RimWorld

RimWorld

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Localization Extractor
   
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Mod, 1.6
File Size
Posted
2.841 MB
Sep 24 @ 6:58am
1 Change Note ( view )

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Localization Extractor

Description
Purpose

Extracts translation files for the selected mod and saves them inside the mod folder.
The result is written to `[selectedMod]/Languages/[selectedLang]`.
Warning: the tool clears that target language folder and writes fresh files — make a backup if you want to keep existing translations.
If you notice any missing entries, please let me know.




How it works
It operates differently from RimWorld’s original extractor, so the order of strings may differ; required entries should still be present.
The extractor includes strings that are available at runtime — if an optional mod is not enabled, its strings will not be extracted.

Quick instructions

  • Optional (recommended): create a new language folder beforehand to avoid overwriting: `Mods/[SelectedMod]/Languages/<new-lang-folder>`.
  • Enable this extractor mod together with the mod whose strings you want to extract. Also enable any possible dependencies (mods referenced with `IfModActive`) for a more complete extraction.
  • Start RimWorld with those mods enabled. An extra button appears in the main menu to choose the target mod.
  • After confirmation, the extractor writes files to `[selectedMod]/Languages/[selectedLang]`. It clears that folder and writes fresh files.

Example — optional (IfModActive) dependencies

This shows an *optional* mod reference — not a required dependency. The extractor includes those extra strings only when the referenced mod is enabled.

<li IfModActive="VanillaExpanded.VPsycastsE">1.5/Mods/VanillaPsycastsExpanded</li>

Explanation:
  • `IfModActive="VanillaExpanded.VPsycastsE"` means "if *Vanilla Psycasts Expanded* is present".
  • When that mod is present, the target mod may load extra content from `1.5/Mods/VanillaPsycastsExpanded` which can add translation keys.
  • The extractor only includes those keys if the optional mod is enabled at runtime.

Patches (mods that modify other mods)
Some mods apply patches to another mod’s defs (for example, rename an item or replace a label). Current extractor does not copy those patched strings into the language folder when you extract the patching mod itself.

How it behaves now:
  • If Mod B contains a patch that changes strings in Mod A, extracting Mod B will NOT produce the new/changed strings for Mod A.
  • If you extract Mod A, the patched strings will appear in Mod A’s extracted language files (because the changes are present at runtime in Mod A’s final data).

This behavior is suboptimal because extracting Mod B does not include the strings it injects into other mods. Planned improvement: add support so that extracting a mod will also gather strings it injects via patches (so Mod B’s extraction would include its patch-provided strings).
8 Comments
AN-124-ARMADILLO Oct 1 @ 11:06am 
I dont know how or why, but after adding this mode - every pawn, like raider, traider, etc got demencia. I even try create new world and it still got this situation.
Im not upset, it's even made game more funny.
Inadequado  [author] Sep 27 @ 2:09am 
@Rincewind It works according to the original scheme, i.e. in [modName]/Languages/[selectedLang]. It clears this folder and creates new lines. I recommend creating a new language folder before extracting.

My problem here is that I wrote a poor description of the mod and didn't explain much... Need to improve :)
Vectrix Sep 26 @ 9:12pm 
Would this be an ideal mod to help me translate other mods without having to go through each file
Rincewind Sep 26 @ 9:02pm 
didn't get how it works
so i selected mod and pressed on it, message appeared about saving. But _where_ it saving and what? All defs/keys/strings like in language directory?
in save/log directory?
in mod's directory?
Inadequado  [author] Sep 26 @ 1:42am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Inadequado  [author] Sep 25 @ 12:22pm 
@sharkcrisp049 I haven't checked yet, but I'm sure it's not. I'll try to add it.
sharkcrisp049 Sep 25 @ 8:30am 
could this mod extract the stuffs from patches for example ce bullets?
doctor who? Sep 24 @ 9:41am 
Hmm... can be good mod!