{"fetchedAt":"2026-10-30","fetchedAtMs":1793316116079,"mods":{"access-anarchy":{"paradoxModId":158842,"storeUrl":"https://mods.paradoxplaza.com/mods/158842/windows","displayName":"Access Anarchy","author":"yuexian","acl":"public","state":"published","shortDescription":"Vehicles pass through pedestrians at building access points - no more clogging at entrances. 车辆自由出入建筑出入口，不再因避让行人而拥堵。","longDescription":"I am at my wit’s end with pedestrians.\n\nIn Cities: Skylines II, pedestrians do not actively yield to vehicles, which means that in high-foot-traffic areas, parking lots are constantly jammed with cars stuck outside the entrance.\n\nThe problem is even worse with some high-density residential buildings and unique high-density commercial buildings: pedestrians often block the entrances completely, triggering total traffic chaos. And unlike parking lots, there is no way to separate pedestrian and vehicle flows.\n\nThis mod was created to solve exactly that problem. Access Anarchy allows vehicles to pass through pedestrians without yielding when entering or exiting parking lots, warehouses, shopping centers, and similar buildings. In other words, collision detection is disabled in those situations, so vehicles will clip through pedestrians. Of course, on roads, vehicles will still yield to pedestrians as usual.\n\nWarning: This mod is still in **Beta** . Version v0.8.5 has reworked the anchor-point system, so it no longer places a heavy load on simulation speed. Based on test results, the frame rate barely changes at all, even on a huge 57×57 km map with a population of 100,000. In terms of compatibility, I have not run into any conflicts or errors while running it alongside dozens of mainstream mods. In theory, this mod should not change vehicle or pedestrian traffic routes, but it may conflict with mods that modify collision logic. If you run into any issues, feel free to leave feedback in the discussion area.\n\nFuture plans: a custom marker feature. For players who do not want every entrance, exit, or road intersection to turn into a “murder scene,” this feature will let you enable Anarchy mode only for a specific building, facility, or intersection crosswalk.\n\nMod supports 12 official languages; to use other languages, you can subscribe [Bridge the Language Gap](https://mods.paradoxplaza.com/mods/157802/windows)\n\nBrowse All My Mods：[RAINBOW Series](https://rainbow-series-hvpma89wi25.qoder.zone/#top)\n\n## **中文：**\n\n我快被行人逼疯了！！！由于天际线2的行人不会主动避让车辆，导致高人流区域的停车场永远有一堆车堵在外面。\n\n还有一些高密度住宅、高密度商业独特建筑，出入口经常被行人堵死，然后导致交通爆炸，你甚至还没办法像停车场一样做人车分离。\n\n忍无可忍了，这个模组就是为了解决这个问题，Access Anarchy 让车辆在通过停车场、仓库、商场等建筑物的出入口时不再避让行人，直接穿过行人（取消碰撞检测，会发生穿模）。当然在马路上时，车辆依然会避让行人。\n\n警告：模组目前还处于**Beta**测试阶段。v0.8.5版本重构了锚点机制，不再对模拟速度造成极大的负荷。根据测试表现，帧数几乎没有变化（超大地图57\\*57km，人口10万）。兼容性方面，我在装载数十个主流MOD的情况下并没有发生冲突或报错，理论上本模组不会改变车辆、行人的交通路径，但和修改碰撞逻辑的模组可能会有冲突，如果你有碰到任何问题可以到讨论区反馈。\n\n未来计划：推出自定义标记功能，对于不希望所有出入口或道路交叉口都陷入“杀人事件”的玩家，这个功能允许你只对某个建筑、设施或路口的人行横道开启无碰撞模式。\n\n模组支持12种官方语言，使用其它语言可以订阅 [Bridge the Language Gap](https://mods.paradoxplaza.com/mods/157802/windows)\n\n浏览我的所有模组：[RAINBOW系列](https://rainbow-series-hvpma89wi25.qoder.zone/#top)","userModVersion":"0.8.11","modVersion":"7","requiredVersion":"1.6.*","tags":["Code Mod"],"requirements":[],"creationDate":"2026-09-12T05:42:32.000Z","latestUpdate":"2026-10-21T16:17:37.000Z","subscriptions":2563,"rating":5,"ratingsTotal":64,"displayImagePath":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/covers/cover_7.jpg","screenshots":[{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_01.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_01_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_02.jpg","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_02_thumb.jpg"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_03.jpg","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_03_thumb.jpg"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_04.jpg","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/ad903ef1-18b1-4ba7-9b34-7b90cf9ec793/content/screenshots/screenshot_04_thumb.jpg"}],"externalLinks":[{"url":"https://github.com/yuexian7/AccessAnarchy","type":"github","displayName":null},{"url":"https://ko-fi.com/yuexian7","type":"kofi","displayName":null},{"url":"https://x.com/yuexian777/status/2101942150447702427?s=20","type":"x","displayName":null}],"forumLinks":["https://forum.paradoxplaza.com/forum/threads/access-anarchy.1941285/"],"changelog":[{"modVersion":7,"released":"2026-10-21 15:48:00","details":"v0.8.11\n\n1.  Improved: turning the mod on and off is now more stable, and the mod's self-check uses consistent counting rules.\n    \n2.  Improved: in \"All roads (global)\" mode, trams and trains no longer make vehicles yield to pedestrians either.\n    \n3.  Improved: the scanning mechanism has been reworked, reducing the occasional hitch while building.\n    \n4.  Improved: the mod is now more reliable during the game's autosave.\n    \n5.  Fixed: when the log file could not be written because another program had locked it, the mod reported a string of NullReferenceException errors.\n    \n6.  Fixed a few rare cases where the mod could report an error.\n    \n7.  