The Spatials: Galactology

The Spatials: Galactology

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Translation
By cabmoomoo
Modding may be easy, if you know what you are doing, but translation is more useful in the long run. Translating helps people who don't know how to English as perfectly as moi and is how games can really go big. Here, one can learn the increadibly simple way Galactology handles translation mods.
   
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Basically the Basics
A fair warning: this guide is going to assume you have already read and had some success with my previous guide, Step By Step: Making a Mod. If you haven't, atleast give it a read-through so you can understand the basics that I skip here.

So, to start, as I have said before, you will need the proper tools. A .scm writer will be required and something that can reliably read charts will also be needed. For this, I will be using Racket[racket-lang.org] and Google Sheets[www.google.com], both of which are free, and neither are a large download, if you do decide to download them. My previous guide will help to familiarize you with Racket, and Google tends to be pretty good at making their stuff user-friendly. If you want to use other programs, that is your choice, just know, thing may not always work out at 100%.
The Setup
Before you go farther, it is HIGHLY recommended that you download the example Spainish Translation mod on the workshop. It will include everything you will need here, plus plenty of its own explainations.

To get started, your mod folder will contain a few things. To start, in the folder itself there will be a folder named "language" (ignore the " "), a main.scm, a manifest.scm, and your preview.jpg. In pure translation mods, i.e. ones without additional code for objects ect., create the main.scm and then leave it blank. Fairly simple. The manifest.scm in translation mods looks fairly similar to that of regular mods, but with a few additions. Lets take a look at the code of the Example Translation's manifest.scm:

(require mods.scm) (manifest name: "Español" description: "Traducción al Español. Por favor reinicia el juego para aplicar los cambios de idioma." language-code: "es")

Thankfully, you don't need to understand Spainish to understand this code. Lets start with the first similarity: (require mods.scm). Just like with regular mods, leave this alone and let it do it's thing. Next, with have the manifest and its parts. Leave the (manifest alone.
name: This is what the player will see. It serves no code based purpose (to my knowledge), so call it what you wish.
description: This is also what the player sees. It will be labeled as the description for the mod. What is in the Workshop as the description can be different, if you care to make it so.
language-code: This is the ISO 639-1 code for the language you are translating to. A list of languages in can be found at Wikipedia[en.wikipedia.org] or Mathguide[www.mathguide.de].

For both the name and the description, it is likely preferable that they are in the language you are translating to. The users of the mod will thank you.

After you have done this, feel free to go ahead and add the preview image of the mod to the folder. This is not required, the image can be anywhere in the mod upload interface, but it could help with organization.
The Translating
Probably what you were looking for this entire time, let us start talking about actually starting some translation. In your mod folder, you should have your language folder. In there, you should place a folder named your ISO 639-1 code. In there, you will have two files: dict1.tsv and dict2.tsv. These are two quite large charts of information. Opening them in Google Spreadsheets will allow you to view all that they have. Lets start by talking about each column and what to do with it. For the purpose of explanation, these columns will be out of order. DO NOT edit them in the order they are listed, but instead in the order of their labels. Here we go:

Column 1: This is the column with the string key and must be left alone. There are very few circumstances in which this is a useful thing to mess with.
Column 3: This is the column in which the date that the string was added is held. Use this to find the most recent additions when updating.
Column 4: This is where the English version of the text is stored. This is what you will want to translate, as this is what the player sees.
Column 2: This is where the translated version of the text is stored. Here is where you place your translations.

P.S. Although I do not know if problems will arive if you do this, avoid using more than one language in one mod.

Once you have done all the translating you would like on BOTH of the files (each has a different set of things to translate), download the completed charts. In Google Spreadsheets, do download as > tab seperated chart. The files you recieve will need to be named appropriately and placed back into the folder that you created named as your code. Finally, go into the game, with the translation mod in your mods folder, and see if it worked. If it did, follow the steps put out in my past guide on how to upload. Once your done, congrats! You just helped to improve the community of Galactology. If you know more than one language, and a translation doesn't already exist for that language, do everyone a favor and make another mod! Something else you can do is, after getting the mod maker's permission, create a mod that is a translated version of the original. Don't forget to get their permission though! Have fun playing the game!
7 Comments
M4SKUER4IDER 28 Sep, 2016 @ 6:49am 
hm i see ,i searched _L or name: strings to find them. thats why i missed it ;)
Weird and Wry  [developer] 28 Sep, 2016 @ 6:44am 
Red Token in particular is not available for translation since it may disappear in a future release, so there's no need to spend effort now. There's quite a few strings like that one, check resources.scm for example. In the future, when I update the reference translation, I will also provide the timestamps so you can quickly check any new or changed strings. Thanks for your work!
M4SKUER4IDER 28 Sep, 2016 @ 6:42am 
cant you do an extra file for items & unique objects .we make them to easy translation
M4SKUER4IDER 28 Sep, 2016 @ 6:15am 
http://imgur.com/a/ArWRJ here is link 9 pictures is what i ve changed ,i spend 5 hours to change %60 pf it and a new update can erase them but it looks well for now ,ididnt understand other translate solutions sorry. btw some codes are too bad written in .scm files.i couldnt find some object names to change as Red Token from in same scm file. i shoud seek it in other scm files
cabmoomoo  [author] 27 Sep, 2016 @ 3:58pm 
To be honest, I cannot tell if this is or is not intentional on the devolper's part. From what I have observed, this looks like the sorta mistake one can come to expect of an early access, espically one that has its code so open to the public. For now, do the best you can with it (the Spanish Traslation mod treats them both as slime, might be best to do the same for now), I'll make sure the developers are made aware of this small error by opening a new discussion, and we'll hope that with the next update comes the fixing of this. If you have any other problems, do not hesitate to ask.

Oh, and sorry for the bad spelling, if there is any, don't have time to double check it.
M4SKUER4IDER 26 Sep, 2016 @ 10:43pm 
i decided to change game to my language ,it worked good,i translated some source names(oil,water) ,all goals ,some button captions.this _L letter help me a lot about it. and when i was translating it, i notice is in core>planets>resourcenodes.scm, "Slime" (H name: (_L "slime_node" "Slime nodes") and "Gems" (H name: (_L "slime_node" "Gems nodes") ---> are these same source just labeled different? or is it a mistake? i just want to tell it
btw
i still continue to translate it
Weird and Wry  [developer] 2 Aug, 2016 @ 12:53am 
Very nice guide, thanks!

Some notes:

> P.S. Although I do not know if problems will arive if you do this, avoid using more than one language in one mod.

Translation mods are meant to provide only one language, so this is not allowed (only one language-code: is allowed)

> Something else you can do is, after getting the mod maker's permission, create a mod that is a translated version of the original.

You can also make a "normal" mod that's a translation for another mod, without having to copy anything. Follow this guide but do NOT include the language-code:. Make sure the subfolder in the language folder has the correct code for your desired language, and name it like "Spanish translation for Puddles" (or its local name equivalent). The TSV files must contain the _L identifiers unique for that mod. They can be named anything as long as they are .tsv and are located in the correct code subfolder.