Adds various artillery shells. Currently includes cluster artillery shell, napalm artillery shell, poison artillery shell, atomic artillery shell, mine scattering artillery shells (of various land mines). (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Español, Русский)
Mods introducing new content into the game.
Hi, my name is daniel and I really like some mods, I can help translate it into portuguese from brazil.
Sure! Of course I will be glad to integrate any community translations into the mod.
You may post a link to the translated file, or simply paste the whole text here (since the locale file for this mod is quite small).
Here are two examples on how another player (John_TheCF) and I exchange the translation on mods:
- Russian on Schall Tank Platoon
- German, Trad. Chinese and Simp. Chinese on Plutonium Energy
Sorry for the delay to visualize, I ended up having to travel to work and I came back a few days ago.
Could you pass me here or in a file?
all the names in your language so that I can translate there, I can do 2 translations for "Portuguese" and "Spanish".
I do not know how to fiddle to find the original names.
If you can help with this I thank you.
if you want to send of all your mods I can do only that it will take to do all.
I'll give it to you as you go along with translating and revising the translation.
In the mod ZIP files, you can already find all the needed locale files inside.
1. Just unzip a mod file where you are interested. It would be best if you unzip to the same folder where your other mods are located (like Factorio\mods\
), so you can test your translations later (as in step 7).
2. Under locale
folder in the extracted, you will find en
together with other available locale.
3. en
subfolder contains a text file which contains "original" strings in English.
4. Clone the whole subfolder en
as pt-BR
.
5. Edit pt-BR\*.cfg
, and you can then type and directly replace the strings into Brazilian Portuguese.
6. Note that those magic strings like __ITEM__*__
, __1__
will take in existing local strings already. You may need to replace it with real strings in your language, only if the word form is significantly different.
7. If the whole extracted mod is already in the Factorio mods folder (if you did so in step 1), then you can start Factorio in Brazilian Portuguese. You can see the display results, and go back to step 5 to correct the strings.
8. Repeat from step 4, clone another as es-ES
subfolder for Spanish.
9. Note that Factorio have both Portuguese pt-PT
and Brazilian Portuguese pt-BR
. They look different. (My experience when I tried to copy and paste the needed strings for Schall Alien Loot..) So you can provide that as the third locale, if you can!
PS 1: All my mods already contain German de
, traditional Chinese zh-TW
, simplified Chinese zh-CN
as additional locale. Some also contain Russisan ru
as well. You may inspect and compare those files to see how things exactly works.
PS 2: Just translate only the mods that you are interested in. Absolutely no need to all my mods! I provided a grow number of mods, and that's really too much. :P
And I want to say, no need to rush! :D
I know translations are never easy and take a lot of time. (I knew this since I provided in 4 languages, and especially time consuming for large mods like Schall Tank Platoon.)
Please raise here if you have other questions.
Lastly but most importantly, thank you in advance!
I am pasting locale strings file of this mod here as example.
(But it is really impossible for large files like in Schall Tank Platoon. Unzip those files is still the best way.)
Engish, under SchallArtillery_0.17.2\locale\en\arty.cfg
[item-name]
Schall-cluster-artillery-shell=Cluster artillery shell
Schall-napalm-artillery-shell=Napalm artillery shell
Schall-poison-artillery-shell=Poison artillery shell
Schall-atomic-artillery-shell=Atomic artillery shell
[item-description]
Schall-cluster-artillery-shell=Artillery shell with cluster warhead.
Schall-napalm-artillery-shell=Artillery shell with napalm warhead.
Schall-poison-artillery-shell=Artillery shell with poison warhead.
Schall-atomic-artillery-shell=Artillery shell with atomic warhead.
[technology-name]
Schall-artillery-shell=Artillery shell
[technology-description]
Schall-artillery-shell=More artillery shell types to strike enemies with extra firepower.
German, under SchallArtillery_0.17.2\locale\de\arty.cfg
[item-name]
Schall-cluster-artillery-shell=Streuartilleriegranate
Schall-napalm-artillery-shell=Napalmartilleriegranate
Schall-poison-artillery-shell=Giftartilleriegranate
Schall-atomic-artillery-shell=Atomartilleriegranate
[item-description]
Schall-cluster-artillery-shell=Artilleriegranate mit Streugefechtskopf.
Schall-napalm-artillery-shell=Artilleriegranate mit Napalmgefechtskopf.
Schall-poison-artillery-shell=Artilleriegranate mit Giftgefechtskopf.
Schall-atomic-artillery-shell=Artilleriegranate mit Atomgefechtskopf.
[technology-name]
Schall-artillery-shell=Artilleriegranate
[technology-description]
Schall-artillery-shell=Weitere Artilleriegranatentypen mit zusätzlicher Feuerkraft.
Traditional Chinese, under SchallArtillery_0.17.2\locale\zh-TW\arty.cfg
[item-name]
Schall-cluster-artillery-shell=火炮集束炮彈
Schall-napalm-artillery-shell=火炮燒夷炮彈
Schall-poison-artillery-shell=火炮毒氣炮彈
Schall-atomic-artillery-shell=火炮核炮彈
[item-description]
Schall-cluster-artillery-shell=填裝集束彈頭的火炮炮彈。
Schall-napalm-artillery-shell=填裝燒夷彈頭的火炮炮彈。
Schall-poison-artillery-shell=填裝毒氣彈頭的火炮炮彈。
Schall-atomic-artillery-shell=填裝核彈頭的火炮炮彈。
[technology-name]
Schall-artillery-shell=火炮炮彈
[technology-description]
Schall-artillery-shell=更多的炮彈類型可以提供更強大的打擊能力。
[mod-name]
SchallArtillery=疾風大炮兵 (Schall Artillery)
[mod-description]
SchallArtillery=增加各種火炮炮彈。\n目前包括集束炮彈、燒夷炮彈、毒氣炮彈、核炮彈。
Note that zh-TW
has two additional strings under [mod-name]
and [mod-description]
. They would show up in the in-game mod selection page. By default (if these two strings are missing), the game will use the information under `SchallArtillery_0.17.2\info.json". So translate them only if you want to.
I understood now how to make thanks for the explanation.
I realized now that my confusion was because I never downloaded mod by the site of the mod factorio, I always downloaded inside the own game in the "Mod" option.
Now that I know, I'm going to start the work.
can you tell me what the word "Shell" means in English.
could use the word shell as a SHIELD substitute?
or you use the word "shell" as a replacement for "cartridge"
the word "Shell" is a wildcard in my language.kkkk So many meaning.
I realized that you use the word "shell" instead of "projectile". Am I right?
my game factor is by steam, I searched where my other mods are that I banged inside the game and did not find.
I have just translated the mod "Schall Artillery" I do as if to enivar, email or other means.
https://drive.google.com/drive/folders/1baMdu-Se16UgXUuQTcQgpos69WOXTYtl?usp=sharing
I created a folder on my google drive for the mods I translate.
I also did schall tank Platoon.
any questions you may have.
Thank you for letting me help.
Wow! So many questions. Let me explain one by one.
I realized now that my confusion was because I never downloaded mod by the site of the mod factorio, I always downloaded inside the own game in the "Mod" option.
Even if you download in game, the file is also there. The only difference is the game "auto" placed the file for you.
I realized that you use the word "shell" instead of "projectile". Am I right?
"Shell" is a generic term used for payload-carrying projectile. Examples are cannon shells, artillery shells. "Shells" appear quite often for high-caliber cannons, for those on tanks and warships. This is the Wiki page about this term.
"Cartridge" generally refers to small bullets used by infantry guns. So it cannot replace "shell" in English.
One thing I missed but should be VERY useful to you. You can check out the "official" locale file for the base game, under SteamApps\common\Factorio\data\base\locale\pt-BR\base.cfg
!
You can search for the vanilla artillery shell, under artillery-shell
. Then you will find the following text:
[item-name]
artillery-shell=Munição de artilharia
atomic-bomb=Bomba atômica
Yeah, so you do have to create everything from scratch. You can make translation more fitting with "official" ones this way. (Same for Spanish es-ES.)
But in case you feel your translations are better than vanilla ones, then go ahead! Just use the string you feel the best.
I can see your file on Google Drive.
My routine mod upload schedule is usually on Thursday. So no rush, you can take your time to improve the translations.
PS: Spanish should use es-ES
instead of simply "es", or the game won't see the file.
Thanks for the translations.
Just one question before updating. Some lines in Tank Platoon file is not translated:
[description]
precraft-take-equipment-msg=Took out__1__
equipment.