Adjusted some text descriptions.\n    \n\n中文\n\n1.  提升了模组开启和关闭的稳定性，统一模组的自检统计口径。\n    \n2.  「全部道路（全局）」模式现在有轨电车道和铁路也不再避让行人。\n    \n3.  改进了扫描机制，降低建造时偶发的卡顿。\n    \n4.  提升了游戏自动保存期间的稳定性。\n    \n5.  修复日志文件被其他程序占用导致写入失败时连续报出一串 NullReferenceException 的问题。\n    \n6.  修复了模组少数情况下可能出现的报错。\n    \n7.  调整了部分文本说明。","size":212719,"userModVersion":"0.8.11"},{"modVersion":6,"released":"2026-10-07 16:34:37","details":"v0.8.9\n\n1.  Fixed: with \"All roads (global)\" enabled, some intersections and entrances could stop working again after the game was paused or set to speed 0.\n    \n2.  Fixed: in \"Access points only\" mode, crosswalks on municipal roads immediately next to an entrance could be affected by mistake; they are now decided by lane ownership.\n    \n3.  Optimized: the mod no longer mistakes normal counting fluctuation for \"the city has changed\", and the long fallback pass is now bounded by real time as well (every 8192 simulation steps, and at least 30 seconds apart), so its cost no longer scales with your simulation speed setting.\n    \n4.  Optimized: the mod's own diagnostic output no longer scans the whole city every heartbeat, which removes the occasional 15-40 ms hitch.\n    \n5.  Adjusted some text descriptions.\n    \n\n中文\n\n1.  修复了开启「全部道路（全局）」后，部分路口和出入口在游戏暂停或 0 倍速之后反而失效的问题。\n    \n2.  修复了\"仅出入口\"模式下，紧邻出入口的市政道路上的人行横道可能被误伤，现在按车道归属判断。\n    \n3.  优化了性能：模组不再把正常的计数波动误认为\"城市变了\"，长兜底周期现在同时受真实时间约束（每 8192 个模拟步，并且至少间隔 30 秒），开销不再随模拟速度档一起放大。\n    \n4.  优化：模组自身的诊断信息不再每个心跳扫全城，消除了偶发的 15-40 毫秒卡顿。\n    \n5.  调整了部分文本说明。","size":201789,"userModVersion":"0.8.9"},{"modVersion":5,"released":"2026-10-02 08:56:34","details":"v0.8.5\n\n1.  Fixed: the incorrect anchor mechanism from the previous version. It no longer puts a heavy load on the game's simulation speed.\n    \n2.  Fixed: cargo connections did not take effect. Areas such as loading platforms and freight docks can now have yielding cancelled normally.\n    \n3.  For technical reasons, parking lots and other buildings are no longer distinguished. Entrances and exits of all buildings and facilities are switched on and off together.\n    \n4.  Optimized performance by reducing repeated calculation, and improved the mod's stability.\n    \n5.  The Custom Marks feature will arrive in a future update, for players who only want anarchy mode on a specific entrance or crosswalk.\n    \n6.  Adjusted the options page and corrected some wording.\n    \n\n中文\n\n1.  修复了上一版本错误的锚点机制，现在不会对游戏的模拟速度产生极大的负荷。\n    \n2.  修复了货运通道不生效的问题，现在货台、装卸口一类区域也能正常取消避让。\n    \n3.  出于技术考虑，现在不再对停车场和其他建筑作区分。所有建筑和设施的出入口统一开启和关闭。\n    \n4.  优化了性能，减少重复计算，提升了模组稳定性。\n    \n5.  将在未来上线自定义标记的功能，以帮助部分玩家只想对某个出入口或人行横道开启无碰撞的需求。\n    \n6.  调整了选项界面，修正了部分文案。","size":181594,"userModVersion":"0.8.5"},{"modVersion":4,"released":"2026-09-25 08:42:36","details":"v0.8.0\n\n*   Fixed: rare cases where vehicles still yielded to pedestrians at parking-lot entrances that previously worked.\n    \n*   New: the three \"no-yield scope\" options now really apply, independently: parking lots, vehicle entrances connecting buildings to external roads, and internal roads inside buildings. Parking lots are not counted as buildings, so the second option does not affect parking-lot entrances.\n    \n*   Fixed: the scope options were not saved and reset on every restart.\n    \n*   Fixed: hotkeys were lost after restarting the game.\n    \n*   New: an About section at the bottom of the mod options, with the mod version, the author, and three link buttons.\n    \n*   Localization: wording aligned with the game's official terms in all 12 supported languages; the scope section is now named \"no-yield scope\".\n    \n\n中文\n\n*   修复：个别停车场出入口偶发仍然避让行人的问题。\n    \n*   新增：不避让范围的三个选项现在真正分别生效——停车场、建筑与外部道路车辆出入口、建筑内部道路。停车场不算建筑，勾选第二项不会影响停车场出入口。\n    \n*   修复：不避让范围的勾选重启后不保存的问题。\n    \n*   修复：重启游戏后快捷键失效的问题。\n    \n*   新增：模组选项页底部「关于」板块，包含模组版本、作者和三个跳转按钮。\n    \n*   本地化：12 种语言用词与游戏官方用语对齐，范围板块统一改名为「不避让范围」。","size":176668,"userModVersion":"0.8.0"},{"modVersion":3,"released":"2026-09-20 05:18:23","details":"v0.7.9\n\n*   Fixed a few minor issues.\n\n中文\n\n*   修复了一点小问题。","size":148272,"userModVersion":"0.7.9"},{"modVersion":2,"released":"2026-09-19 14:36:56","details":"Initial release. Vehicles pass through pedestrians at building access points (parking lots, warehouses, stores...). Pedestrians keep walking normally; car-to-car yielding and crosswalks are untouched. Zero Harmony patches - pure ECS data editing. 12-language settings UI. Scope modes: access zones only (default) or all roads (global). Performance massively optimized, the frame rate is clearly better than v0.6.0. New hotkey settings (default F3 = enable/disable, F4 = switch avoidance scope). Enabling the mod with the hotkey while playing may cause a brief stutter, which is normal. 大幅优化了性能，帧数得到了明显的提升。 