TRANSLATIONS (aka. Localization)

Any text that will be seen on screen should have the ability to be translated into other languages. This is why we use a localization folder within each mod folder.


CREATING NEW TRANSLATABLE TEXTS

In the Localization folder of your mod, you should find a “localizedtext_en.json” file. This file contains all the texts in English.

To create new texts, simply open the “localizedtext_en” file and copy paste the following code to create a new text item:

Ex.:

  {

    “key”: “EXM_greeting”,

    “value”: “Good morning!”

  },

In the “Key” you will write a unique code name (this is how we will find the text later). The “Value” will have the actual text in English.

It is recommended that all Keys begin with 3 unique letters in all caps (maybe an abbreviation of your mod name). This way you can guarantee that no other mods will use the same key.

 

CREATING TRANSLATIONS

You can then create translation files for other languages by copying the English file, and replacing all Values with the correct text in your new language.

You should also rename this file by replacing the “en” in “localizedtext_en” with one of the following:

enEnglish
esSpanish
ruRussian
deGerman (coming soon)
frFrench (coming soon)
itItalian (coming soon)
pt_brPortuguese (coming soon)
swSwedish (coming soon)
plPolish (coming soon)

USING LOCALIZED TEXTS IN MODS

When modding a file, some fields might be a “Localized Text”. This means that what you write here is not actually what will be shown on screen, but a link to the “key” you have created in the localization folder.

This means that the game will fetch the value in the correct language and display it.