[mod-setting-description]
tankplatoon-tank-to-recipe-keep=Only affect recipe, existing items remain.
...
Guess you want to leave them out?
Also, please be aware that files have to be saved in UTF-8 encoding (I guess), or some non-English characters may not shown up properly.
For example, "Projétil de Artilharia Dispersão Maxima" in Artillery pt-BR is show as "Proj" only.
Files of Tank Platoon pt-BR is in the right format though, so "Projétil de canhão explosiva (75 mm)" is displayed nicely.
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell kill
This is about updating the map after an artillery shell kills anything.
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killThis is about updating the map after an artillery shell kills anything.
Is it the same mod that I have already translated or is it another?
Thanks for the translations.
Just one question before updating. Some lines in Tank Platoon file is not translated:[description]
precraft-take-equipment-msg=Took out__1__
equipment.
[mod-setting-description]
tankplatoon-tank-to-recipe-keep=Only affect recipe, existing items remain.
...Guess you want to leave them out?
Also, please be aware that files have to be saved in UTF-8 encoding (I guess), or some non-English characters may not shown up properly.
For example, "Projétil de Artilharia Dispersão Maxima" in Artillery pt-BR is show as "Proj" only.
Files of Tank Platoon pt-BR is in the right format though, so "Projétil de canhão explosiva (75 mm)" is displayed nicely.
[mod-setting-name]
artillery-charting-after-shell-kill=Aceitar apenas receita, os itens existentes permanecem.
I have discord, do you?
if you have will facilitate the communication if there is any doubts, I do not know why when you send me a message here does not appear in my email notification, it must be a bug.
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killThis is about updating the map after an artillery shell kills anything.
Is it the same mod that I have already translated or is it another?
It is a new option setting in next version Schall Artillery.
I have discord but have no mic, so I rarely use it.
Using Factorio forum private message, here, or e-mail could be more direct, since I check these three places almost everyday.
Some users also complained about the email notification function here, I do not trust it neither.
And, let me ask again, in case you missed reading that in previous reply:
Some lines in Tank Platoon file are not translated. Guess you want to leave them out?
[mod-setting-name]
artillery-charting-after-shell-kill=Aceitar apenas receita, os itens existentes permanecem.
Is this for pt-BR or es-ES, or both?
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killThis is about updating the map after an artillery shell kills anything.
artillery-charting-after-shell-kill=regarregamento do mapa depois que o projeta mata ou destrói
artillery-charting-after-shell-kill=atualização dos gráficos do mapa depois que o projétil mata ou destrói
I sent two variations of the translation.
the first is more technical then a lay of games may not understand at first the second is a translation based on a simpler context to understand.
this type of translation when it involves technical terms if I translate only for myself I leave it in a technical way, but as this translation is not only for me but for all who download the mod and I believe that many of them do not know these terms I recommend the second option.
I leave it to your discretion which one to choose, to translate and to leave my opinion, I hope to have helped you explaining why two versions
[mod-setting-name]
artillery-charting-after-shell-kill=Aceitar apenas receita, os itens existentes permanecem.Is this for pt-BR or es-ES, or both?
pt-BR
es-ES=Acepte solo los ingresos, los elementos existentes permanecen.
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killThis is about updating the map after an artillery shell kills anything.
Is it the same mod that I have already translated or is it another?
It is a new option setting in next version Schall Artillery.
I have discord but have no mic, so I rarely use it.
Using Factorio forum private message, here, or e-mail could be more direct, since I check these three places almost everyday.
Some users also complained about the email notification function here, I do not trust it neither.And, let me ask again, in case you missed reading that in previous reply:
Some lines in Tank Platoon file are not translated. Guess you want to leave them out?
I'm reviewing now to see what I left out.
I have a new option in the next version, please translate too:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killThis is about updating the map after an artillery shell kills anything.
artillery-charting-after-shell-kill=regarregamento do mapa depois que o projeta mata ou destrói
artillery-charting-after-shell-kill=atualização dos gráficos do mapa depois que o projétil mata ou destrói
I sent two variations of the translation.
the first is more technical then a lay of games may not understand at first the second is a translation based on a simpler context to understand.this type of translation when it involves technical terms if I translate only for myself I leave it in a technical way, but as this translation is not only for me but for all who download the mod and I believe that many of them do not know these terms I recommend the second option.
I leave it to your discretion which one to choose, to translate and to leave my opinion, I hope to have helped you explaining why two versions
first choice of es-ES=Regarregamento del mapa después de los diseños que mata o destruye.
second option of es-ES=actualizar los gráficos del mapa después de que el proyectil mata o destruye
Schall-ht-RA-mk2=ENTITY__Schall-ht-RA MK2
has some lines made that way, I took as an example the German translation, because it left some lines of the original form then I thought, maybe it did not change.
It's these lines that you're talking about?
if I can translate these lines, I still do today
Although I don't mind, but they seems to be too long as an option caption,
A better way to do this would be using [mod-setting-description]
also, if you need to put long text to describe the option in more exact way.
For example:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell kill
[mod-setting-description]
artillery-charting-after-shell-kill=Map charting after an artillery shell kills anything.
Note that [mod-setting-name]
are usual just short phrases (not full sentence) to get players knowing what it is, and NEVER end with "full-stop". Long sentences will make the option menu very wide, so making GUI very ugly actually.
Use [mod-setting-description]
for whenever you want to provide more details on an option. It is shown when players hover the mouse cursor over the option caption. (For example, when hovering over Schall Tank Platoon option: "Keep vanilla Tank recipe", you will see popup text of "Only affect recipe, existing items remain.")
Schall-ht-RA-mk2=
__ENTITY__Schall-ht-RA__
MK2has some lines made that way, I took as an example the German translation, because it left some lines of the original form then I thought, maybe it did not change.
It's these lines that you're talking about?
No! This line is OK, if you just want to show "Artilharia de foguete MK2" as result. The magic string will work automatically by appending " MK2" to the end, like what is done in English or German.
Those lines are mentioned in previous reply. Please read carefully. I am re-pasting those here:
Thanks for the translations.
Just one question before updating. Some lines in Tank Platoon file is not translated:[description]
precraft-take-equipment-msg=Took out__1__
equipment.
[mod-setting-description]
tankplatoon-tank-to-recipe-keep=Only affect recipe, existing items remain.
...Guess you want to leave them out?
Although I don't mind, but they seems to be too long as an option caption,
A better way to do this would be using[mod-setting-description]
also, if you need to put long text to describe the option in more exact way.For example:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell kill
[mod-setting-description]
artillery-charting-after-shell-kill=Map charting after an artillery shell kills anything.Note that
[mod-setting-name]
are usual just short phrases (not full sentence) to get players knowing what it is, and NEVER end with "full-stop". Long sentences will make the option menu very wide, so making GUI very ugly actually.
Use[mod-setting-description]
for whenever you want to provide more details on an option. It is shown when players hover the mouse cursor over the option caption. (For example, when hovering over Schall Tank Platoon option: "Keep vanilla Tank recipe", you will see popup text of "Only affect recipe, existing items remain.")
got it.
this is a problem in my language, because there are times that in English the phrase is small and has full and wide sense, in Portuguese and Spanish as they are more complex languages.
That is why many smaller companies than Sony, Microsoft, Nitendo etc.
take longer to provide translations into those languages because they are more complex and need more attention if not an out-of-place score, even if the intent of that phrase is good, it may be a joke.
an example of an innocent translation but ends up becoming ugly for children, when the pokemon pikachu talks about the drawing or the movie, it says "pika, pika, pika, pika", the meaning in my language would be penis.
Do you understand what I wanted to explain?
I will try as simple as possible the translations when it involves the name of the item.
Schall-ht-RA-mk2=
__ENTITY__Schall-ht-RA__
MK2has some lines made that way, I took as an example the German translation, because it left some lines of the original form then I thought, maybe it did not change.
It's these lines that you're talking about?No! This line is OK, if you just want to show "Artilharia de foguete MK2" as result. The magic string will work automatically by appending " MK2" to the end, like what is done in English or German.
Those lines are mentioned in previous reply. Please read carefully. I am re-pasting those here:
Thanks for the translations.
Just one question before updating. Some lines in Tank Platoon file is not translated:[description]
precraft-take-equipment-msg=Took out__1__
equipment.
[mod-setting-description]
tankplatoon-tank-to-recipe-keep=Only affect recipe, existing items remain.
...Guess you want to leave them out?
I found them here in the file, I'll start translating now.
I must have thought it was a setup so I did not move, I'm sorry.
want me to post here or update the file in the google drive folder?