新增快捷键设置（默认 F3 开启/关闭模组，F4 切换避让范围），在游戏时用快捷键开启模组可能会卡顿一下，属于正常现象。","size":148271,"userModVersion":"0.7.8"}],"versions":[{"created":"2026-10-21T15:48:00.000+0000","size":212719,"userVersion":"0.8.11","id":7},{"created":"2026-10-07T16:34:37.000+0000","size":201789,"userVersion":"0.8.9","id":6},{"created":"2026-10-02T08:56:34.000+0000","size":181594,"userVersion":"0.8.5","id":5},{"created":"2026-09-25T08:42:36.000+0000","size":176668,"userVersion":"0.8.0","id":4},{"created":"2026-09-20T05:18:23.000+0000","size":148272,"userVersion":"0.7.9","id":3},{"created":"2026-09-19T14:36:56.000+0000","size":148271,"userVersion":"0.7.8","id":2},{"created":"2026-09-12T05:42:32.000+0000","size":129534,"userVersion":"0.6.0","id":1}]},"bridge-the-language-gap":{"paradoxModId":157802,"storeUrl":"https://mods.paradoxplaza.com/mods/157802/windows","displayName":"Bridge the Language Gap","author":"yuexian","acl":"public","state":"published","shortDescription":"Translate everything you see into your native language. 把你看到的统统翻译成你的母语。 ","longDescription":"# **Bridge the Language Gap（中文在下面）**\n\n### Version 1.0 Stable Release Is Here!\n\nA fresh new look! The stable release includes a number of improvements, adds several major translation engines, dramatically boosts translation speed, and comes with a redesigned options interface.\n\n## Description\n\nFrom the first game to the second, localization for mods and assets has always depended heavily on authors and community contributors. Many interesting mods and assets remain untranslated, making them frustrating to use for non-English players. Yet in-game, we cannot simply select and copy text for translation. That leaves us with screenshots, photos, OCR, or guesswork.\n\nSo I created this mod (hereafter referred to as **BLG**). Most translation mods to date have focused mainly on base-game text and official asset names, but **BLG can translate every piece of text you can see**. Whether it is a mod’s settings interface or an asset information panel, the mod will automatically call a translation engine and convert it into your target language. All you need to do is wait a few seconds.\n\n## How to Use\n\n**Subscribe to BLG → Open the BLG page in the game’s Options menu → Choose your target language and save → Select the translation scope → Select a translation engine → Turn on the master translation switch**\n\nBLG currently supports translation into more than 50 languages.\n\nIts translation scope includes base-game text, mod option pages and in-game panels, asset names and descriptions, and world-rendered text such as road names and district names. You are free to enable one or more of these categories.\n\nFor most users, Google Translate is usually sufficient. If you need stronger contextual understanding and more semantic accuracy, you can choose AI translation instead. BLG currently supports integration with 12 major free translation engines, as well as API access to mainstream paid AI models such as GPT and Claude. Of course, custom API endpoints are also supported.\n\nAfter making your selections, be sure to test engine connectivity before enabling translation. During translation, an ellipsis (“···”) will appear at the end of a paragraph to indicate that the text is being translated or is waiting to be translated.\n\n## Compatibility\n\nI have tested BLG for compatibility with **I18N EVERYWHERE** and other localization mods that depend on it. If their target language matches BLG’s, BLG will not override the other localization mod. If the target languages differ, BLG will take precedence because it has the highest priority, and it will override them.\n\nFor example, if you subscribe to a Chinese localization mod, that mod will first replace the text with Chinese when you launch the game. Once BLG is enabled, it will detect that the text is already in Chinese and skip translation, so it will not overwrite it.\n\nHowever, if your target language is set to Chinese and you have a Japanese localization mod subscribed, BLG will translate the Japanese text produced by that mod into Chinese again. How can you avoid this? Simply disable the conflicting parts of the translation scope.\n\nFor example, you could keep in-game road names and district names in Japanese, while letting BLG handle only out-of-game text such as asset names and mod interfaces.\n\nI have also tested BLG with more than a dozen mainstream mods and have not encountered any issues so far. In theory, as long as a mod does not modify text in real time, there should be no conflict. If you do run into a serious issue, you can send your log to the discussion board or report it through Skyve.\n\n## Additional Notes\n\n*   Text inside images, and text embedded in textures, cannot be translated, because those are pixels rather than strings.\n*   Since the game’s built-in glyph set is incomplete, many less common languages would otherwise appear as squares after translation, so only the 50+ languages that display properly are currently retained.\n*   For performance and technical reasons, I did not scan and translate every piece of text when entering the game. Instead, BLG uses lazy translation (real-time translation with real-time results). In testing, the impact on frame rate and simulation speed is almost negligible.\n*   Do not worry about having to retranslate everything each time you restart the game. BLG caches translation results locally after the first translation. Unless you clear the cache or the source text changes, it will use the cached result afterward.