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In the Watch-it MOD you could turn on/off each icon. I was wanting this for it can reduce clutter on the toolbar.

I also would like the ability to see a list of problems (Icon) such as no power, no water, fire disaster, network disruption, traffic Jams, etc The problem icons you see on thte map. Like the Watchit list by clicking on the problem in the list you are taken to the problem.

These two things would help tremendously in City mgmt. and stoping small problems from being big problems.
 
In the Watch-it MOD you could turn on/off each icon. I was wanting this for it can reduce clutter on the toolbar.
This is actually already possible already, via the "settings/cog" icon on the panel! This will switch into "edit mode" and allow toggling icons on/off, and is persisted in each save. Totally agree that it reduces clutter, and I usually will hide several icons that I don't care about in a particular run (ie. disaster shelter space if disasters are off, etc).

I also would like the ability to see a list of problems (Icon) such as no power, no water, fire disaster, network disruption, traffic Jams, etc The problem icons you see on thte map. Like the Watchit list by clicking on the problem in the list you are taken to the problem.
I unfortunately never really used WatchIt . I assume that only one of each problem icon would appear regardless of how many instances there were in the city (perhaps it would display a warning count beside each icon type?)? Would clicking on the warning icon then simply take you to the first location of said problem, or would it toggle between all instances of that problem?
 
I also would like the ability to see a list of problems (Icon) such as no power, no water, fire disaster, network disruption, traffic Jams, etc The problem icons you see on thte map. Like the Watchit list by clicking on the problem in the list you are taken to the problem.

Would you prefer seeing this as a second row (of warning icons) in the current panel, or as a separate panel entirely?
 
Thanks; what would you think about something like this? Still need to figure out what notifications are valuable to allow displaying if present (out of all possible game notifications), but need to investigate how they would be collected first... (tracking in GitHub issue).

Would allow changing warning panel orientation (separately from stats panel), and toggling which warnings can be visible if/when present in city (similar to stats panel).

1724342701408.png
 
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Simple and to the point. It tells me in general where the problems are and It is up to me to find out more info. by clicking on the icon.

Iam glad you can do what I can not.
 
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Heads up, I'm getting this exception in the error log in Skyve when closing the game (no other mods loaded except Skyve).
---
Code:
[EXCEPTION] - [18:15:25,481] - (Player.log)
NullReferenceException: Object reference not set to an instance of an object
      at CityStats.Systems.ModUISystem.OnDestroy () in E:\Development\Unity\CityStats\CityStats\Systems\ModUISystem.cs:104
      at Unity.Entities.ComponentSystemBase.OnDestroy_Internal ()
      at Unity.Entities.World.DestroyAllSystemsAndLogException ()
 
Heads up, I'm getting this exception in the error log in Skyve when closing the game (no other mods loaded except Skyve).
---
Code:
[EXCEPTION] - [18:15:25,481] - (Player.log)
NullReferenceException: Object reference not set to an instance of an object
      at CityStats.Systems.ModUISystem.OnDestroy () in E:\Development\Unity\CityStats\CityStats\Systems\ModUISystem.cs:104
      at Unity.Entities.ComponentSystemBase.OnDestroy_Internal ()
      at Unity.Entities.World.DestroyAllSystemsAndLogException ()
Hm, that's odd, I'll log a bug and see when I have time to track that down...

Bug Report
 
Heads up, I'm getting this exception in the error log in Skyve when closing the game (no other mods loaded except Skyve).
---
Code:
[EXCEPTION] - [18:15:25,481] - (Player.log)
NullReferenceException: Object reference not set to an instance of an object
      at CityStats.Systems.ModUISystem.OnDestroy () in E:DevelopmentUnityCityStatsCityStatsSystemsModUISystem.cs:104
      at Unity.Entities.ComponentSystemBase.OnDestroy_Internal ()
      at Unity.Entities.World.DestroyAllSystemsAndLogException ()

Same problem.