Hey. First of all, I love your mod. You have some good ideas. The way you worked the population and connection info into the yields bar is a very elegant solution. The new "buy with gold" button in the production list is also clever. And smart to re-use the default game texts so you don't need to do localization yourself.
I do have a few suggestions for different localized strings that make the English sound better,
and also to solve the missing localization string (LOF_HOF_GRAPH_... as seen in one of your screenshots). (
edit: I see you already solved that in 1.6.0)
I also have a few suggestions for the population and connection tooltips:
- remove the '+' in front of numbers inside the tooltip, because it now shows a + for numbers that are deductions as well (as shown in the third screenshot on your mod main page). You can do this but still keep the + in the tooltip title.
- remove the total food export from towns (it's always the same as their food production)
- hide the specialists number for towns
- hide the "pending population" if no population assignment is pending
I have already made these changes for myself and can share the code with you. If you like (any of) these suggestion, I can either make a pull request on your GitHub or share the suggested code changes here. Just let me know.
And finally, I would consider splitting the mod in two: City Production List (3x *production-chooser*.js and dan-quick-buy-items.js) and City Yields Bar (city-yields.js, dan-city-yields-tooltip.js and 2 textures). There are several other mods that change the production-chooser-item.js file as well, and that makes them incompatible with your mod. But what you do with the yield bar is quite unique. I had to remove the production-chooser-items.js from your mod to make it work with my other mods, but not everyone will be able to do that themselves. By making two mods, everyone can choose any or both of them, depending on what they want and what other mods they already have.
Great mod, keep up the good work!
Thank you for your praise and detailed feedback! Your professional suggestions are greatly appreciated. Here's my response:
1. **Regarding Localization Strings**
- The missing LOF_HOF_GRAPH string issue: I also noticed the English text existing in code but not taking effect, which was confusing. This has been resolved through alternative implementation.
- If you have better string suggestions, please feel free to share them anytime - I'll update promptly.
2. **Tooltip Optimizations**
- Implement conditional logic to eliminate erroneous "+" prefixes
- Remove total food export from towns (confirmed redundant)
- Hide specialist numbers for towns
- Hide "pending population" when value is zero
- These adjustments effectively reduce unnecessary clutter. I'll implement them immediately.
3. **Code Collaboration**
- As I'm new to Pull Requests, it would be most helpful if you could share code snippets directly here. Your support is greatly appreciated!
4. **Modular Separation**
- Considering releasing City Yields Bar as a standalone version
- Simultaneously learning non-invasive implementation approaches to enhance compatibility with other mods
Your code-level optimization insights are crucial for perfecting this mod. Please keep these expert suggestions coming - they're invaluable for the project's development!
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感谢你的赞美和详细反馈!你提出的改进建议非常专业,以下是我的回复:
1. 关于字符串本地化问题:
- 关于LOF_HOF_GRAPH_缺失字符串的问题,我在代码中发现了英文原文却未生效,这确实令人困惑。不过我已经通过替换方案解决了这个问题。
- 如果你有更好的字符串建议,非常欢迎随时与我分享,我会及时更新。
2. 对于Tooltips的优化:
- 我会尝试增加判断,使得不再出现错误的“+”前缀
- 移除城镇食物出口总量(确实冗余)
- 移除城镇的专家数量显示
- 待放置人口为0时,使其隐藏
- 这些调整非常合理,减少多余的信息,我会立即着手修改
3. 关于代码协作:
- 我尚未尝试过Pull Request,如果你方便的话,直接在此分享代码即可,非常感谢你的支持!
4. 模块拆分建议:
- 我正在考虑将City Yields Bar作为独立版本发布
- 同时也在学习如何通过非侵入式方式提高兼容性,以更好地与其他模组整合
再次感谢您专业的代码级优化建议,这对模组的完善至关重要!期待您继续提出宝贵意见。