Sid Meier's Civilization VI

Sid Meier's Civilization VI

Auto Queue
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?
Del 3 Oct, 2020 @ 9:57am 
I wasn't able to add this because of comment limit but even with this adjusted file, although the *building* priorities seem to check out, no projects of any kind are queued - even though in AutoQueue_AddButton.lua all the boolean flags are true:

local Idle_AddProject:boolean = true;
-- Once the first project has been added, nomore projects will be added to the queue, prevents all the other list entries from being picked
local Idle_SingleProjectLimit:boolean = true;

-- Should we be able to repair buildings?
local Repairs:boolean = true;
-- Should Repairing be prioritize above the QueueList?
local Repairs_Prioritize:boolean = true;
Del 3 Oct, 2020 @ 9:45am 
I have attempted to make some changes to the AutoQueue_list.xml . I wanted to have it prioritize the walls properly, not build flood barriers above all else, not have it automatically build the 'decision' buildings, when you can decide what to do with a Theatre Square (for example). I cannot get the projects to auto-repeat. I am left with cities asking for production when I want them to just get on with, say, the commercial hub invest project.

I reading the comments and looking at the data file for projects in \Base\Assets\Gameplay\Data I think the entries that were in as a default in AutoQueue_list.xml *should* work.. but they don't. Any ideas? With it not working I tried another mod called Repeat Project but that doesn't work either, possible an incompatibility with this mod and that one.

This is my current AutoQueue_List.xml file: https://pastebin.com/Rua7pf7v
Oni  [author] 21 Sep, 2020 @ 4:25pm 
@sol_707 Are you playing with any other mods?
sol_707 21 Sep, 2020 @ 4:12pm 
Any idea as to why I can toggle auto queue off but not back on?
Oni  [author] 11 Jul, 2020 @ 4:18pm 
@Szwag1eR It appears so, you can find a full list of projects here:
"Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\Projects.xml"
Szwag1eR 11 Jul, 2020 @ 1:34pm 
Science project is missing in the list
Lime 4 Feb, 2020 @ 3:28am 
I thought this was a scenario mod for Attack on Titan.
Saniala 18 Jan, 2020 @ 3:56pm 
Yeah, I just didn't know the names of those projects. But I believe I found the right file where to copy them from (Expansion2_Projects.xml). Let's see how that works out. Anyway, thanks again.
Oni  [author] 18 Jan, 2020 @ 3:40pm 
@Saniala You should be able to add them to the list "QueueOrder_Projects" in the "AutoQueue_List.xml" file, they will be started after the last build project has completed.
Saniala 18 Jan, 2020 @ 2:53pm 
Works really well, thank you for making this mod.