\n*   Your API key is stored locally only, and it will be sent only to the translation service you choose.\n*   All translated text is generated by third-party translation APIs and is **not guaranteed to be perfectly accurate**. All rights to the original text remain with their respective authors.\n\n## Donations\n\nIf you find it helpful, would you buy me a coffee? ☕\n\n## Browse My Other Mods\n\n[RAINBOW Series](https://rainbow-series-hvpma89wi25.qoder.zone/#top)\n\n# **拯救语言不通**\n\n### V1.0稳定版发布啦！\n\n焕然一新！稳定版优化了很多地方，还新增了多个主流翻译引擎，大幅提升翻译速度，并且选项界面也得到了改造！\n\n## 描述\n\n从1代到2代，模组和资产的本地化翻译一直很依赖作者和社区贡献者。很多有趣的模组和资产，因为缺少本地化翻译，让非英语玩家在使用时很痛苦。但是在游戏内我们无法选中复制文本翻译，要么截图拍照识别，要么靠猜。\n\n于是我 做了这个模组（以下简称 **BLG**，别问为什么缩写刚好是这三个字母）。此前的大多数翻译模组基本都只涉及游戏本体文本和官方资产名称，而 **BLG 可以翻译你能看到的所有文字**。无论是模组选项界面，还是资产信息视图，模组都会自动调用翻译引擎翻译成目标语言，你要做的仅仅只是等待几秒钟。\n\n## 使用方法\n\n**订阅BLG→进入游戏的选项页面找到BLG→选择目标语言并保存→选择翻译范围→选择翻译引擎→启用翻译总开关**\n\n目前支持 50 余种语言翻译。\n\nBLG 的翻译范围包括游戏本体文本、模组选项页面及游戏内面板、资产名称及描述、游戏世界渲染文本（如道路名称、区域名称等），你可以自由启用其中的一项或多项。\n\n翻译引擎通常google翻译就足够了，如果你对上下文理解有更高的语义要求，可以选择AI翻译。目前已接入12个主流的免费翻译引擎，以及GPT、Claude等主流AI收费模型的API接入。当然，本模组也支持自定义API接口。\n\n选择完必须测试引擎连通性，没问题再启用翻译。翻译时，段落末尾会显示“···”，表示该文本正在翻译或等待翻译。\n\n## 兼容性\n\n我已经测试过 BLG 与 **I18N EVERYWHERE** 以及依赖它的本地化翻译模组的兼容性。如果它们的目标语言一致，BLG不会覆盖其它本地化模组；如果目标语言不一致，那么由于BLG的优先级是最高的，它就会覆盖。\n\n举个例子：如果你订阅了中文本地化翻译模组，那么进入游戏时，本地化模组会先把文本替换成中文。启用 BLG 后，由于BLG检测到文本已经是中文，因此会直接跳过翻译，不会覆盖。\n\n但是如果你目标语言选了中文，有订阅日文的本地化翻译模组，那么 BLG 就会把被替换的日文再次翻译成中文。怎么解决呢？关闭翻译范围中有冲突的部分。\n\n例如，让游戏内的道路名称、区域名称等等都显示日文，而 BLG 只负责翻译资产名称、模组界面等游戏外的文本。\n\n我还测试了主流的十几款模组，目前测试还未发现问题，理论上，只要不是实时修改文本的，都不会产生冲突。如果有严重问题，可以发送日志到讨论区，或上报skyve。\n\n## 其它说明\n\n*   图片中的文字、贴图上的文字无法翻译（因为它们是像素，而不是字符串）。\n*   由于游戏内置字形并不完整，很多较冷门语言翻译后会直接显示为方块，因此目前仅保留了 50 余种能够正常显示的语言。\n*   出于性能和一些技术上的考虑，我并没有在进入游戏时扫描并翻译所有文本，而是采用了懒翻译（实时翻译、实时生效）的方式。根据测试，对帧率和模拟速度的影响几乎可以忽略。\n*   不用担心每次重启游戏都会重新翻译。BLG会在第一次翻译后将结果缓存在本地，除非你清除缓存，或者原文本有变动，否则后面都会直接调用缓存结果。\n*   你的 API Key 仅保存在本地，并且只会发送给你所选择的翻译服务。\n*   所有译文均由第三方翻译接口生成，**不保证绝对准确**。所有原文版权均归其原作者所有。\n\n## 捐赠\n\n如果你觉得它对你有所帮助，可以请我喝一杯咖啡吗？☕\n\n## 浏览我的其它模组\n\n[RAINBOW系列](https://rainbow-series-hvpma89wi25.qoder.zone/#top)","userModVersion":"1.1.5","modVersion":"5","requiredVersion":"1.6.*","tags":["Code Mod"],"requirements":[],"creationDate":"2026-09-03T13:07:10.000Z","latestUpdate":"2026-10-02T16:19:42.000Z","subscriptions":248,"rating":5,"ratingsTotal":12,"displayImagePath":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/covers/cover_5.jpg","screenshots":[{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_01.jpg","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_01_thumb.jpg"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_02.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_02_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_03.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_03_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_04.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_04_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_05.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_05_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_06.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/26b42397-0134-4cb9-9ecb-18d3dac6b3bf/content/screenshots/screenshot_06_thumb.png"}],"externalLinks":[{"url":"https://github.com/yuexian7/BridgeTheLanguageGap","type":"github","displayName":null},{"url":"https://ko-fi.com/yuexian7","type":"kofi","displayName":null},{"url":"https://x.com/yuexian777/status/2101942150447702427?s=20","type":"x","displayName":null}],"forumLinks":["https://forum.paradoxplaza.com/forum/threads/bridge-the-language-gap-blg.1940349/"],"changelog":[{"modVersion":5,"released":"2026-10-02 16:19:42","details":"v1.1.5\n\n*   Added translation for dropdown option text.\n*   Reduced translation usage.\n*   Fixed some wording. Proper nouns, such as mod names and platform names, are no longer machine-translated.\n*   When the target language is outside the game's 12 official languages, this mod's own settings page is now translated as well.\n*   Improved how text is picked up for translation, so fewer lines are left untranslated.\n*   For players using a network proxy, the mod now automatically retries over the other route (proxy or direct connection), so a broken proxy setting no longer stops translation.\n*   Faster: concurrent network requests increased from 3 to 5, and the UI refresh interval reduced to 0.9 seconds.\n*   Uninstalling the mod no longer affects the game in any way.\n\n中文\n\n*   新增对下拉框候选项的文本翻译。\n*   减少了一些翻译的消耗。\n*   修正了部分文字，对于专有名词，比如模组名和平台名不再被硬翻。\n*   目标语言选到游戏官方12 种语言之外时，本模组选项页面现在也会被翻译。\n*   优化了翻译机制，尽量减少部分文本未被翻译的现象。\n*   对于使用网络代理的玩家，模组会自动在走代理和直连之间换一条路重试，以减少因代理出问题而无法翻译。\n*   速度提升：同时进行的网络请求从 3 路增加到 5 路，界面刷新间隔缩短到 0.9 秒。\n*   现在模组卸载不会对游戏有任何影响。","size":917381,"userModVersion":"1.1.5"},{"modVersion":4,"released":"2026-09-25 06:20:39","details":"v1.0.4\n\n*   Re-checked all 146 pieces of interface text and aligned the wording with the game's official language files.\n*   Fixed around 50 inaccurate or inconsistent translations, and filled in text that had been left untranslated in Japanese and Korean.\n*   Google Translate now uses the more stable web endpoint first.