thecrazyscot
Spiffy
- Joined
- Dec 27, 2012
- Messages
- 3,110
Both TCS Improved Plot Tooltip and TCS Improved Mod Page are compatible with Patch 1.1.1.
Don't keep us in suspense, what will it do?TCS Improved Unit Renaming should be ready tomorrow. Assuming my internet comes back. Was going to have version 1 uploaded tonight![]()
Oh it's very small - just adds a randomizer button to the unit rename screen to generate various names.Don't keep us in suspense, what will it do?![]()
Sounds good! Will you do one for settlements as well, where the randomizer pick an available name for your current civ?Oh it's very small - just adds a randomizer button to the unit rename screen to generate various names.
This looks fantastic! It would be great if the mod list page could also allow renaming mods or adding custom aliases. For non-English speakers, the list of cryptic mod names is incredibly confusing — just looking at the names, it’s nearly impossible to guess their actual functions...
Thank you! I've incorporated it and it will be included in the next update. Note - you can make localization updates directly in the Github repository and make a pull request there for me to merge it in!Hello, I have created Simplified Chinese and Traditional Chinese translations for this mod. Please consider integrating them into your mod in future releases to benefit more players (I'm currently using DeepSeek Translate to communicate with you, so please excuse any unusual grammar you might notice).
Yeah, I can look at that.A totally unrelated suggestion: It would be nice if you would move the mod options for TCS Improved Plot Tooltips from the System tab to the Add-ons tab (formerly known as Mods tab) used by most mods nowadays.
I sympathize with the issue you are experiencing. I've been thinking over your suggestion and am having trouble seeing a good in-game solution for that. Here's the problem: I cannot write back out to the modinfo file - that would make this so easy. That means I would have to use the current methods of saving mod config data which I'm not quite comfortable enough with to see how that would work. I am not against it, I just need to see a way to do it. I'll poke around a bit and reach out to some other, better modders and see if I can make it work.This looks fantastic! It would be great if the mod list page could also allow renaming mods or adding custom aliases. For non-English speakers, the list of cryptic mod names is incredibly confusing — just looking at the names, it’s nearly impossible to guess their actual functions...
To tackle this, I’ve spent countless hours localizing every mod name and even reached out to mod authors, urging them to add multi-language support for their mod titles. But let’s be honest: this process is unbearably tedious for both users and developers. Many mod authors flatly refuse to translate their mod names or descriptions, even when I provide ready-made localization files. They simply dismiss the idea...
Yet the chaos caused by unintelligible mod names remains unavoidable.
Therefore, I earnestly propose: Could your "TCS UI Mods" implement a feature to freely edit all mod display names? This would empower users to customize mod labels, streamlining mod management and eliminating confusion.
Do not write modified names/descriptions into the mod's modinfo file (this risks corrupting original metadata and breaking features like auto-updates). Instead, store customization data exclusively within the "TCS UI Mods" folder. This allows users to freely rename mods and edit descriptions in the list without altering core mod files.Thank you! I've incorporated it and it will be included in the next update. Note - you can make localization updates directly in the Github repository and make a pull request there for me to merge it in!
Yeah, I can look at that.
I sympathize with the issue you are experiencing. I've been thinking over your suggestion and am having trouble seeing a good in-game solution for that. Here's the problem: I cannot write back out to the modinfo file - that would make this so easy. That means I would have to use the current methods of saving mod config data which I'm not quite comfortable enough with to see how that would work. I am not against it, I just need to see a way to do it. I'll poke around a bit and reach out to some other, better modders and see if I can make it work.
That would be great if I could do that, but I can't. And don't worry, I'm not going to try and edit the modinfo file.Do not write modified names/descriptions into the mod's modinfo file (this risks corrupting original metadata and breaking features like auto-updates). Instead, store customization data exclusively within the "TCS UI Mods" folder. This allows users to freely rename mods and edit descriptions in the list without altering core mod files.
This approach could even be extended — for example, after translating all mod names and descriptions to Chinese within 'TCS UI Mods', I could simply send my friend the 'TCS UI Mods' data file. They would no longer need to manually edit aliases or descriptions. By loading my shared data file, their mod list would instantly mirror my customized interface.
If retrieving a mod’s folder path is impossible, could we instead match mod metadata (name, author, description) that 'TCS UI Mods' can directly access? For example:That would be great if I could do that, but I can't. And don't worry, I'm not going to try and edit the modinfo file.
Currently, there is no known way to get a mod folder path from within the game. There is very limited information returned about each mod, and the Modding database is currently not included in the script database query functions. Crazy. I would need that the ability to get a dynamic mod folder path to even identify where a TCS UI Mods folder might exist.
It's certainly possible I'm not being creative enough. But right now the only option I see would be to use the one in-game storage option available to me.
I can probably use the mod id (which will always be unique) as the key. I just need to work out how to save so many key/values via the ModSettingsManager put together by other modders on this forum.If retrieving a mod’s folder path is impossible, could we instead match mod metadata (name, author, description) that 'TCS UI Mods' can directly access? For example:
Suppose a mod has the title 'A123' and author 'C123'. If I rename it to 'B' in 'TCS UI Mods', the tool would bind the alias 'B' to any mod matching [Title='A123' AND Author='C123']. Whenever such a mod is detected in the list, its display name would automatically switch to 'B'.
No compatibility issues found.
Adds integration with @leonardify's CivMods!
If a mod is downloaded or updated by CivMods, a "Managed by CivMods!" will display under Mod Details. Hover over it for an explanatory tooltip. Additional custom properties are populated by CivMods as well:
- Mod Homepage - if it's not populated by the author, CivMods will provide the Civfanatics resource page
- Version - if it's not populated by the author, CivMods will provide the Civfanatics release version...
But for instance for Leonardfactory's Policy Yield Previews your mod shows version 1.0.2 (the CivFanatics version provided by CivMods) while the original modinfo file has 1.0.1 (provided by the author).Version - if it's not populated by the author, CivMods will provide the Civfanatics release version
Hotfix for an issue I introduced in v4 where all the Enable/Disable buttons wouldn't update mod statuses live. Sorry about that.