Songs of Syx

Songs of Syx

More Options (unstable)
Arg0n  [developer] 5 Oct, 2023 @ 5:18pm
Suggestions & Feedback
Post any suggestion for the mod you might have. Whether it's something you want to be configurable or changes about the "More Options UI" look and feel.

Tell me and I'll see what I can do ^^
Last edited by Arg0n; 1 Mar, 2024 @ 4:19pm
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Showing 1-15 of 26 comments
Tuvka 16 Oct, 2023 @ 3:21am 
Прекрасный мод :) Есть возможность дополнительных локализаций?

Great mod :) Is there a possibility of additional localizations?
Arg0n  [developer] 16 Oct, 2023 @ 3:57am 
Sure, I will think about a solution.
I've already prepared the code base for that =D
Tuvka 17 Oct, 2023 @ 1:21pm 
thanks :)
Tuvka 20 Oct, 2023 @ 4:24am 
Dear Arg0n, maybe you can remake or remake this small but very useful mod? The developer has not failed to respond to requests for updates for a long time.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2444537446
Arg0n  [developer] 21 Oct, 2023 @ 4:58am 
I'll look into it with the next game version =)
Shouldn't be far away.
Last edited by Arg0n; 21 Oct, 2023 @ 5:00am
Tuvka 25 Oct, 2023 @ 7:22am 
Originally posted by Arg0n:
I'll look into it with the next game version =)
Shouldn't be far away.
:steamthumbsup:
Luminiel 11 Nov, 2023 @ 2:40am 
Would it be possible to organize/categorize booster sliders and change all of the sliders that belong to a particular category?

For example, we can have Producers or Primary Buildings group/category where sliders that is associated to buildings that require no ingredient to produce a certain item can be found. Also, we can also have subcategories like Farms where sliders that belong to different variants of Farms are located. Same goes with Pastures.

-Producers/Primary Buildings Category
---> Farms
-------> Grain Farm Slider
-------> Fruit Farm Slider

---> Pastures
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider

Bakeries, smithies, and etc. that require an ingredient to function can be put into Intermediate Buildings category. Other sliders that do not fit into either of those can be put into Others or Miscellaneous category.

Then, if you want to change a specific group or category, for example, then there will be a button where it allows you to do that. Something like this:

-Producers/Primary Buildings Category [+, increment by x] [++, set amount]
---> Farms [+] [++]
-------> Grain Farm Slider
-------> Fruit Farm Slider

---> Pastures [+] [++]
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider

Would it be tedious, I wonder? I hope my english is understandable :)
Thank you for your efforts!
Last edited by Luminiel; 11 Nov, 2023 @ 3:00am
Arg0n  [developer] 11 Nov, 2023 @ 5:32am 
I'm currently reading all the booster from a flat list in the game. This works somewhat dynamic. Whenever the game or another mod decides to add a new booster, it will automatically show up.

The game also has some kind of cateorization of boosters:

- Physics
- Battle
- Behaviour
- Rates
- Civic
- Start
- Military
- Rooms

I could use these, and even break down the "Rooms" by types, but there are e.g. types like "FISHERY", with only one "room" in there ^^

OR I can do my own mapping of categories via a config or so and put all I don't have a mapping for in a "Misc" category.

I'll try out some solutions and how good or bad they work =D
Last edited by Arg0n; 11 Nov, 2023 @ 8:02am
Arg0n  [developer] 11 Nov, 2023 @ 8:02am 
I did some digging and I guess I'll wait for the next v65 release with that.

There the whole booster logic implementation of the game will change. As I will need to reimplement my stuff too then; I can also think about how to categorize them. There may be also new info I can get from a booster to help with the categorization ^^
Arg0n  [developer] 1 Mar, 2024 @ 4:20pm 
Originally posted by Kaguya:
Would it be possible to organize/categorize booster sliders and change all of the sliders that belong to a particular category?