\n*   Added a mod and author information page.\n\n中文\n\n*   重新检查了 146 条界面文案，按游戏官方语言包统一了用词。\n*   修正了约 50 处不够准确或不够统一的翻译，修复了日语、韩语中漏翻的问题。\n*   现在会优先使用更稳定的谷歌网页翻译通道。\n*   新增模组与作者信息页。","size":892537,"userModVersion":"1.0.4"},{"modVersion":3,"released":"2026-09-12 10:46:53","details":"v1.0.3\n\n*   Added 8 free translation engines and merged them with the 4 that already existed: you now get 3 machine-translation engines that work out of the box, 4 that need a registered key, and 5 AI engines that need a key.\n*   Added AI large-model API access billed by token usage, with 8 mainstream providers built in (GPT, DeepSeek, Claude and others) plus custom API endpoints. Token usage is counted and shown locally.\n*   Added hotkey settings.\n*   Reworked the settings UI: translation options, translation engines and everything else are now on separate tabs.\n*   Reworked the translation mechanism and performance: \"in-game overlay text\" became \"world-rendered text\", which is now translated and refreshed automatically once you enter a save, with no manual step. Translating large amounts of text and multi-screen queued requests is also faster.\n*   Reworked saving: every setting except the target language now saves in real time and takes effect immediately.\n*   Rewrote descriptions, error messages and hints, and improved text display in several places.\n*   Fixed the Google translation API endpoint.\n*   Fixed known bugs, including dead endpoints being called over and over, and text getting translated again right after you clear the cache.\n*   No longer conflicts with the Write Everywhere mod.\n\n中文\n\n*   新增 8 个免费翻译引擎，并整合此前已有的 4 个引擎；当前支持 3 个可直接使用的机翻、4 个需注册 Key 的机翻、5 个需注册 Key 的 AI 翻译。\n*   新增 AI 大模型 API 接入，支持按 token 消耗进行翻译；内置 GPT、DeepSeek、Claude 等 8 家主流厂商，并支持自定义 API 接口，token 消耗将本地统计并显示。\n*   新增快捷键设置。\n*   优化设置界面，将翻译设置、翻译引擎及其他设置拆分为独立标签页。\n*   优化翻译机制与性能，将“游戏内叠层文本”调整为“游戏世界渲染文本”，现在进入存档后自动翻译并刷新，减少手动操作。同时提升了大量文本及多屏队列请求场景下的翻译速度。\n*   优化保存机制，除目标语言外，其余设置项现可实时保存并立即生效。\n*   优化说明、报错、提醒等文本，并改善多处文字显示效果。\n*   修复 Google 翻译 API 接口问题。\n*   修复失效接口反复调用、清除缓存仍会自动翻译等已知 BUG。\n*   现在不会再跟Write Everywhere模组发生冲突了。","size":888899,"userModVersion":"1.0.3"},{"modVersion":2,"released":"2026-09-05 17:06:05","details":"v0.30\n\n*   Key bindings shown as separate letters (e.g. \"W A S D\") are no longer sent for translation.\n*   Strings that are nothing but a placeholder (e.g. \"{VALUE}\") are no longer sent for translation.\n*   When a translation service swallows the placeholder guard marks, that translation is now rejected and the original text is kept, so you no longer see empty boxes in the UI.\n*   Settings are stored in a single file (ModsSettings\\\\Cs2AutoTranslator.json); the extra .coc file is no longer created.\n\n中文\n\n*   空格分隔的键位串（例如 W A S D）不再送去翻译。\n*   纯占位符（例如 {VALUE}）不再送去翻译。\n*   翻译接口吞掉占位符保护标记时，该条译文判废并还原原文，界面上不再出现方块。\n*   设置只存 ModsSettings 下 Cs2AutoTranslator.json 一份，不再额外生成框架的 .coc 文件。","size":445998,"userModVersion":"0.30"}],"versions":[{"created":"2026-10-02T16:19:42.000+0000","size":917381,"userVersion":"1.1.5","id":5},{"created":"2026-09-25T06:20:39.000+0000","size":892537,"userVersion":"1.0.4","id":4},{"created":"2026-09-12T10:46:53.000+0000","size":888899,"userVersion":"1.0.3","id":3},{"created":"2026-09-05T17:06:05.000+0000","size":445998,"userVersion":"0.30","id":2},{"created":"2026-09-03T13:07:10.000+0000","size":445434,"userVersion":"0.29","id":1}]},"tool-mode-memory":{"paradoxModId":160529,"storeUrl":"https://mods.paradoxplaza.com/mods/160529/windows","displayName":"Tool Mode Memory","author":"yuexian","acl":"public","state":"published","shortDescription":"Remembers tool panel settings per savegame (tool mode, snapping, elevation...) with configurable sharing scope.","longDescription":"# **Tool Mode Memory**（中文在下面）\n\nThe goal of **Tool Mode Memory** is simple: Remembering your tool settings not only saves you from repeatedly adjusting tool options during construction, but also eliminates the hassle of resetting tool options after each save file load.\n\nFor example, when building a large park, you need to align it to the roadside, but when building a small park, you don't need to. In the original game, you have to click to cancel \"align to roadside,\" but this mod eliminates that step.\n\nYou can memorize your tool patterns according to your own habits.\n\n### **Features**\n\n1.  Supports real-time memory of each tool option’s shared scope based on configuration. Available scopes: **Same Group / Same Menu / Same Category / Global Shared / Completely Separate**\n    \n2.  Automatically saves by save name and restores settings on the next load\n    \n3.  Currently compatible with the 3 tool items added by the **ANARCHY** mod: the anarchy toggle, left/right road upgrade, and the general tool\n    \n\nA simple example: in the vanilla game, **Height** is shared by menu. That means if you raise a two-lane road to 10 m, switching to a four-lane or eight-lane road will still keep it at 10 m. With this mod, you can change it to be shared only within the same group, so when you switch to a four-lane or eight-lane road, it stays at 0 m.\n\n### **How to Use**\n\n1.  Subscribe to and enable the mod.