Sid Meier's Civilization VI

Sid Meier's Civilization VI

Settings Manager
8 Comments
Accolyptus 30 Nov, 2020 @ 12:46pm 
!! IMPORTANT !!

Do not use the mods [UI settings manager + UI user plugins framework] and the mod [Community Quick User Interface] together.
It wil cut your FPS in half once you start researching the first tech and each subsequent new tech research entree on a game reload and make the game very prone to crashing and CPU overload on weaker systems!!

Cheers! :lunar2019grinningpig:
Skaeren 11 Aug, 2019 @ 7:09pm 
Either as a result of this, or as a result of the UI plugins framework, I cannot open the great works or great persons menu, except when a game is newly created or when a save is loaded, when playing hotseat. Would anyone know why?
Zugaikotsu 11 May, 2019 @ 11:19am 
Found this by accident, but seems to be exactly what I was thinking I would have to do myself. I'll take a look at this in the future as it'll surely come up for what I need. Are these options only available once the game has loaded or are they able to be changed from the Start Up screen?
For example, I can see the need for my future mods that need to toggle which function gets added to an event at the beginning of the loading of the game, and then not have that option changed later down the line once booted in.
Serp 22 Feb, 2019 @ 6:59am 
Thank you for the fast response :)
At the moment the order of options is "random" if used in several scripts. How about adding an additional parameter "order" or similar. Not sure if one per category or one per mod... Then the settings can be ordered by the numbers of that order parameter if possible.
FiatAccompli  [author] 22 Feb, 2019 @ 4:45am 
A setting can be referenced in multiple files when the declaration is exactly the same in each file.

mySetting = ModSettings.Boolean:new(<the stuff here needs to be the same in all files>)


Sorry about the lack of space in category names. I've experienced that myself, but allocating more space there just means less space for the setting descriptions, so it's just a tradeoff. Not that I claim to have made the best decision on what the split should be since I just copied the dimensions from the base game options screen.

Yes, I recommend one category per mod and the use of headers.
Serp 21 Feb, 2019 @ 7:00pm 
How to use a setting within several lua scripts?
Easy example a "debugging" setting. If enabled, I would like to print alot of stuff in all my lua scripts.
Serp 21 Feb, 2019 @ 6:34pm 
Nice work! I will use it in my notification mod, to allow users to set what kind of notifications they want to see :)

Really easy to use. The biggest problem is to find words/descriptions that fit into the small space, especially the Category is quite small.
I guess it is best to use one Category per mod and divide different parts in one mod with help of an header?
Shitdivers 28 Jan, 2019 @ 8:34pm 
Oh jee this looks like the begininning of something great!