TCS Improved Mod Page

TCS UI Mods 6

Oh it's very small - just adds a randomizer button to the unit rename screen to generate various names.
Sounds good! Will you do one for settlements as well, where the randomizer pick an available name for your current civ?
 
Can you add a feature to rename mods or add a comment name in this mod management interface? This way, if users don't understand English or encounter mod names with unclear meanings, they can directly change them to names that help identify the mod's function, making it easier to recognize when adjusting mods later. Otherwise, a list full of incomprehensible mod names is really a headache.
 
1743004351296.png

1743004394074.png
 
This is looking very nice! I love the two different options.

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.
 
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.
 

Attachments

  • QQ20250323-124137.png
    QQ20250323-124137.png
    2.2 MB · Views: 52
Last edited:
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).
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!
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.
Yeah, I can look at that.
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.
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.
 
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.
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.
 
Last edited:
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.
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. :crazyeye:

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.
 
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. :crazyeye:

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.
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'.
 
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'.
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.
 
thecrazyscot updated TCS Improved Mod Page with a new update entry:

Version 4 - CivMods integration

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...

Read the rest of this update entry...
 
I love the new integration with CivMods.

Super tiny small minor technicality: You write:
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).

I think it's better that way, tbh. The version number on CFC is probably more reliable. But it's a very small thing (did I say that already?).
 
Back
Top Bottom