\n    \n2.  Enter the game and use roads, buildings, zones, and other tools as you normally would.\n    \n3.  If the behavior feels unfamiliar, adjust the shared scope in the mod settings to match your preference.\n    \n4.  If you only want settings to be restored from the last time you quit the game, and do not want to change the shared scope rules, you can turn off the itemized switch.\n    \n\nTurning the master switch off = completely vanilla behavior. Functions such as **Reset Memory** and **Manage Memory Files for All Saves** can be found under the **About** section in the options menu.\n\n### **Compatibility**\n\nThis mod does not change any in-game behavior, so it should not conflict with other mods. It currently supports memory for tool items added by the **ANARCHY** mod, and more mod support may be added in the future.\n\nThe mod is currently still in **Beta**. If you run into any functional or performance issues, feel free to report them in the discussion area.\n\nMod supports 12 official languages; to use other languages, you can subscribe [Bridge the Language Gap](https://mods.paradoxplaza.com/mods/157802/Windows) Browse my other mods: [RAINBOW系列](https://rainbow-series-hvpma89wi25.qoder.zone/#top)\n\n## **中文**\n\n**Tool Mode Memory** 的目标很简单：记忆你的工具操作，不仅让你在建造时不必反复调整工具项，还免去每次读档后要重新设置工具项的麻烦。\n\n比如说，你建造大型公园需要对齐到路边，而换成小型公园时不需要对齐到路边。在原版游戏中你必须点击取消“对齐到路边”，而本模组可以免去这些操作。\n\n你可以按照你的习惯去记忆你的工具模式。\n\n### **功能**\n\n1、支持按配置 实时记忆每个工具项的共用范围，配置方式支持 同组 / 同菜单 / 同类 / 全局共用 / 全部不共用\n\n2、按存档名称自动保存，下次读档自动恢复\n\n3、目前已兼容ANARCHY模组的3个工具项（anarchy开关、左侧和右侧道路升级、常规工具）\n\n举个简单例子，原版游戏中，高度是同菜单共用的，也就是你摆放两车道道路抬高到10m，那么切换到四车道、八车道依然还是10m。而模组可以让你实现只在同组内共用，即切换到四车道、八车道还是0m。\n\n### **使用方法**\n\n1.  订阅并启用模组。\n2.  进入游戏后像平时一样使用道路、建筑、区域等工具。\n3.  如果感到不习惯，在模组选项界面按你的习惯调整共用范围。\n4.  如果你只希望每次读档能恢复上次退出游戏时的设置，并不需要改写共用范围，可以关闭分开关。\n\n总开关关闭 = 完全原版行为。重置记忆、管理所有存档的记忆文件等功能都在选项界面的「关于」。\n\n### **兼容性**\n\n模组不改变游戏内的任何行为，所以不会和其它模组产生冲突。目前已支持记忆ANARCHY模组添加的工具项，未来会支持更多模组。\n\n模组目前仍然是**Beta**版本。如果你碰到功能或性能上的问题，可以在讨论区反馈。\n\n模组已支持12种官方语言，使用其它语言可以订阅：[Bridge the Language Gap](https://mods.paradoxplaza.com/mods/157802/windows) 浏览我的其它模组：[RAINBOW系列](https://rainbow-series-hvpma89wi25.qoder.zone/#top)","userModVersion":"0.10.0","modVersion":"12","requiredVersion":"1.6.*","tags":["Code Mod"],"requirements":[],"creationDate":"2026-09-25T02:14:15.000Z","latestUpdate":"2026-10-29T11:13:43.000Z","subscriptions":61,"rating":5,"ratingsTotal":4,"displayImagePath":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/covers/cover_12.jpg","screenshots":[{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_01.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_01_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_02.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_02_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_03.png","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_03_thumb.png"},{"image":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_04.jpg","thumbnail":"https://modscontent.paradox-interactive.com/cities_skylines_2/64098f07-3e0d-4d3c-b5b6-bf8cf439fe41/content/screenshots/screenshot_04_thumb.jpg"}],"externalLinks":[{"url":"https://github.com/yuexian7/ToolModeMemory","type":"github","displayName":null},{"url":"https://ko-fi.com/yuexian7","type":"kofi","displayName":null},{"url":"https://x.com/yuexian777/status/2101942150447702427?s=20","type":"x","displayName":null}],"forumLinks":["https://forum.paradoxplaza.com/forum/threads/tool-mode-memory.1942676/"],"changelog":[{"modVersion":12,"released":"2026-10-29 10:00:04","details":"v0.10.0\n\n*   Reworked the mod settings page: the previously merged tool items are now split into three groups - buildings and services, functions, and props - each with its own switch and sharing scope.\n*   Removed several recommendations and adjusted some of the text.\n*   Improved how the sharing scope takes effect.\n*   Fixed a few bugs, including the global-shared scope carrying one asset's state over to the next asset.\n*   Reduced the slight stutter when switching toolbar menus and categories.\n\n中文\n\n*   对模组设置页进行了改造，将原先合并的工具项拆分成三类：建筑与服务、功能、道具，各有独立的开关与共用范围。\n*   去掉多个推荐项，调整了部分文本。\n*   优化共用范围的生效机制。\n*   修复了全局共用时会把上一个资产的状态带到下一个资产等一些BUG。\n*   降低了切换菜单栏、分类时的轻微卡顿。","size":167254,"userModVersion":"0.10.0"},{"modVersion":11,"released":"2026-10-07 19:21:34","details":"v0.6.1\n\n*   No feature or wording change: this release only audits what the mod does every frame and removes the leftover memory churn (the per-asset colour probe was the main one). That kind of garbage is invisible in a short session but shows up as occasional stutter after hours of play, so it is worth being quiet about. Sharing scopes, remembering and restoring behave exactly as in 0.6.0.\n\n中文\n\n*   功能与文案都没有变化：这一版只复核了模组每帧做的事，并清掉多余的内存分配（主要是配色那处每帧重复探测）。这类垃圾在短时间游玩里完全看不出来，往往是连着玩几小时后才以偶发卡顿的形式露头，所以还是安静地把它消掉。共用范围、记忆与恢复的表现与 0.6.0 完全一致。","size":128613,"userModVersion":"0.6.1"},{"modVersion":10,"released":"2026-10-07 15:28:11","details":"v0.6.0\n\n*   Entering a save restores your remembered tool options again. Earlier, anything going wrong while a save loaded could leave the mod switched off for the whole session until you toggled a switch yourself; the steps of entering a save are now independent, so one of them failing no longer stops the rest.