Ok, I've already pushed these changes for en, ru and uk to dev branch on github, waiting for your translations.
Just saw that. Actually three out of five entries in recipe-name
needs the same change also. You only changed one.
By the way, this change would break not only grammar (capitalisation), but also some morphology in languages like Russian or Ukrainian.
I think I'll just just swap locale string when Schall's mod is detected, it's very simple. Also I found a solution to get rid of recipe's output count in name... For now I'll just place this on TODO.
How about doing it in other way(s)? I just think of two more solutions. See which one you like more:
A/ The method I posted yesterday, I now call it as "Method A". Advantage: Simple (only locale file changes). Disadvantage: Grammar and morphology issues (as what you said).
B/ Mod detection code and different assignment in item prototype definition. Advantage: Correct grammar Disadvantage: Slightly more complex code.
C/ Adding those entries to locale files of Schall Uranium Processing (yes, to my mod). Advantage: You do not need to do anything to your mod. Disadvantage: You have to send me your translation entries for any changes. (I do not mind this at all, just send me.) :-D
D/ Maybe there are other methods. But now I only have above three.
It looks method C is the most natural solution to me now. Players using Plutonium Energy (abbrv. as "PE" in the following) only will see everything working as usual.
Schall Uranium Processing ("SUP") changed the basic names, so it is natural if changes are also within it.
Players with both PE and SUP will see the new correct text.
Players with SUP only will not be affected at all.
If you prefer method A, give me some time. I will send you the changes today or tomorrow.
If you prefer method B, the needed strings will not be using magic strings though, so different from that of method A.
If you prefer method C, the same strings as method B. I will add them to SUP.