BetterModMenu
A 模组 (Mods) button on the main menu that opens every installed mod's settings, one mod per entry on the left and that mod's options on the right — inside the game's own settings screen. Client-side only; the interface is in Chinese.
By lyj_0322
CHANGELOG
Changelog
1.5.0
- Enemy Drop Loot is now translated. The mod shows up as 「敌人掉落」 in the left column, and all six of its settings are in Chinese — 启用 / 掉落几率 / 每次击杀判定次数 / 过滤假物品掉落 / 仅允许的物品 ID / 排除的物品 ID — each with a description that spells out the default value and whether it's a host setting.
- Display only. Nothing about the mod's own config file, its ranges or its behaviour is touched — the values you set here are exactly the values the mod reads.
1.4.0
Split into two columns, the way the game's own settings work.
- Left column is the mod list. One entry per installed mod that has settings, with the same selection marker the game uses for its own tabs. No more scrolling past three mods to reach the fourth.
- Right column is that mod's settings only. Pick a mod on the left and the page reloads with its options.
- The first mod is selected when the menu opens, and your selection is kept while the menu stays loaded.
- Left column compresses its rows when you have more than six mods, so a big modpack doesn't push the list off the bottom of the screen.
1.3.0
The menu is now the game's own settings screen, not a separate overlay.
- Looks like the settings panel. It reuses the real settings prefab — same frame, same tab row, same row controls — so the 模组 page sits next to the game's tabs instead of floating over them.
- Same controls as the game. Switches are the game's switches, numbers are the game's sliders with a live value next to the label. Rows are built by cloning the brightness and v-sync rows, so a change to the game's UI style carries over.
- One 模组 tab, labelled 模组. The audio/control pages and the reset/creator-code buttons are hidden — they belong to the game, not to this menu.
- Closing the menu saves. Nothing is written while you drag a slider.
- Two ways back to the old window: turn off 原生界面 in the menu's own settings, or hold Shift while opening. Both are there because a UI built out of another game's prefab is the one thing that can't be tested from here. If the native panel can't be built at all, it falls back on its own.
- Layout fix: the panel's right half normally slides in from off-screen when it opens. Skipping that animation left the whole list parked outside the screen, so the rows are now anchored to the panel by ratio and land correctly at any resolution.
1.2.1
- Rewrote the description page in the layout people actually read here: what it does, who has to install it, a quick start, then the settings. No code left.
1.2.0
Published as BetterModMenu (the mod was previously uploaded as MimesisModMenu; same code, new name).
- Fixed style bleed between controls — labels and switches could pick up each other's colours.
- Reworked how the list is drawn: it's no longer rebuilt every frame, so the menu costs the same whether it's open or closed.
- Fixed a false "1 unsaved change" right after opening the menu.
- Finished the Chinese translation: setting names, descriptions and option values are translated where a sensible translation exists.
1.1.0
- The 「模组」 button now sits above 电车出发 (depart) on the main menu. It used to be inserted under 设置, which meant pushing the three existing buttons around and fighting with other UI mods.
1.0.0
- First release: lists every mod's settings, renders controls that match each setting's type (on/off, numbers, options, text, colour, vectors), with search, per-entry reset, staged save and discard.