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Translating a DooDesch mod
You can translate any mod built on ScheduleOne-L10n into your language - or change lines you don't like - without touching the mod files themselves. All you need is a text editor (Notepad is fine).
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Start the game once with the mod installed, then quit.
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Open the mod's localization folder in your game directory:
<Schedule I>/UserData/DooDesch/Localization/<ModName>/For example:
UserData/DooDesch/Localization/RVRepairVan/. You'll find one_template.<code>.jsonper language the mod ships -_template.en.jsonalways, and e.g._template.de.jsonwith the built-in German. They are the always-current list of every text the mod can localize, regenerated on every game start - so don't edit them directly; your changes there would just be overwritten. -
Copy a template (for a new language start from
_template.en.json; to tweak a shipped translation start from its template, e.g._template.de.json) and rename the copy to your language code:Language File name German de.jsonFrench fr.jsonSpanish es.jsonItalian it.jsonPortuguese pt.jsonPolish pl.jsonRussian ru.jsonTurkish tr.jsonJapanese ja.jsonKorean ko.jsonChinese zh.json -
Translate the values - the text on the RIGHT side of each
:. The left side is the mod's original English line; it is the lookup key and must stay exactly as it is.{ "Can you fix my RV?": "Kannst du mein Wohnmobil reparieren?", "Pay ${0}": "{0} $ zahlen" }Rules of thumb:
- Keep placeholders like
{0}or{1}somewhere in your translation - the game fills in prices, item names and similar values there. - You don't have to translate everything. Delete the lines you don't want to touch; they keep the mod's built-in text.
- Save the file as UTF-8 (Notepad's default). Umlauts, accents and non-Latin scripts are fine.
- Keep placeholders like
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Restart the game. Your translation is live.
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LanguageinUserData/MelonPreferences.cfg(under[DooDesch]) is set to a language code, that wins.autois the default. - On
auto, your Windows/OS language decides. - If there is no translation for that language, the mod stays English.
Your file always wins over the mod's built-in translation for the lines it contains - so you can also just override a couple of built-in lines instead of translating anything.
- Check the MelonLoader console for a line starting with
[L10n]- if your file has a JSON mistake (a missing quote or comma), it is ignored and the warning names the file. Tip: paste your file into an online JSON validator to find the broken line. - The file must be named exactly
<code>.json(lowercase, e.g.fr.json) and sit in the mod's own folder underUserData/DooDesch/Localization/. - Sharing your translation with others is very welcome - it's just that one file. You can publish it as its own installable package, see Sharing your translation as a mod. Or send it to me (see support.doodesch.de) and I'll consider shipping it with the mod so everyone gets it out of the box.