I'll update the files on google drive now
For Schall Tank Platoon, please update as file. (They are too large here.)
You can do either way for Schall Artillery.
I already updated the files on google drive.
https://drive.google.com/open?id=1baMdu-Se16UgXUuQTcQgpos69WOXTYtl
I see if you can accessw
Thanks, I can see the updated files of Schall Tank Platoon.
But still, this line is in English:
[description]
precraft-take-equipment-msg=Took out__1__
equipment.
I do not know about these two languages, but just reading briefly, I can already see the same item have different translations in different strings. Is it how the grammar works?
[entity-name]
Schall-ht-RA=Artilharia de foguete
[mod-setting-name]
tankplatoon-ht-RA-enable=Ativar Rocket artillery
I solved it, the line I translated, this line was translated so "tirou o_1_equipamento" I left it like this,but it can be so"tirou o equipamento_1_"?
Thanks, I can see the updated files of Schall Tank Platoon.
But still, this line is in English:[description]
precraft-take-equipment-msg=Took out__1__
equipment.I do not know about these two languages, but just reading briefly, I can already see the same item have different translations in different strings. Is it how the grammar works?
[entity-name]
Schall-ht-RA=Artilharia de foguete
[mod-setting-name]
tankplatoon-ht-RA-enable=Ativar Rocket artillery
in the case of that sentence, there is the translation but my country kind of made it a word of the Portuguese even having translation." Ativar Rocket artillery"
[mod-setting-name]
tankplatoon-ht-RA-enable=Ativar Rocket artillery
Alright, I will use what you gave me. I just feel so strange (inconsistent) that you can use both "Artilharia de foguete" and "Rocket artillery" for exactly the same vehicle in the same language...
The following line is still missing in Spanish...
[description]
precraft-take-equipment-msg=Took out__1__
equipment.
done
Alright, I will use what you gave me. I just feel so strange (inconsistent) that you can use both "Artilharia de foguete" and "Rocket artillery" for exactly the same vehicle in the same language...
The following line is still missing in Spanish...
[description]
precraft-take-equipment-msg=Took out__1__
equipment.
there is another word as synonymous, I used the translation Artilharia but the word synonym is Artilheria then how can you visualize so change a letter.kkkkk
Thank you, so I assume it is done for Tank Platoon as the moment.
I will upload the update on next Thursday. So you can still use the time to review the strings.
Just let me know here if you are doing any changes.
I am confused in figuring out the strings for Schall Artillery:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell kill
Should I use like the following?
[pt-BR]
artillery-charting-after-shell-kill=Aceitar apenas receita, os itens existentes permanecem
[es-ES]
artillery-charting-after-shell-kill=Acepte solo los ingresos, los elementos existentes permanecen
No, this translation is from another sentence, it has nothing to do with it.
Thank you, so I assume it is done for Tank Platoon as the moment.
I will upload the update on next Thursday. So you can still use the time to review the strings.
Just let me know here if you are doing any changes.I am confused in figuring out the strings for Schall Artillery:
[mod-setting-name]
artillery-charting-after-shell-kill=Charting after shell killShould I use like the following?
[pt-BR]artillery-charting-after-shell-kill=Aceitar apenas receita, os itens existentes permanecem
[es-ES]
artillery-charting-after-shell-kill=Acepte solo los ingresos, los elementos existentes permanecen
right sentences for "artillery-charting-after-shell-kill=Charting after shell kill" are these
(pt-BR)artillery-charting-after-shell-kill=atualização dos gráficos do mapa depois que o projétil mata ou destrói
(es-ES)artillery-charting-after-shell-kill=actualizar los gráficos del mapa después de que el proyectil mata o destruye
Oh, thanks.
Can I capitalize the text? Like:
(pt-BR) artillery-charting-after-shell-kill=Atualização dos gráficos do mapa depois que o projétil mata ou destrói
(es-ES) artillery-charting-after-shell-kill=Actualizar los gráficos del mapa después de que el proyectil mata o destruye
you can
Nice!
I guess it is done for now.
Thanks again.
You're welcome
hey I tried to download other mods yours inside the game and gave error and said that could not install because there was no version.
You are unlucky that the Factorio mod file server is unstable today. And it's Saturday so probably very few people are maintaining it.
Try using the browser to view and download mods.
All my mods are available at https://mods.factorio.com/user/schallfalke
Just place the ZIP files at the same folder where your mods are (Steam version: C:\Users\user name\AppData\Roaming\Factorio\mods)
PS: I am proofreading the locale strings, and found many \
, \ n
strings.
\n
is a special string for new-line. I guess you have used automatic translators, and the special strings got ignored...
For example:
tankplatoon-tank-cannon-collision=On: (ligado=Padrão) Causa dano de penetração, mas não pode ser disparada por amigos. \ Desligado: Pode ser disparado em amigos
It should be formatted like (I have corrected as):
tankplatoon-tank-cannon-collision=On: (ligado=Padrão) Causa dano de penetração, mas não pode ser disparada por amigos.\nDesligado: Pode ser disparado em amigos.
No, I did it on purpose, to make it clear.
I thought the translation started from the "=" sign
I thought the translation started from the "=" sign.
if it was later: "now I know for future translations.
if I used automatic translations, it would not help anything after it would not make sense.
in the end, automatic translators only work in informal conversations.
I have a program on my pc about dictionary. When I translate I get a sentence after the "=", apparently it was after the ":" sign, I translate word by word and then I contextualize, according to the word spoken in my country, the same thing I do in the es-ES my girlfriend is argentina and it was she who did the translation.
I deliver the fastest pt-BR from es-ES because it checks before I deliver.
I realized that it has codes along with the translation, when I was doing it I realized "/ n" I thought it must be the form he writes, I did not know it was a type of code, so I removed them...
Thanks for explanation.
For my own translations, I usually use Google translations first, than manual edit to give the translations. Though the Google translations usually gave bad results, but they usually contains at least half of the characters/word that I needed, so saved me a lot of typing and thus time. Google translate do convert \n
into \ n
, so I guessed you did it somehow like how I do that...
BTW, you can decompress the ZIP file into the same mod folder, then put in the locale files into the locale subfolders. This way you can see if your own translations are well-formatted and well-written like what you expected.
The DECOMPRESSED mod files should be in C:\Users\user name\AppData\Roaming\Factorio\mods\SchallArtillery_0.17.3
And locale folder would be C:\Users\user name\AppData\Roaming\Factorio\mods\SchallArtillery_0.17.3\locale
I was able to locate where the mods are, thanks.
I'll look at other mods of yours, I'll translate when I'm done. I'll let you know, I'll take a look at it tomorrow.
I was now looking at the mod "SchallAlienLoot" and I saw that the translation had already begun, so I downloaded the mod and saw that it was all in one piece and it was not separated one underneath the other. can I say +/- how is the beginning and end of each sentence so that I can organize and finalize the translation.
It is a problem if opened with "bad" text editors like Notepad. It does not handle file well which have non-ASCII coding, so never use that.
Try using some more decent (and free) text editors. Like both "Sublime Text" and "Crimson Editor" work for me.
I managed to complete the Spanish and Portuguese translations of the mod "schall loot alien", the files for the language can be found in the same google drive folder previously sent the link...
I was using the notepad, to use the word?
I will check the files tomorrow. It is too late to start "productivity" work for me now. :-P
Never use Notepad, it is (one of) the worst text editor ever! ANY text editor is better than that.
I am not sure about MS Word, but I guess it is more than troublesome to save in text files directly usable by the game.
Try using either of the two free text editors I recommended above. Personally I am using "Sublime Text" for my Factorio modding.
PS: Notepad can DAMAGE your text files, because it does not respect various non-ASCII encoding many text files are using.
OK.
I'll take a look at the publisher you recommended.
" percentile"
Does this word mean what?
or is it something in the game and does it need translation?
because the only meaning I could find would be a statistical measure
I'm inclined to replace "percentile" with "porcentagem" which means Percentage
I need this doubt and the translations of pt-Br & es-ES from the Mod "SchallAlienMutation"
I did a German translation and it matches my previous thinking.
Completed translation of Mod "SchallAlienMutation"
I'll put it in that google drive folder
I'm translating another mod now and I came in the head star trek example phaser = a particle weapon.
in your opinion you prefer: particle gun
or
particle beam weapon?
I am not in "productive mode" on Sunday. So I will answer the short questions only. I will leave the files to see tomorrow.