\n*   Your memory is no longer overwritten with the game's own defaults: after a save loads, the remembered options are pushed back onto the panel before the mod starts recording again.\n*   The main menu and the editors no longer write memory, so the memory folder stops filling with unlabelled temporary files.\n*   Values an asset cannot use are no longer forced onto it. Some assets have limits of their own (underground utility pipes cannot be raised to ground level): if the shared value is outside what the selected asset allows, that asset keeps a value it can actually use, the shared value stays as it was, and simply clicking through such an asset can no longer change the elevation remembered for the others.\n*   The \"compatible with other mods\" switch has been removed. What other mods turn the toolbar into is now, always, what the memory follows - there is no second copy of the original grouping at runtime, so the switch could not do what its description promised.\n\n中文\n\n*   重新进入存档后，记忆好的工具选项会照常恢复。以前进档过程中任何一步出错，模组整局都会形同关闭、要自己把开关拨一遍才生效；现在进档的每一步互不影响，一处出错也不再拖累其余。\n*   记忆不会再被游戏自带的默认值覆写：进档后先把记忆写回面板，稳定下来之后才继续记录。\n*   主菜单与编辑器不再写记忆，记忆文件夹里不会再出现对不上号的临时文件。\n*   资产自己做不到的数值不再强加给它：部分资产自带取值限制（例如地下管线无法抬到地面），共用的数值超出所选资产允许的范围时，该资产保持它自己能做到的数值，已记忆的共用数值不变；只是点选这类资产，也不会再把其它资产的高度记忆带跑。\n*   移除「是否兼容其它模组」设置项：其它模组调整后的工具栏分组从此就是记忆依据。运行期不存在第二份「原版分组」，这个开关无法兑现它说明文字里的承诺。","size":128491,"userModVersion":"0.6.0"},{"modVersion":9,"released":"2026-10-02 07:43:32","details":"v0.4.0\n\n*   The three Anarchy items (Anarchy, Left and Right upgrades, Regular options) now actually take effect - they were silently doing nothing before.\n*   \"Same asset type\" now keeps bridges, quays and intersections separate from ordinary roads, while parking lots of different sizes count as one type.\n*   Memory files are named after the save you see in the Load Game list. Loading an auto save now uses the original save's memory file, and saving under a new name brings the memory along.\n*   Parallel mode description corrected: it is always two lines, and what you set is the spacing between them.\n*   Lower overhead while playing, cleaner removal, and items we advise against are now labelled \"not recommended\" instead of \"off by default\".\n\n中文\n\n*   Anarchy 的三个工具项（Anarchy、左侧和右侧、常规）终于真正生效，此前它们一直在空转。\n*   「同类资产」把桥梁、埠头、交叉路口与普通道路分开，不同规模的停车场则并成同一类。\n*   记忆文件改用「载入游戏」里看到的存档名命名；打开自动存档时使用它原存档名的记忆文件，另存为新存档时记忆也会跟过去。\n*   并列模式的说明改正：并列固定是两条线，能调的是两条之间的间距。\n*   降低游玩时的开销，卸载更干净；不建议开启的工具项在说明里改成「不推荐开」。","size":128185,"userModVersion":"0.4.0"},{"modVersion":8,"released":"2026-10-01 14:24:56","details":"v0.3.0\n\n*   Memory files now carry exactly your save's name, so renaming a file really does copy a setup; files written by older versions are renamed for you (loading an auto save keeps its memory under the city name).\n*   Tool settings are written 10 seconds after you stop changing them instead of after every change.\n*   Fixed: \"Shared globally\" now really covers every tool for Topography, Underground mode and the Anarchy rows.\n*   Shorter Anarchy row text, and the memory folder row now explains that memory is read by save name.\n\n中文\n\n*   记忆文件名与存档名一致，改文件名就能复制一份记忆；旧版本写的文件会自动改名（读自动存档时按城市名保存）。\n*   停止改动 10 秒后才写入文件，不再每改一次就写盘。\n*   修正「全局共用」在地形、地下模式、Anarchy 三项上没有真正全局共用。\n*   简化 Anarchy 的说明，并在记忆文件夹一项说明记忆是按存档名读取的。","size":113571,"userModVersion":"0.3.0"},{"modVersion":7,"released":"2026-09-29 10:49:19","details":"v0.2.3\n\n*   About tab: the third button now reads \"RAINBOW Site\" in every language except Chinese (it wrongly kept the Chinese tail 「官网」).\n\n中文\n\n*   关于页：第三个按钮在非中文语言改回英文 \"RAINBOW Site\"（此前误留了中文「官网」二字）。","size":110310,"userModVersion":"0.2.3"},{"modVersion":6,"released":"2026-09-29 09:56:53","details":"v0.2.2\n\n*   The options page is split into sections: the master switch on its own, the game's own tool options under Official Tool Settings, and Anarchy's rows in their own section.\n*   Two more things are remembered: the toolbar's Theme and Pack filters. Both start switched off.\n*   Elevation step is no longer a separate option: it is remembered together with Elevation and follows the same sharing scope.\n*   Option names now follow the wording the game (and, for those rows, Anarchy) uses in its own translations, in all 12 languages.\n*   About tab buttons renamed: Buy me a Coffee, Forum Page, RAINBOW官网.\n\n中文\n\n*   设置页改为分区显示：总开关单独一块，游戏本体的工具项集中在「官方工具项设置」，Anarchy 的项目单独一块。\n*   新增两项记忆：工具栏的「地区主题」和「数据包」筛选，两项出厂默认关闭。\n*   「高度阶段」不再单列一项，改为与「高度」一起记忆、共用同一个共用范围。\n*   12 种语言的项目名称一律改用游戏（模组自带的行则用该模组）自己语言包里的叫法。\n*   关于页三个按钮改为：请我喝杯咖啡、论坛页面、RAINBOW官网。","size":110320,"userModVersion":"0.2.2"},{"modVersion":5,"released":"2026-09-28 16:41:02","details":"v0.2.1\n\n*   Each option now explains the sharing scopes on its own row, with an example that fits that option (tool mode, elevation, snapping, parallel mode, and so on), instead of one block at the bottom of the page.\n*   Wording was proofread in all 12 languages against the game's own translations. The two Anarchy rows, Left and Right and General, now name the right mod.