For example, we can have Producers or Primary Buildings group/category where sliders that is associated to buildings that require no ingredient to produce a certain item can be found. Also, we can also have subcategories like Farms where sliders that belong to different variants of Farms are located. Same goes with Pastures.

-Producers/Primary Buildings Category
---> Farms
-------> Grain Farm Slider
-------> Fruit Farm Slider

---> Pastures
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider

Bakeries, smithies, and etc. that require an ingredient to function can be put into Intermediate Buildings category. Other sliders that do not fit into either of those can be put into Others or Miscellaneous category.

Then, if you want to change a specific group or category, for example, then there will be a button where it allows you to do that. Something like this:

-Producers/Primary Buildings Category [+, increment by x] [++, set amount]
---> Farms [+] [++]
-------> Grain Farm Slider
-------> Fruit Farm Slider

---> Pastures [+] [++]
-------> Auroch Pasture Slider
-------> Entelodont Pasture Slider

Would it be tedious, I wonder? I hope my english is understandable :)
Thank you for your efforts!

We've added the categorization the game uses and additionally a search bar. I hope this helps =D
Spartanfox01 12 Mar, 2024 @ 1:34pm 
I love this game and this mod, the one thing though that frustrates me to no end is setting up worlds and maps to my liking. Could it be possible to add some settings for different sliders for

things such as,

% of mountains per tile of settlements

% of forests per tile of settlements

tweak able map gen settings (frequency or distribution of mountains, rivers, oceans)


tweak for "this settlement is blocked" on the world map by mountains, rivers, lakes, (so we can make settlements, completely inside/on (Mountains, Lakes, Rivers, even oceans if we want to do that)

starting settlers

starting currency

select able starting resources given

I think everyone just wants more ways to enjoy the game more freely. (Which is 100% not this mods problem but just things I think would be popular to other players)


Specifically the "this settlement is blocked" is killing me.
Last edited by Spartanfox01; 12 Mar, 2024 @ 1:35pm
Arg0n  [developer] 13 Mar, 2024 @ 11:18am 
Originally posted by Spartanfox01:
I love this game and this mod, the one thing though that frustrates me to no end is setting up worlds and maps to my liking. Could it be possible to add some settings for different sliders for

things such as,

% of mountains per tile of settlements

% of forests per tile of settlements

tweak able map gen settings (frequency or distribution of mountains, rivers, oceans)


tweak for "this settlement is blocked" on the world map by mountains, rivers, lakes, (so we can make settlements, completely inside/on (Mountains, Lakes, Rivers, even oceans if we want to do that)

starting settlers

starting currency

select able starting resources given

I think everyone just wants more ways to enjoy the game more freely. (Which is 100% not this mods problem but just things I think would be popular to other players)


Specifically the "this settlement is blocked" is killing me.


Let me think this through. I will definitely need to replace some of the games map generation code to make it configurable.

You can achieve similar results by editing your settlement map via the Dev Mode. You can enable it in the launcher settings. And in game you will have a small little cog icon in the top ui bar (left hand side next to the status bars). There you can individually place "terrain" and "mineral" tile by tile.

Setting up stuff like starting resources and amount of settles could be more "ez" to do ^^
I will look into it more deeply and see what's possible. Will take some time until you will see results though :x
Kado 20 Mar, 2024 @ 12:11pm 
In the game there are several factors, limiting your progress, softcapping the game.
One of those: Population multiplier in Sanitation tab. This multiplier going to zero as soon as your city pop i large enough.
It would be nice to manually change the rate this multiplier decrease. Or maybe even the multiplier itself.
ev0n 22 Apr, 2024 @ 7:48am 
Can you add a booster for Cantors? Make them happier and more loyal.
Arg0n  [developer] 22 Apr, 2024 @ 8:01am 
Originally posted by 󠀡󠀡᠌ ⁧⁧ev0n:
Can you add a booster for Cantors? Make them happier and more loyal.

Race specific boosters? Hmm... I would need to come up with another UI / UX for that. I'll think about it in more detail.
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