Percentile/Percentage resistance is a term used by Factorio Damage Resistance Model. "Percentile resistance" is used in earlier 0.16 version, so I leave it like that. From mathematical point of view, I feel "percentage resistance" is more suitable though. Read from the linked page to see which suits better for you.
Schall Alien Tech introduces a new particle, which can be fired as either beam form or cannonball form, so I used "particle beam" and "particle cannon" as English names.
I am not sure about your language. But in English, "beam" refers to very narrow and long, and is energy in nature. "Gun" is a VERY generic term where the projectiles can be anything. From pistols, rifles, tank cannon, battleship naval guns, to WWII German "Dora" rail guns, they are all called "guns".
And by definition (in English), particle cannons belong to particle guns as well. So I would avoid using the term "particle gun" to only refer to those shooting beams.
So yes, I prefer "particle beam weapon" much more. But beware, there are other entities using that as part of strings.
For example:
Schall-particle-beam=Particle beam
Schall-particle-beam-turret=__ITEM__Schall-particle-beam__
turret
If you change the first line to Particle beam weapon
, the turret will display as Particle beam weapon turret
(not good as English). You will need to adjust those strings accordingly,
And finally a recommendation. Please load your game to check if your locale files are displaying correctly, or some lines are missing translation. This will save us a lot of time.
I'll load it in the game when I'm done, to check
Good sunday
I use version 0.16, so I want to know if I opt to use one of the experimental versions of 0.17 that steam provides as a beta, will my saves lose them?
The saves are not changed whether you upgrade or downgrade. See https://www.reddit.com/r/factorio/comments/auke5r/what_happens_to_old_saves_when_updating_to_017/
Things from modded 0.16 save should still load in 0.17, if you also update all mods to their 0.17 version.
But notice some factories will stop working, such as recipes changed for some science packs. You may need to change some input ingredients.
I tested in the game all the translations appeared right, but it appeared like this: unknown key and then came the translation, is it right or did I do something wrong?
you give an example how ta in the game.
Tamanho da grade Unknown key:"ITEM__Schall-torre-de-equipamento-de-feixe-de-partícula (2)
Can you tell me what I did wrong?
I'm sorry for all this mess, I do not really know what I did wrong, so far I'm still trying to figure it out, I just know something wrong, I did it I'm sure I hope you know me say whatever.
Short answer:
Because under [item-name]
, there are no lines like Schall-torre-de-equipamento-de-feixe-de-partícula=...
.
Internal name (key) should NOT be translated.
For every lines, the strings are in {key}={value}
format.
When using magic strings refer to key of another string, it should have the same as the key.
[item-name]
Schall-turret-equipment-particle-beam=Teilchenstrahlbehälter
[mod-setting-name]
alientech-grid-particle-beam=Ausrüstungsgitter-Größe__ITEM__Schall-turret-equipment-particle-beam__
(2)
I think I understood what I did wrong, I'll start over from scratch.
I finished and tested it, everything ok inside my game. "alientech"
My friend, my girlfriend came back to Argentina to spend the college vacations with the family, the last time they came, so I can continue to do the Portuguese translations of good but the Spanish translations (I can do it using google translate). That's okay for you, I just will not know the concordances based on the context that my girlfriend was reviewing for me.
SchallAmmoTurrets
I finished the translation and added 2 descriptions about sniper turret and rocket turret, in the same google drive as always, tested in my game, reason why I saw not unmasked any irregularity
SchallArmouredTrain,SchallArmouredTrainNostalgia.
finished in pt-BR
SchallBeltConfiguration
finished in pt-BR
SchallCombatRobotics,SchallEndgameEvolution
finished in pt-BR
I prefer high quality translations. So no rush. Just submit what is complete.
I have some questions about those files:
1. In Schall Alien Loot, please remove the comment characters (#
, <
, >
) and check if they are displayed correctly in game.
2. In Schall Alien Loot, line alienloot-richness=Riqueza de saque (Medium)
. The (Medium)
part refers to the default value. It should be translated to (Média)
as well. Please check these for other lines, perhaps also in other mods.
3. In Schall Artillery, the names of artillery shells looks quite different to vanilla artillery shell. Vanilla artillery shell is artillery-shell=Munição de artilharia
. Your translation give Schall-cluster-artillery-shell=Projétil de Artilharia Dispersão Maxima
. Can you make them spell similar?
4. In Schall Tank Platton, the damage bonus text is also different to vanilla text. Vanilla bullet damage bonus is cannon-shell-damage-bonus=Dano de balas de canhão: +__1__
. Your translations are using danificar
. Can you make them display similar?
5. In Schall Alien Tech, I see some lines like Schall-particle-tank-M=Médio partícula tank
and Schall-particle-tank-H=Heavy particle tank
. But you used Schall-tank-H=Tanque Pesado
in Tank Platoon. Why are they so different?
Other mod translations look quite fine. Thank you!
.
6. In Schall Endgame Evolution, vanilla biters and spitter are not using English nouns. They are named like behemoth-biter=Mordedor gigante
and behemoth-spitter=Cuspidor Gigante
. So you may need to change these two lines:
Schall-category-biter=Categoria
__1__
biter
Schall-category-spitter=Categoria__1__
spitter
There are vanilla pt-BR locale file strings, so you can look and use the strings there.
File location:
D:\Steam Folder\SteamApps\common\Factorio\data\base\locale\pt-BR\base.cfg
D:\Steam Folder\SteamApps\common\Factorio\data\core\locale\pt-BR\core.cfg
I prefer high quality translations. So no rush. Just submit what is complete.
I have some questions about those files:
1. In Schall Alien Loot, please remove the comment characters (#
,<
,>
) and check if they are displayed correctly in game.
2. In Schall Alien Loot, linealienloot-richness=Riqueza de saque (Medium)
. The(Medium)
part refers to the default value. It should be translated to(Média)
as well. Please check these for other lines, perhaps also in other mods.
3. In Schall Artillery, the names of artillery shells looks quite different to vanilla artillery shell. Vanilla artillery shell isartillery-shell=Munição de artilharia
. Your translation giveSchall-cluster-artillery-shell=Projétil de Artilharia Dispersão Maxima
. Can you make them spell similar?
4. In Schall Tank Platton, the damage bonus text is also different to vanilla text. Vanilla bullet damage bonus iscannon-shell-damage-bonus=Dano de balas de canhão: +__1__
. Your translations are usingdanificar
. Can you make them display similar?
5. In Schall Alien Tech, I see some lines likeSchall-particle-tank-M=Médio partícula tank
andSchall-particle-tank-H=Heavy particle tank
. But you usedSchall-tank-H=Tanque Pesado
in Tank Platoon. Why are they so different?Other mod translations look quite fine. Thank you!
in the case of section 3.
When I use the word "munition" I mean handguns. Example: pistol, rifle, etc.
but when I use the projectile palvra I want to refer to the ammunition used in tank, cannons, which in theory a human can not handle easily.
Regarding sections 1 and 2 already resolve and replace the files in the drive.
.
6. In Schall Endgame Evolution, vanilla biters and spitter are not using English nouns. They are named likebehemoth-biter=Mordedor gigante
andbehemoth-spitter=Cuspidor Gigante
. So you may need to change these two lines:Schall-category-biter=Categoria
__1__
biter
Schall-category-spitter=Categoria__1__
spitterThere are vanilla pt-BR locale file strings, so you can look and use the strings there.
File location:
D:\Steam Folder\SteamApps\common\Factorio\data\base\locale\pt-BR\base.cfg
D:\Steam Folder\SteamApps\common\Factorio\data\core\locale\pt-BR\core.cfg
Section 3 I explained, did I understand why I used the denominations?
section 4 has already been made and modified in the drive.
in case of section 5 was the following morning I was sleepy, I'm sorry for the lack of attention. already solved and modified in the drive
SchallInserters
finalized pt
Now that I understand what should and should not be translated it is easier to translate
any questions feel free to do
Replies to the above:
1,2. Have not seen the updated files yet. Still having those comment characters (#
, <
, >
).
3. Understand your point. Do you want to overwrite the name of vanilla artillery shell? This can be done in mod, by adding a new line in file: artillery-shell=Projétil de Artilharia
.
4. See that changed, but still different from vanilla game text? You can view them in-game, by going into "Technology menu", pick "Physical projectile damage" tech, then hover mouse cursor over any modifier effects.
5. Good, thanks. But I see you are using Tanque
in Schall Tank Platoon, but Tank
in Schall Alien Tech?
6. How is it going? In your reply, just quoted, but no text.
Good in SchallInserters, thank you.
