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Translating a DooDesch mod

DooDesch edited this page Jul 8, 2026 · 3 revisions

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).

Step by step

  1. Start the game once with the mod installed, then quit.

  2. 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 a file called _template.en.json - the always-current list of every text the mod can localize. It is regenerated on every game start, so don't edit it directly; your changes there would just be overwritten.

  3. Copy the template and rename the copy to your language code:

    Language File name
    German de.json
    French fr.json
    Spanish es.json
    Italian it.json
    Portuguese pt.json
    Polish pl.json
    Russian ru.json
    Turkish tr.json
    Japanese ja.json
    Korean ko.json
    Chinese zh.json
  4. 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.
  5. Restart the game. Your translation is live.

How the game picks your language

  1. If Language in UserData/MelonPreferences.cfg (under [DooDesch]) is set to a language code, that wins. auto is the default.
  2. On auto, your Windows/OS language decides.
  3. 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.

Something doesn't work?

  • 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 under UserData/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.

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