\n*   The Other row states exactly what it remembers: road colours, brush size and brush strength.\n*   The mod starts enabled: the master switch and the compatibility switch are both on out of the box, and Reset all settings returns to that state.\n\n中文\n\n*   共用范围的五种含义改写在每一个工具项自己的说明里，例子也按该项来举（工具模式、高度、对齐、并列模式等），不再只在页面底部集中写一次。\n*   12 种语言的用词重新对照游戏官方译名校对；「左侧和右侧」「常规」两项已标明出自 Anarchy 模组。\n*   「其它」一项写清实际记忆内容：道路配色、笔刷粗细、笔刷强度。\n*   模组出厂即为开启：总开关与兼容开关默认打开，「重置所有设置项」也会恢复到这一状态。","size":99722,"userModVersion":"0.2.1"},{"modVersion":4,"released":"2026-09-28 11:54:31","details":"v0.2.0\n\n*   The option list now follows the game's own option panel: the same rows, in the same order, with the game's own wording, so what you switch on here is what you look for in the city.\n*   Sharing scope has clearer names (Same group, Same menu, Same asset type, Shared globally, Not shared at all), and what each one means is now spelled out on a single explanation line instead of being scattered over the page.\n*   Settings are saved the moment you change them, so a game crash no longer costs you the options you just set.\n*   Every row keeps being remembered even while its own restore switch is off, so switching it back on picks up where you left off. Only the master switch stops memory and returns every tool to vanilla behaviour.\n*   Options added by the Anarchy mod can now be remembered too; those rows only do anything when that mod is installed.\n*   The mod's own name now appears in your game language on the mod options screen (中文: 工具模式区分记忆), and every option name uses the game's official translations in all 12 languages.\n*   One-time change after updating: remembered settings start empty in each save and fill back in as you build, because remembered choices are now labelled differently. Your cities are untouched.\n\n中文\n\n*   选项列表按游戏内选项面板重做：同样的行、同样的顺序、同样的官方叫法，这里开什么，进城后就找什么。\n*   共用范围换成更好懂的说法（同组 / 同菜单 / 同类资产 / 全局共用 / 全部不共用），每一档的含义集中写在一条说明里，不用在页面上来回找。\n*   改完即刻保存：游戏崩溃也不会再丢掉刚设好的选项。\n*   每一项即使关掉自己的恢复开关也仍在继续记忆，重新打开就是之前记住的状态；只有总开关会停止记忆并把所有工具还原成原版。\n*   现在也能记住 Anarchy 模组提供的选项；没装那个模组时这几项不做任何事。\n*   模组名称在设置界面按你的游戏语言显示（English: Tool Mode Memory），各项名称在 12 种语言里全部采用游戏官方译名。\n*   更新后的一次性变化：每个存档里已记住的设置会从空重新开始，边建边重新记起来，因为记忆项的标记方式改了。已建好的城市与建筑不受影响。","size":87780,"userModVersion":"0.2.0"},{"modVersion":3,"released":"2026-09-27 11:20:20","details":"v0.1.3\n\n*   Fixed the \"Forum page\" button on the mod's About tab: it opened the wrong forum thread. It now points at this mod's own thread.\n*   Nothing else changed. Your saved tool settings and memory files are untouched.\n\n中文\n\n*   修正「关于」页里「论坛页面」按钮打开错误帖子的问题，现在指向本模组自己的帖子。\n*   其他行为没有任何变化，已记住的工具设置与记忆文件不受影响。","size":53808,"userModVersion":"0.1.3"},{"modVersion":2,"released":"2026-09-27 06:21:39","details":"v0.1.2\n\nFixed: memory could be written to the WRONG savegame. Starting a new city, or loading another save from the list, reused the name of the city you last saved with - so it restored that one's settings and then overwrote its memory file. Autosave could also take over the file name. This is now verified against the save actually loaded.\n\n*   \"Same menu\" scope now really covers the whole menu (it behaved like \"Same group\").\n*   Memory no longer breaks after adding or removing DLC / workshop assets.\n*   Water tool memory now works.\n*   Removed the Terrain and Upgrade items: those tools have nothing to remember (their \"mode\" is simply the asset you picked).\n*   Settings now save immediately instead of only on a clean game exit.\n*   Corrupted memory files are left alone instead of being overwritten.\n\nNote: after updating, the first visit to each save starts empty once - the old records used a format that could not be carried over.\n\n中文\n\n修复：记忆可能写到错误的存档上。新建城市、或从存档列表载入另一个档时，会沿用你 上一次保存过的那个档的名字，于是不但恢复了别人的设置，还会把别人的记忆文件覆盖掉； 自动存档也会把文件名抢走。现在以真正载入的存档为准。\n\n*   「同菜单」范围现在真的按整个菜单共用（以前等同于「同组」）。\n*   加装 / 移除 DLC、创意工坊资产后记忆不再错乱。\n*   水体工具的记忆现在生效。\n*   移除「地形」「升级」两项：这两个工具没有可记的面板状态（所谓模式就是你选的资产本身）。\n*   设置改为即时保存，不再只在正常退出时落盘。\n*   记忆文件损坏时不再被覆盖，保留原件供手工修复。\n\n提示：更新后每个存档第一次进入会是空记忆（一次性的），旧记录用的键格式无法沿用。","size":53803,"userModVersion":"0.1.2"}],"versions":[{"created":"2026-10-29T10:00:04.000+0000","size":167254,"userVersion":"0.10.0","id":12},{"created":"2026-10-07T19:21:34.000+0000","size":128613,"userVersion":"0.6.1","id":11},{"created":"2026-10-07T15:28:11.000+0000","size":128491,"userVersion":"0.6.0","id":10},{"created":"2026-10-02T07:43:32.000+0000","size":128185,"userVersion":"0.4.0","id":9},{"created":"2026-10-01T14:24:56.000+0000","size":113571,"userVersion":"0.3.0","id":8},{"created":"2026-09-29T10:49:19.000+0000","size":110310,"userVersion":"0.2.3","id":7},{"created":"2026-09-29T09:56:53.000+0000","size":110320,"userVersion":"0.2.2","id":6},{"created":"2026-09-28T16:41:02.000+0000","size":99722,"userVersion":"0.2.1","id":5},{"created":"2026-09-28T11:54:31.000+0000","size":87780,"userVersion":"0.2.0","id":4},{"created":"2026-09-27T11:20:20.000+0000","size":53808,"userVersion":"0.1.3","id":3},{"created":"2026-09-27T06:21:39.000+0000","size":53803,"userVersion":"0.1.2","id":2},{"created":"2026-09-25T02:14:15.000+0000","size":48706,"userVersion":"0.1.1","id":1}]}}}