Yes, it is easy once you know what is going on. But still need proofreading in game to see if strings are displayed correctly.
but in the case of 1,2, this symbol #, * was also in the version in English, would have to withdraw in translation?
No, if you check en\alienloot.cfg
, there are not there.
I added them in pt-BR\alienloot.cfg
and most *\alienloot.cfg
, just to emphasize those lines are not translated.
No, if you check
en\alienloot.cfg
, there are not there.
I added them inpt-BR\alienloot.cfg
and most*\alienloot.cfg
, just to emphasize those lines are not translated.
adjusted
No, if you check
en\alienloot.cfg
, there are not there.
I added them inpt-BR\alienloot.cfg
and most*\alienloot.cfg
, just to emphasize those lines are not translated.adjusted
Alien Loot pt-BR has no files there.
Tank Platoon pt-BR seems to be an old file, still has English text in it. Also having \ n
string problem.
In Endgame Evolution (also some other mods) as well, there are still English text.
Can you please really check (more carefully) in game? There are still a lot of English mixing with Portuguese text.
If you read your files carefully, you should easily spot many such things.
It would be much faster than for me to type every untranslated/wrong text here...
I'll check, notice when it's over
I pulled the drive now, there is a file there I will pass the link again
I don't know what's going on, in the mod tank planon setup menu everything is fine, but when I start the game the vehicle names are not showing translated.
do i have to uninstall and reinstall the mod?
I have already reviewed 5 times the mod alien tech and tank platoon, everything is fine except when it comes to the tanks they have the names and description in English. but in the file everything is translated, has the English version been in conflict with the Portuguese?
Do you have the ZIP file still in the mod folder?
If so, move the ZIP file to other place. The game may use the ZIP file directly, without considering your new files in uncompressed subfolders.
PS:
The second reason could be wrong file encoding. It should be using UTF-8.
Try clone the file from en
folder, then paste your translations into new file.
The folder Alien Loot\pt-BR
is still empty. Please check again.
I have two new lines for next update for Alien Loot, please translate too:
It is about some recipes which are craftable only by machine, but not by hand. This option will hide those recipes from handcraft GUI.
[mod-setting-name]
alienloot-hide-machine-only-recipes=Hide machine-only recipes (Off)
[mod-setting-description]
alienloot-hide-machine-only-recipes=Remove alien ore recipes from player crafting GUI only. Still selectable in machines.
[mod-setting-name]
alienloot-hide-machine-only-recipes=Ocultar receitas exclusivas fabricáveis nas máquinas(Off)
[mod-setting-description]
alienloot-hide-machine-only-recipes=Remova as receitas de minério alienígenas somente da GUI do criador do jogador. Ainda selecionável em máquinas.
you have email from gmail, then you pass me and put you with permanent access in the folder.
schallfalke(at)gmail.com <- Replace that symbol.
Thanks for the translation. Although AlienLoot\pt-BR is still empty for me...
I redone the translation from the English file without copying and pasting, and it has the same error, then I did a test I removed the English file and left the rest, everything was in Portuguese except the tanks that had only error message error nothing more. I don't know what might be will be something of the game?
I will resend the file
Is your pt-BR\tank.cfg the same file in Google Drive?
I have an earlier version of pt-BR\tank.cfg that shows correctly in my game, want me to upload?
Got AlienLoot\pt-BR file now, thx.
just upgraded tank platoon and alien tech
look at the file tell me if you see anything wrong
Your pt-BR\tank.cfg is working in my game with all Portuguese displaying.
Did you remove the SchallTankPlatoon_0.17.8.zip
from the mod folder?
I removed it, if it is working in your game is what matters, my game has a detail in English, not me.
I have no rights to upload to your drive.
I have uploaded a test version (with your pt-BR and es-ES files). You can download and try with it.
you have the right to send if you want
I already downloaded this version
Most mods are fine. But still some minor translation problems:
1. English words are still used in [mod-setting-description]
of Alien Tech.
2. In Endgame Evolution, you are still using English words "biter" and "spitter".
3. In Endgame Evolution, are there any reasons to use difficulty names like "Kobayashi Maru" and "Borgs"? Also "1" is "Normal" as my default settings, not "3".
4. Word (Default)
is English, right? It still shows in most of your translations.
I can upload to your drive now. If you want, I can upload the test versions to there.
in the case of section 3 I wanted to make a star trek easter egg if you want I take it out, is there a problem?
a for default i think is between () so i thought it was not to translate
I made the changes in alien tech
in the case of section 3 I wanted to make a star trek easter egg if you want I take it out, is there a problem?
If you already watched Star Trek, do you know that this 2 represents things almost impossible to beat
already fixed the files on the drive
a for default i think is between () so i thought it was not to translate
Everything insider ()
is just normal text, not special text. If you open any zh-TW or zh-CN locale files, you can see what need translations. (Default)
just means they are the starting setting. Those (Medium)
or (On)
at the end of mod option names means they they are the starting preselected option. So should ALL be translated.
Magic strings like __1__
or __ITEM__Schall-tank-L__
and \n
are the only special strings that are NOT translated.
in the case of section 3 I wanted to make a star trek easter egg if you want I take it out, is there a problem?
I am not a fan of Star Trek, but I let you do that if you think appropriate.
Still, 1 - Normal
is my default settings, not 3 - Normal
. Only for this one, please do NOT change that. Just translate only.
(Default)
and default options like (Medium)
, (On)
appeared a lot for other mods.
Please change as well.
Just uploaded the 13 modified mods test version to your "Teste" folder.
So you can use them and see any text still in English that have to be translated.
Text of Endgame Evolution difficulty levels (especially 1 to 3) need adjustments, as mentioned above.
Tank Platoon still contains a lot of English text. Especially those On: (Default)
, Off:
, "All": (Default)
, "Not same":
text.
And I think every string in Portuguese should start with a capital letter. But there are still lines like:
xxx-force-condition-not-friend=não amigável
Tomorrow I will publicly upload the files to the mod forum as official release. So this is the final chance to correct any flaws. (Any modifications AFTER release, will have to wait for whenever I have major updates, which can be weeks or months.)
I will try to check everything as soon as possible, what time are you going to upgrade?, if it does not work for tomorrow it is better to take the translation and arrive perfect than to arrive early and come bad.
I tested all the mods that you put in the folder, all right 100% translated I looked at each entity all right, I realized that some of their mods were experiencing conflict with other mods from other authors that I had here in my game after I pulled out and I left only yours everything went the right way.
What time zone do you live in and tell me what time you want to release the updates?
I found the lowercase and changed it in alien tech I will release the file
I checked all the files that I have translated so far, and identified the default word in English has already been translated, regularized the issue of endgame about the deficiency, also identified the lowercase letters and correct.
It's all right now I hope I can solve these problems in time.
one question cannon force weapon have shooting animation coming out of the gun and reaching the target?
I will update tonight (maybe 9 hours later).
Sorry for being picky on small things (e.g., capital letters). But I seek perfection, and don't want to publish tons of updates in the future just because of very small corrections.
(Your later replies say the problems are solved. So I will just let it go, and publish tonight, if no further issues.)
I don't want any words like "Easy" in difficulty levels of Endgame Evolution, because the mod do NOT make anything easier than the vanilla game. Any options below Normal would be misleading.
Difficulty level "1" is already more difficult than the vanilla game, but still closest to vanilla game. So I set "1" as default, so should be "1 - Normal".
Using "3 - Normal" will MISLEAD players that "1" and "2" are easier than vanilla game. Do you understand that?
Do you mean sniper turret? Yes, I am not an graphics artist, and I do not have new sprite sheet for it. It is only using a dark tint version of vanilla gun turret.
But the icon of vanilla gun turret is also quite dark enough. Making it in darker tint has no sense. So I take the idea of "snipers are stealthy like ghosts", making the icon of sniper turret like "ghost version" of vanilla gun turret.
My idea about force cannon is that "force" is not visible. (For Star Wars reference, Jedi using "Force Push" do not give anything visible neither, except for their moving right palm.) Therefore nothing really visible so no animations is appropriate.
But if you have any good idea about this (or anything), you can raise in the corresponding discussion sections.
Last but not least, what mod conflicts do you have? Any error messages or screenshots to describe the details? What other mods you are using?
it was a tank mod too, I think its mod and the other author was related why the translations overlap, in those cases it makes no sense for a person to use 2 different mods on the same subject, I had not observed this situation.
Just uploaded all updated mods. Thanks for your translations again!
