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Ismail Ivanov edited this page May 16, 2026
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LocalizationAI is a Godot 4.7 editor plugin that translates .csv and .po localization files using a local LLM (Ollama) or OpenRouter. You build a small node graph — Source → Translate → Export — and let the model fill in the empty cells.
This wiki is the long-form companion to the README. Use the README for the elevator pitch and install steps; come here when you want to actually understand the moving parts.
- Getting Started — install the plugin, pick a backend, translate your first file.
- Node Reference — every node, every port, every setting.
More pages will land here as the plugin grows. Likely next: custom prompts deep dive, parallel settings, partial/resume, troubleshooting.
Is
- A node-graph UI inside the Godot editor for batch-translating localization files.
- A thin GDScript wrapper around a stdlib-only Python script (
translate.py) that does the real work. - Two-process by design: the editor never blocks on the model, and crashes on either side leave a recoverable partial file behind.
Isn't
- A replacement for human review. LLMs drop placeholders, invent line breaks, and occasionally translate proper nouns. Spot-check the output, especially for languages you don't speak.
- A production-hardened tool. There's no test suite, no CI, and the author uses it for personal projects. Back up your files before pointing it at anything you care about.
- Free in the OpenRouter mode. You pay per token to whichever provider you pick. Local mode (Ollama) is free but slower and memory-hungry.
- Bugs / feature requests — GitHub issues.
- Plugin internals — see CLAUDE.md in the repo; it's the architecture overview originally written for AI assistants but readable as a design doc.
MIT. Do whatever you want with it; just don't blame anyone if it eats your strings file.