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Nahlásit problém s překladem
I highly recommend you read the guide "About extracting HPK files".
Yes, of course. There are already translation mods for various languages, so you may want to refer to their file structures.
Based on the experience in the updates so far, creating a translation normally will definitely decrease the work.
If you want to use the translation of your vanilla as it is, but there is no way. However, if the ID number is changed when the game is updated, an error will occur.
1. Open the mods.lua of the Mod created using Mod Editor. At the time of creation with mod editor, a random 12 -digit number is assigned to the ID.
2. Find the ModitemRecipe part in Items.lua.
example:
PlaceObj ('Moditemrecipe', {
Description = T (773772573800, -[[Moditemrecipe mod_spear Description]], "aaa")
DisplayName = T (180385529774, -[[Moditemrecipe mod_spear DisplayName]], "Spear")
}),
Example: ID: 186220098910 Text: Spear
To change DisplayName in the above example
T (180385529774, -[[Moditemrecipe mod_spear DisplayName]], "Spear")
of
T (186220098910),
Vanilla translation can be specified by rewriting.
But if you don't specify a localization folder, you'll need to check the "Game.csv" file when it is updated in the future, and you will have extra trouble.
One question, is there any way to keep the original translation, when altering an existing item or recipe like a spear?
Currently it seems to replace the original item and you need to do all the translation, like described in your guide, from the ground up.
And there is the downside of being locked out from any language changes/additions the game will make in the future.
In the past, Waterdragon77's mod update gave me tendonitis from changing translation numbers.