If you want me to solve that, then please send me all the details (whole error message, mod list). Disabling all other mods (to confirm the 2 remaining mods are conflicting) would help a lot.
it was this mod that gave the most resistance to any vehicle in the game "impactproof-cars_1.0.0", after I removed it the portuguese translations that involved vehicles worked correctly.
but in itself no error message appeared I think a language conflict and not mod programming.
saturday I get more other mods to translate now that I know how it's done will be much easier.
It is rather strange that you got problem from "impactproof-cars_1.0.0".
I modified it to work in 0.17 (it was for 0.16), and have it enabled together with all my Schall mods, under game 0.17.59 and in pt-BR. Tank names are all displayed in proper Portuguese names, have not noticed any wrong strings.
Just looking at the code of "impactproof-cars_1.0.0", it is so extremely small and simple. It should not mess with any of my vehicles, or have anything to do with string.
then it must be my game.I will uninstall and reinstall must have some corrupted file
hey u can adapt a mod to version 0.17 ?, I use a mod in version 0.16 mining was the best I've ever found, then it seems that the creator abandoned the mod.
It really depends on the mod.
"impactproof-cars_1.0.0" is very simple, so I could just decompressed the ZIP file, and changed every 0.16
to 0.17
in info.json
. It then works. You can try this method for any small mods.
But for large mods (like my Tank Platoon) that made a lot of changes, it could take a few hours even for an experienced modder. So I would not bother, just find some alternate (and updated) mods over them.
https://mods.factorio.com/mod/drill-mk2
would this mod here you could?
There are several alternatives: https://mods.factorio.com/query/mining%20drill?version=0.17
SchallLampContrast (did the translation)
SchallMachineScaling (did the translation)
SchallMinorTweaks (did the translation)
SchallOreConversion (did the translation)
SchallOverseasRailway (did the translation)
SchallPickupTower (did the translation)
SchallPipeScaling (did the translation)
SchallPrimaryBattery (did the translation)
SchallRadarAlignment (did the translation)
SchallRechargingWeapon (did the translation)
SchallRemainsPickup (did the translation)
SchallStartingInventory (did the translation)
SchallStartingTech (did the translation)
SchallTankWoodcutting (had nothing to translate)
SchallTransportGroup (did the translation)
SchallUncraft (did the translation)
SchallUraniumProcessing (did the translation)
they are in the drive, I tested on my game and all right.
Back from Sunday "family mode".
Thanks for all the translations!
On brief look they are all fine. I will update you of my progress.
EDIT: Yes, there can be no translations needed to Tank Woodcutting in some languages. The locale string is there because some languages may actually want a different order, spacing, character, or style from the "major" languages we are used to.
I have just implemented all of your translations.
Thank you. Nicely done, seems you have become experienced in this quickly.
Spotted a few points, wonder if there are already translated:
1. In SchallLampContrast, "Base signals".
2. In SchallMinorTweaks, "Use 0.16 colour (Azul)".
3. In SchallPickupTower, "Pickup interval:", "Energy consumption:"
4. In SchallRechargingWeapon, "(physical)".
5. In SchallRemainsPickup, there are lots of new strings in latest version 0.17.2. Please download and translate that instead.
All other translations look fine to me.
1 & 2 I left on purpose because I can understand in Portuguese, but translate now and already put the file in the drive.
3 & 4 Already translated and put in Drive.
5 I will download and examine the new files.
5 is already in the drive with the new version
"Gaussian" as it is a mathematical term of world normative there is no translation.
1 & 2 I left on purpose because I can understand in Portuguese, but translate now and already put the file in the drive.
Germans understand (and use) many English words also.
But this is translation file anyway. So if there is a German word for the term (though we understand the English word), the German word will be more suitable and should take a higher preference.
So if there is a translation, I still prefer to get it translated. (Unless you feel your people also prefer to use the English word, rather than Portuguese word.)
Great, all files are all implemented. As usual, I will upload new versions on Thursday.
If necessary, changes can still be made.
if you make a new mod, let me know for translation, and if you make a mod update and need translation you can talk.
Thank you for your support!
Actually I have just made a new mod called "Schall Map Tag", and uploaded to Teste folder.
No rush though, I can always include translations in next update.
I translate the mod, but I couldn't test because I'm traveling for work, my pc I play is desktop.
It's already in the drive.
Just tested in game, all strings are displayed fine.
Thanks again.
All updates and the new mod have been uploaded to mod portal. You can download and play with your own translation for the weekends!
Thanks for your translations again!
for nothing, when you need translation just speak.
It is me again. There is just a single line of text needing translation this week:
[shortcut-name]
primary-replace=Replace depleted battery
Above is the label text of a new shortcut button in Schall Primary Battery.
Thanks in advance.
It is me again. There is just a single line of text needing translation this week:
[shortcut-name]
primary-replace=Replace depleted batteryAbove is the label text of a new shortcut button in Schall Primary Battery.
Thanks in advance.
[shortcut-name]
primary-replace=Substitua a bateria descarregada
Oh, I missed another word actually...
[description]
Schall-flying-text-replace=[color=1, 0.75, 0.5]Replace[/color]
It is the flying text over character or vehicle when clicking the new shortcut replacing depleted battery.
Oh, I missed another word actually...
[description]
Schall-flying-text-replace=[color=1, 0.75, 0.5]Replace[/color]It is the flying text over character or vehicle when clicking the new shortcut replacing depleted battery.
[description]
Schall-flying-text-replace=[color=1, 0.75, 0.5]Substituir[/color]
Does the word "color" within the sentence have to be translated?
No, thanks. It is fine now.
Those [color xxx]
is special syntax for rich text formatting.
ok
Hi, string updates of this week is here, with a slight modification to old string and two new strings to "Schall Uranium Processing":
[technology-description]
uranium-processing=Uranium ore is processed into uranium concentrate, then enriched in centrifuges to higher concentrations of uranium-235 to create uranium fuel cells.
[mod-setting-name]
uraniumprocessing-remove-sulfuric-acid-mining=Remove need of mining fluid
[mod-setting-description]
uraniumprocessing-remove-sulfuric-acid-mining=Sulfuric acid is no longer required in mining uranium ore, but is used in uranium processing (preparation of uranium concentrate "yellowcake") instead. This is more accurate to how it is done in reality.\nAlso change the recipe category of uranium concentrate, since centrifuge does not accept fluid.
Thanks in advance.
[technology-description]
uranium-processing=O minério de urânio é processado dentro de um concentrado de urânio, em seguida, enriquecido em centrífugas para maiores concentrações de urânio-235 para criar células de combustível de urânio.
[mod-setting-name]
uraniumprocessing-remove-sulfuric-acid-mining=Remova a necessidade de fluido para realizar a mineração.
[mod-setting-description]
uraniumprocessing-remove-sulfuric-acid-mining=O ácido sulfúrico não é mais necessário na mineração de minério de urânio, mas é usado no processamento de urânio (preparação de concentrado de urânio "Receita amarela").É mais preciso quando se compara como é feito na realidade\nTroque também a categoria de receita do concentrado de urânio, uma vez que a centrífuga não aceita fluido.
"yellowcake" You are referring to the yellow science kit?
otherwise, a change in translation will be required.
"yellowcake" You are referring to the yellow science kit?
otherwise, a change in translation will be required.
No, yellowcake is what you have already translated in the past:
Concentrado de urânio
Também conhecido como “yellowcake”. Minério de urânio após a filtragem e secagem, se transforma em concentrado de óxido de urânio. Contém nível natural de cerca de 0,7% de urânio-235.
So you have simply used the English word “yellowcake” in the past.
BTW, “Bolo amarelo” is suggested by Português Wiki.
so the translation goes like this.
[technology-description]
uranium-processing=O minério de urânio é processado dentro de um concentrado de urânio, em seguida, enriquecido em centrífugas para maiores concentrações de urânio-235 para criar células de combustível de urânio.
[mod-setting-name]
uraniumprocessing-remove-sulfuric-acid-mining=Remova a necessidade de fluido para realizar a mineração.
[mod-setting-description]
uraniumprocessing-remove-sulfuric-acid-mining=O ácido sulfúrico não é mais necessário na mineração de minério de urânio, mas é usado no processamento de urânio (preparação de concentrado de urânio "yellowcake").É mais preciso quando se compara como é feito na realidade\nTroque também a categoria de receita do concentrado de urânio, uma vez que a centrífuga não aceita fluido.
Good, thanks.
Hello, I am having an update and a new mod. Can you help with the translation?
There are two files I have uploaded to "Teste" folder.
First is for "Schall Alien Tech" alientech_new.cfg
.
There are new satellites which can be inserted to rockets.
Second is my new mod "Schall Suit" suit.cfg
.
