Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
> Using the "code" field: This is a unique identifier that all text files in a mod must have so other game files can refer to it. The convention on these is to omit spaces and, if you don't do anything else, it will auto-generate an in-game name based on this field.
> Using a ".lang" text file: You can optionally include a language file with your mod that provides item names and descriptions using the 'code.name =' and 'code.description =' commands, respectively. This is the preferred method since you can use spaces, a broader range of characters, and separate translations for different language communities.
Since the latter is optional, you'll see a lot of mods which rely on the auto-generated names instead. If you'd like, you can add a .lang file to those yourself (or edit it if one exists) to rename all of the modded items more appropriately in your game client.
Thanks for such the in depth answer! It's really helpful! :) I'll probably end up using a .lang file because I know how to use them, funnily enough the idea never even occured to me... it's pretty obvious now I think about it lol... XD