I'm not even sure how to measure that "accurately", or at least relative to 70+ other mods [to sort them all in terms of which we should be scrutinizing more intensely].
Serp  [author] 26 May, 2019 @ 2:18am 
hm.. I don't have much knowledge about how the game handles big mods, but still I'm quite sure it is not the size that is causing problems. But still your problems could be caused by mods and even by my mod if there are problems I'm not aware of.
sdgabai 25 May, 2019 @ 11:04am 
@iambobredding @Serp i had to make a somewhat arbitrary mod folder size cut off about 0.7 MB as our difficult decision for individual mods. We had a lot of crashes at a certain point of our late game until we removed mods larger than those. It was somewhere around the 1970's in several of our sessions. We kept thinking it was software [OS, driver, etc.] updates. We tried numerous solutions. The only thing that we hadn't tried was reducing the bulky mods. When we started eliminating the bulky mods, our problems reduced a bit. We still had to contend with software updates and such; but, the strain on the game/computer was a lot less.

This mod comes in at about 31 MB. I saw no option at the present time; but, to cut it and a ton of our other favorite mods. We would need to upgrade our 2015-2016 PC's, probably to 2019-2023 standards, to alleviate these issues.
Serp  [author] 25 May, 2019 @ 1:41am 
@iambobredding:
Do you have an idea how I could improve the mod to prevent any issues on your side?
iambobredding 24 May, 2019 @ 8:48pm 
We wish you continued success with this mod.
iambobredding 24 May, 2019 @ 8:47pm 
My wife [Stephanie aka sdgabai] and I love this mod. Unfortunately, we had to disable/unsubscribe it due to size issues. We really miss this mod. We hope one day to resolve our machines' RAM issues, so that we can include wonderful mods like these.
Baby POOH XD 19 May, 2019 @ 10:23pm 
disappear proverb...............
beanphed 11 May, 2019 @ 12:29pm 
Vivid icons bring life to a portion an important tracker often ignored in it's bland-ness. I didn't know I needed this plug in until i tried it on a whim. An essential. Why not? It's beautiful. Thanks to the devs!
AOM 1 May, 2019 @ 2:56pm 
This is a great mod and really well executed. It raises that notification bar from almost useless to something I look at every turn. I have Gathering Storm, and the mod works well for me. Thanks for posting it!
FearSunn 22 Apr, 2019 @ 7:57am 
Yes, this is the only possible workaround here. Why devs made this? This is probably a bug. Yet another one...
Serp  [author] 22 Apr, 2019 @ 7:55am 
@FearSunn: Thank you very much, will take a look! :)
edit: Ok, so a workaround by saving the latest population and only give a notification if the population changed compared to the last notification.
Sad that such a workaround is needed here, no clue why the devs made this strange change.
FearSunn 22 Apr, 2019 @ 7:47am 
@Serp
If you looking for population change event solution check out my Population Notification MINIMAL. The issue you struggle with is solved there.
CasinoX 22 Apr, 2019 @ 1:52am 
Hey!
Thanks for the reply! I don't know anything about coding, but i ran a test-game and watched the lua.log changes for the function you mentioned. It seems to get triggered everytime a unit is built, as soon as it got triggered for the first time...? So any unit i build before the city grows a new pop does not trigger the function.

I'm going to open a new discussion above, probably a better place to get into details.
Serp  [author] 21 Apr, 2019 @ 4:11am 
@CasinoX: Yes there are some smaller bugs like this with the Gathering Storm expansion. I don't own it, so I unfortunately can not test and find out why this happens.
If you are familiar with editing lua code you could try to find out more: In my mod in the NotificationsSlide.lua is a function called "OnnCityPopulationChanged". Normally this should only be triggered, when population is changed. So first thing would be to find out if indeed this function is trigered when a unit is build, or if the New Pop icon is triggered from something else.

So without editing any code, you could first look in your lua.log file and see if
"OnCityPopulationChanged: ..." is printed everytime you build a unit.
If it is: no clue why the game triggers this while there is no new pop.
If it is not, we have to find out from where the notification is coming.
CasinoX 20 Apr, 2019 @ 5:14am 
Hi! Great Mod!

Sorry if this is known already, but: I get a "population changed" (the green one) Notification everytime one of my cities finishes producing any unit.

Just tried it without any other mods (only official content activated; all DLC + R&F + GS), since i thought it might be something incompatible. Also it seems only to happen in cities with at least Population 2 or more. Recruiting units in new cities with 1 Population does not trigger the Notification.

:cozyrealmroyale: Cheers!
FR33L0RD 13 Apr, 2019 @ 8:55pm 
Very good mod.
Way better & more information than the original civ 6 notification icon.
Thumbs up.
I use it with GS & Concise UI mod pack & it work.
Some fine tuning needed but anyway still better than the original.
Maybe some big UI moders should work with you to make it more compatible
Keep up the good work.
An essential mod for me :steamhappy:
sdgabai 7 Apr, 2019 @ 7:12pm 
it was a beautiful session. Thank you!
sdgabai 7 Apr, 2019 @ 11:37am 
thank you!!!
sdgabai 7 Apr, 2019 @ 11:36am 
proofread your editing. looks good. we are about to play our co-op game in a few minutes. we'll keep you posted.
iambobredding 7 Apr, 2019 @ 11:14am 
Thank you
iambobredding 7 Apr, 2019 @ 11:13am 
I'll ask my wife, Stephanie [sdgabai], to look into it for you. we'll try to find where pastebin is located lol
Serp  [author] 7 Apr, 2019 @ 10:34am 
Someone who owns GS should compare the InGame.xml found in DLC/Expansion2/Replacements with the one in my mod found in UI/XP2 folder if there are more differences than my NotificatinSlide entry. If there are more differences, please send me the InGame.xml from GS, eg via pastebin.
View The Phenom 6 Apr, 2019 @ 10:27am 
Sounds good, thanks for the continued support!
Serp  [author] 6 Apr, 2019 @ 9:19am 
author of CUI eudaimonia was able to tell me the gamecode change for colours, so I will be able to fix the bug. Will fix it tomorrow I think.
sdgabai 5 Apr, 2019 @ 11:35pm 
One modinfo file, the guy won't update his mod for whatever reason. I've supplied the patch notes to do it [by now, it's about 15-20 lines of code] So, instead, i keep our versions patched privately, so that we don't get errors. it's been over a month.
sdgabai 5 Apr, 2019 @ 11:17pm 
my husband and i use a ton of mods I'm not eve sure any more that all 100% of them work as advertised. [i.e. there may be glitches, incompatibilities and other FUBAR's] Some date back to February 14, 2019. A lot has changed in that short time period.
View The Phenom 5 Apr, 2019 @ 2:25pm 
That's fine, it's not affecting functionality at all. The icons still provide the relevant information and open additional screens when clicked.
Serp  [author] 5 Apr, 2019 @ 12:09pm 
I made a thread at the forum, but I fear no one will answer https://forums.civfanatics.com/threads/changes-to-icons-with-recent-april-patch.644546/ if no one will answer within ~1 week, I will try to fix it myself. I don't try it now, because since I have no clue why this happens, it could take many many hours to fix it and I just don't have the time for this at the moment.
View The Phenom 4 Apr, 2019 @ 4:00pm 
@Serp as an example.

https://imgur.com/a/fl0cQPR