It is about some new non-combat suits, which are very useful for builders who carry and run a lot.
See if you are interested in translating that.
Again, I will upload new versions on Thursday, so no rush.
Thanks in advance!
hi, sorry for the delay, I didn't receive the email notification.
I'll do, at this moment I'm sending the message is dawn where I live, then when I wake up I take a look.
once again sorry for the delay.
It's alright.
Or maybe should I "manually" send an email to you next time, if any new translations are required?
Can I send email to xxxxxx?
BTW, I have created another mod "Schall Virtual Signal" as signal.cfg
in "Teste" folder.
Also signal-de.cfg
for your reference.
See if you are interested in translating that too.
A note on Correct naming of magenta signal
option:
In vanilla game, it is called "Pink signal" in English. But it is technically wrong.
The signal uses RGB colour #FF00FF, so should be defined as "Magenta".
("Pink" is another colour, code #FFC0CB, which has much higher Green (G) component.)
I realized vanilla game pt-BR uses the following for this signal:
signal-pink=Sinal rosa
The word spells the same as German (sounds the same problem), so I uploaded too signal-de.cfg
for your reference.
In German, its like:
signal-pink=Rosa Signal (vanilla name, which is wrong)
signal-pink-rename=Magentaes Signal (the correct name in my mod)
Yet I have no idea how are the differences in your language. So in [mod-setting-description].virtualsignal-colour-pink-rename
, you may need to adjust the description, instead of direct translation.
EDIT: Removed a line.
I've done the translations, the new mod was created new folders for them, the updates was created a subfolder inside the original folder named update and I put date in the update files so there will be no confusion in the near future.
Once again I'm sorry for the delay.
I put in the test folder a file, please read it.
Thanks, I read the message inside. I will use it next time.
Got the translations of "Alien Tech" & "Virtual Signal".
Folder of "Suit" is empty?
it was a fear of mine, there was an upload error, but I thought I had uploaded it, I will upload again.
I already sent, you can check now.
Thanks, found the file for "Suit".
BTW, for "Virtual Signal".
I found vanilla pt-BR locale is using the format of Sinal {colour}
in the colour signals, such as:
signal-black=Sinal preto
signal-red=Sinal vermelho
Where you are using format of {Colour} sinal
:
signal-orange=Laranja sinal
signal-chartreuse-green=Verde Chartreuse sinal
Can you make them in same format?
already fixed
signal-pink-rename
and signal-orange
are still not fixed.
Can I turn other signals into small letters, such as Sinal Rosa
into Sinal rosa
?
Can I use (Padrão)
instead of (Default)
?
Can I use (Padrão) instead of (Default)?
yes
signal-pink-rename and signal-orange
a year from now you can scratch a little portugues.kkkk
I have adjusted the small letters to colour signals. I uploaded my version as signal.cfg
under SchallVirtualSignal
folder. Please see if the grammar is good.
I have made another new mod called "Schall Oil Fuel", and uploaded the file oilfuel.cfg
under SchallOilFuel
folder.
Can you help translate?
PS: Yeah! It is a nice way to learn some words and basic grammar of new languages. :-)
EDIT: Forgot to mention the new mod a bit. It adds fuel values to those oil barrels, so they can be used as fuel in vehicles and machines.
In description part, those inside quotation (such as “car”
, “locomotive”
) do NOT need translation. Because they are the type names in game Lua script.
I will take a look at the grammar situation now, and at the latest I deliver the translation of the new mod tomorrow.
I looked at the grammar, it's good
could you tell me a more detailed description of that sentence to see if i did the correct translation?
[item-description]
Schall-spent-oil-barrel=Returns 1 when spent as fuel.
The translation of the mod is almost finished, I just have to take this doubt, finish all.
I remembered your remark about - "car" - "locomotive" - and so on.
could you tell me a more detailed description of that sentence to see if i did the correct translation?
[item-description]
Schall-spent-oil-barrel=Returns__1__
when spent as fuel.
This line is on description field of crude oil barrel, heavy oil barrel, light oil barrel and petroleum gas barrel.
When these barrels are used as fuel into vehicles or other machines, an empty barrel will be returned in the burnt fuel inventory. This is similar to return of "Used up uranium fuel cell" in nuclear reactors.
Parameter __1__
will take the name of the burnt fuel item.
For example, the printed description of light oil barrel will be:
Returns Empty barrel when spent as fuel.
I understand now, in the way you wrote it was meaning a very different thing, I should send the translation within 5 minutes
already sent to folder
Alright, English is not my mother language neither. You may suggest a better English sentence if you feel that way.
Still have another day to do any changes. So no rush.
Anyway, it is very late in my time zone now. Gotta sleep. :-D
Just read that. It looks fine to me.
I will load it in game to check, but guess it should be ok.
Alright, English is not my mother language neither. You may suggest a better English sentence if you feel that way.
Still have another day to do any changes. So no rush.
Anyway, it is very late in my time zone now. Gotta sleep. :-D
Returns Empty barrel when spent as fuel
I think this sentence you sent is more explanatory.
I guess it is the last update of the week: Schall Minor Tweaks.
It is about selecting the player colour and player chat colour.
I have uploaded the changed part to SchallMinorTweaks\en
folder.
A minor question on the translation of Schall Oil Fuel.
Is there any reason to only use estoque
for the inventory of vehicles; but inventories of other four are using inventário
?
GUESS the difference comes from concept of transport and buildings, but you have used the latter for locomotives.
I standardized
I already did the translation put it there
Thanks a lot. Guess everything is done.
I am going final checks, and new mods and updates should be published tomorrow.
ok
Sorry to bother again, but I found I have missed out a category, thus needing the following strings:
[mod-setting-name]
oilfuel-burnt-inventory-generator-equipment=Add burnt fuel inventory to generator equipment
[mod-setting-description]
oilfuel-burnt-inventory-generator-equipment=Entities under category “generator-equipment” and using chemical fuel, such as Vehicle fuel cell in “Schall Tank Platoon” mod.
Thanks in advance.
[mod-setting-name]
oilfuel-burnt-inventory-generator-equipment=Adicionar inventário de combustível queimado ao equipamento gerador
[mod-setting-description]
oilfuel-burnt-inventory-generator-equipment=Entidades da categoria "equipamento gerador" e que utilizam combustível químico, como célula de combustível de veículo no mod "Schall Tank Platoon".
Sorry, please use "Equipment" instead of "Entities" here:
oilfuel-burnt-inventory-generator-equipment=Equipment under category “generator-equipment” and using chemical fuel, such as Vehicle fuel cell in “Schall Tank Platoon” mod.
oilfuel-burnt-inventory-generator-equipment=Equipamento sob a categoria " equipamento gerador" e usando combustível químico, como célula de combustível do veículo em "Schall Tank Platoon" mod.
Just released all the new mods and updates.
So now you can download and play with what you have put efforts in. Enjoy!
Thanks
is there any news?
Hi, you come just right in time. I guess I have two new settings for Pipe Scaling:
[mod-setting-name]
pipescaling-underground-distance-base=Maximum length__ENTITY__pipe-to-ground__
(10)
pipescaling-underground-distance-increment=Increment length__ENTITY__pipe-to-ground__
(8)
[mod-setting-description]
pipescaling-underground-distance-increment=Additional maximum length for each overtier.
It is for changing the pipe distance for vanilla pipe to ground, and each additional distance for the overtier versions.
In the form of base + increment * tier
.
[mod-setting-name]
pipescaling-underground-distance-base=Comprimento máximo ENTITY__pipe-to-ground (10)
pipescaling-underground-distance-increment=Comprimento do incremento ENTITY__pipe-to-ground (8)
[mod-setting-description]
pipescaling-underground-distance-increment=Comprimento máximo adicional para cada overtier.
Thanks, just included in new update.
Hi! Can you help translate a changed text, for Schall Radar Alignment?
The only change is adding "divided by 32 (R/32)", instead of using value of R directly.
[mod-setting-description]
radar-chunk-radius=In units of Chunks, 3 for vanilla radar.\nUse value of signal R divided by 32 (R/32) for mod “Scanning Radar”.
Your old text:
radar-chunk-radius=Em unidades de Pedaço, 3 para radar de vanilha.\nUse o valor do sinal R para mod “Scanning Radar”.
radar-chunk-radius=Em unidades de Pedaço, 3 para radar de vanilha.\nUse o valor do sinal R dividido por 32 (R / 32) para o mod "Radar de varredura".
Hi, I have two new options this week.
First is Schall Uranium Processing.