Now is there a way to add those timed competition projects (send aid, train athletes, etc...) to the list? Those are the projects I'd like to auto queue whenever they are available, but I don't know what I should add to the list to make it happen.
Oni  [author] 27 Dec, 2019 @ 4:12pm 
@Szwag1eR Strange, did you try on a clean game with only this mod ever installed?
Szwag1eR 27 Dec, 2019 @ 4:11pm 
Weird, projects don't work only when you turn on autoqueue the same turn when you can't do anything besides projects.
Oni  [author] 27 Dec, 2019 @ 2:03pm 
@Szwag1eR You'd have to try with only this mod active to be sure
Szwag1eR 27 Dec, 2019 @ 1:51pm 
@Oni I don't think so
9fingers 27 Dec, 2019 @ 1:33pm 
FWIW the projects function doesnt work for me either. I was able to get the queue running by changin all the values to between 100 and 300 (though for some reason "zoo" still doesnt get queued).
Oni  [author] 27 Dec, 2019 @ 1:29pm 
@Szwag1eR Do you have any other mods that could affect the build queue?
Szwag1eR 27 Dec, 2019 @ 1:11pm 
Hmm, I don't have any problems with the values above 300, but cities don't do projects even after setting local Idle_AddProject:boolean = true; I will test it in another game to be sure
9fingers 25 Dec, 2019 @ 9:37am 
right but I'm saying that entries above 300 don't work
Oni  [author] 25 Dec, 2019 @ 1:01am 
@9fingers Strange, any integer should work, the base mod already has plenty of entries above 300
9fingers 24 Dec, 2019 @ 4:52pm 
ok @oni. I changed the priority of MARKET to 300, and it worked (added to queue where it was eligible). Seems that items priority 100 and priority 300 work. I tried other numbers, and they don't seem to work. Over to you...
9fingers 24 Dec, 2019 @ 12:18pm 
@Oni I tried just now, will relaunch the game later.
Oni  [author] 24 Dec, 2019 @ 11:44am 
@9fingers Have you modified the xml file? Changes should take effect on game launch.
9fingers 24 Dec, 2019 @ 11:10am 
no, but it did auto repair a campus district that had been pilliaged. Perhaps there's a format error or extra space or something in my copy of the xml? Would changes in the xml take effect mid-game or need to reload?
Oni  [author] 22 Dec, 2019 @ 10:21pm 
@9fingers Hmm, does AutoQueue add stuff when there is nothing left in the queue?
Sometimes it'll only add a few items but whenever an item is done it'll add more, they will be added from the correct order tho.
9fingers 22 Dec, 2019 @ 5:57am 
Thanks for the help, Oni. Unfortunatly none of this has worked.
Oni  [author] 21 Dec, 2019 @ 9:44pm 
@9fingers You go into "C:\Program Files (x86)\Steam\SteamApps\workshop\content\289070" and delete everything in that folder, that will ensure there's no mods left that haven't been deleted when you unsubscribed from them.
9fingers 21 Dec, 2019 @ 8:43pm 
how do you clear the cache
Oni  [author] 21 Dec, 2019 @ 2:20pm 
@9fingers Try clearing your mod cache and see what happens
9fingers 21 Dec, 2019 @ 2:05pm 
Fair enough Oni. I disabled everything and started a new game. Same issue.
Oni  [author] 21 Dec, 2019 @ 8:13am 
@9fingers I'm not gonna bother to look through those mods, try disabling all other mods and only have this active.
9fingers 21 Dec, 2019 @ 7:56am 
@oni I have both DLCs, and some other mods but none district-specific. I have:
[FIXED] Automated Builders + Archeologists
C15 Colonial City Names
Enhanced Mod Manager
Environment Skin
Improved City Names
Rosetta dynamic City Names
Map Search Extension
Radial Measuring Tool
UC Suburban Roads (added after Auto Queue)
Oni  [author] 21 Dec, 2019 @ 1:19am 
@9fingers Do you have both the DLCs? and are you using other district mods?
9fingers 20 Dec, 2019 @ 7:39pm 
I'm seeing it only queus up city center buildings like monument and sewer, not district buildings like library. Anyone else experience this?
Szwag1eR 19 Dec, 2019 @ 7:05pm 
Fixed, the files are in Steam/steamapps/workshop/content/289070
Szwag1eR 19 Dec, 2019 @ 6:56pm 
It works, but i cannot find the config files anywhere :/ Any ideas?
Oni  [author] 16 Dec, 2019 @ 3:40pm 
@qoohoi56 Click the green "Subscribe" button
qoohoi56 16 Dec, 2019 @ 5:34am 
다운로드 어떻게 하나여?
Oni  [author] 11 Dec, 2019 @ 4:41pm 
@sdp0et It's the button that appears when you open the production queue, it's the "Auto Queue" button with green text in the screenshots.
sdp0et 11 Dec, 2019 @ 4:25pm 
In the known bugs section it says "toggle it off and on". Where is the toggle? I don't see it in the game or the mod screenshot.
Cobber 19 Oct, 2019 @ 5:46pm 
@Oni: Apparently the functionality of the CS added production queue is inferior to the mod's production queue functionality, and I haven't yet tested the CS version to compare with the mod version to see for myself if this is true.

Tbh, I haven't actually played CS since launch as I've been waiting for some mods to be updated for it and also to see what patches are released because they always screw up many of the mods that I use and deem essential for my preferred gameplay style, and this mod will likely join that list when I finally get back into Civ VI if it performs how I hope it will based on your description of how it works above.