There is a checkbox (on/off) to toggle whether to give back yellowcake or remain unchanged (to not overwrite other mod's change) in the recipe of nuclear fuel reprocessing.
[mod-setting-name]
uraniumprocessing-modify-nuclear-fuel-reprocessing=Modify nuclear fuel reprocessing
Second is Schall Alien Loot.
There is a new option. The default (as previous version) is double loot amount each higher tier. (e.g., category VI is 2 times of category V; category VII is 4 times of category V.) This option sets this number.
[mod-setting-name]
alienloot-loot-tier-multiplier=Loot tier multiplier (2)
[mod-setting-description]
alienloot-loot-tier-multiplier=The rough ratio of loot amount for each higher tier, beyond Behemoth.\n2: (Default) Maximum value. Double amount each tier.\n1: Minimum value. Same amount of loots.
1.[mod-setting-name]
uraniumprocessing-modify-nuclear-fuel-reprocessing=Modificar reprocessamento de combustível nuclear.
2.[mod-setting-name]
alienloot-loot-tier-multiplier=multiplicador de camadas(níveis) de saque (2)
[mod-setting-description]
alienloot-loot-tier-multiplier=A proporção aproximada do montante de pilhagem para cada camada(níveis) superior, além do Behemoth. \ n2: (Padrão) Valor máximo. Montante duplo em cada camada(níveis). \ N1: valor mínimo. Mesma quantidade de itens.
In the case of the word "camada"has the same meaning as the word "níveis",Now we just have to check which word was used in the original translation.
Thanks.
You have used alienloot-tierup-worm=Worm: Nível maior (1)
and similar for Endgame Evolution. So "níveis" would be consistent to your other translations.
so just replace"camada" by niveis.
Hello! This is the update of the week. Can you help?
Only "Schall Radar Alignment" is involved.
The older versions is a checkbox to choose between vanilla square and "Scanning Radar" hexagonal grids. Now I change it to a selection with 2 new options (total 4).
As before, mod name "Scanning Radar" does not need to be translated.
[mod-setting-name]
radar-grid-type=Radar grid type
[mod-setting-description]
radar-grid-type="Square (Optimal)": (Default) {0, 2r+1, 4r+2, ..., n(2r+1)}\n"Square (Intersecting)": {0, 2r, 4r, ..., n(2r)}\n"Square (Double intersecting)": {0, r, 2r, 3r, 4r, ..., nr}\n"Quasi-hexagonal (Scanning Radar)": Dedicated for radars in mod “Scanning Radar”, which have circular coverage.
[string-mod-setting]
radar-grid-type-square-optimal=Square (Optimal)
radar-grid-type-square-intersecting=Square (Intersecting)
radar-grid-type-square-double-intersecting=Square (Double intersecting)
radar-grid-type-hexagonal-scanning-radar=Quasi-hexagonal (Scanning Radar)
Thanks in advance.
[mod-setting-name]
radar-grid-type=Tipo de grade de radar
[mod-setting-description]
radar-grid-type="Quadrado (ideal)": (Padrão) {0, 2r+1, 4r+2, ..., n(2r+1)}\n"Quadrado (interseção)": {0, 2r, 4r, ..., n(2r)}\n"Quadrado (cruzamento duplo)": {0, r, 2r, 3r, 4r, ..., nr}\n"Quase hexagonal (radar de varredura)": Dedicado a radares no mod "Scanning Radar", que possui cobertura circular.
[string-mod-setting]
radar-grid-type-square-optimal=Quadrado (ideal)
radar-grid-type-square-intersecting=Quadrado (interseção)
radar-grid-type-square-double-intersecting=Quadrado (cruzamento duplo)
radar-grid-type-hexagonal-scanning-radar=Quase hexagonal (Scanning Radar)
sorry for the delay, I was on a project at the university just getting time now.
No need to sorry, I did not expect you to reply and translate in a short time. :-D
Just a question on wording. It seems you have used different wordings in the "Intersecting" and "Double intersecting" options.
I cannot think of a better word, so just borrowed "intersecting" for its mathematical concept, not the road junction concept.
The main idea here is the (coverage area of) radar intersects with (coverage area of) a neighbouring radar by 1 chunk, in a direction, in case of "(Intersecting)" option. For "(Double intersecting)", a radar will intersects with two radars in a direction instead.
But anyway, if you think this translation is appropriate, I will take this.
Thanks for the translations.
Hello, there is a new line needing translation in Schall Pickup Tower. Thanks in advance.
[mod-setting-name]
Schall-pickup-tower-tier-max=Highest tier__ENTITY__Schall-pickup-tower__
(2)
No need to sorry, I did not expect you to reply and translate in a short time. :-D
Just a question on wording. It seems you have used different wordings in the "Intersecting" and "Double intersecting" options.
I cannot think of a better word, so just borrowed "intersecting" for its mathematical concept, not the road junction concept.
The main idea here is the (coverage area of) radar intersects with (coverage area of) a neighbouring radar by 1 chunk, in a direction, in case of "(Intersecting)" option. For "(Double intersecting)", a radar will intersects with two radars in a direction instead.But anyway, if you think this translation is appropriate, I will take this.
Thanks for the translations.
These are different words, but they can be used for the same meaning.
[mod-setting-name]
Schall-pickup-tower-tier-max= Nível Máximo__ENTITY__Schall-pickup-tower__ (2)
Hello again. There are two mods having text updates. Please help translating. Thanks in advance.
Schall Uranium Processing
[mod-setting-name]
uraniumprocessing-uranium-238-colour-change=Colour change__ITEM__uranium-238__
[mod-setting-description]
uraniumprocessing-uranium-238-colour-change=To better distinguish from__ITEM__uranium-low-enriched__
(green).\n"Unchanged": Vanilla setting. Dark green.\n"Grey (HSL)": Grayscale with HSL.\n"Grey (HSV)": Grayscale with HSV.
[string-mod-setting]
uraniumprocessing-uranium-238-colour-change-unchanged=Unchanged
uraniumprocessing-uranium-238-colour-change-grey-hsl=Grey (HSL)
uraniumprocessing-uranium-238-colour-change-grey-hsv=Grey (HSV)Schall Inserters
[mod-setting-name]
Schall-long-handed-inserter-group-same=Same group__ENTITY__long-handed-inserter__
[mod-setting-description]
Schall-long-handed-inserter-group-same=Put__ENTITY__long-handed-inserter__
into the same replaceable group as all other inserters.\nOn: Upgradable to__ENTITY__Schall-fast-inserter-R2__
, or replaceable to other inserters.\nOff: (Default) In separate group.
Schall Uranium Processing
[mod-setting-name]
uraniumprocessing-uranium-238-colour-change=Mudança de cor ITEM__uranium-238
[mod-setting-description]
uraniumprocessing-uranium-238-colour-change=Para distinguir melhor de ITEM__uranium-low-enriched (verde).\n"Inalterada": Vanilla configuração. Verde escuro.\n"cinza (HSL)": Escala de cinza com HSL.\n"Cinza (HSV)": Escala de cinza com HSV.
[string-mod-setting]
uraniumprocessing-uranium-238-colour-change-unchanged=Inalterado
uraniumprocessing-uranium-238-colour-change-grey-hsl=Cinza (HSL)
uraniumprocessing-uranium-238-colour-change-grey-hsv=Cinza (HSV)
Schall Inserters
[mod-setting-name]
Schall-long-handed-inserter-group-same=Mesmo grupo ENTITY__long-handed-inserter
[mod-setting-description]
Schall-long-handed-inserter-group-same=Colocar ENTITY__long-handed-inserter no mesmo grupo substituível que todos os outros insersores.\nOn: Atualizável para ENTITY__Schall-fast-inserter-R2, ou substituível por outros insersores.\nOff: (Padrão) em grupos separados.
Hi, again. Please help with update of the week. Thanks in advance.
BTW, you can use quote (the keyboard key left of 1, or top of Tab) to protect the special character like the underscores, like this: __ITEM__hahaha__
.
[entity-name]
Schall-uranium-wall=Uranium wall
Schall-uranium-gate=Uranium gate
Schall-uranium-mining-drill=Uranium mining drill
[technology-name]
Schall-uranium-walls=Uranium walls
Schall-uranium-mining-drill=__ENTITY__Schall-uranium-mining-drill__
[technology-description]
Schall-uranium-mining-drill=Drill head strengthened with depleted uranium for higher mining efficiency. Consumes less deposit, and improves overall production.
[mod-setting-name]
alientech-uranium-walls-enable=Enable Uranium walls
alientech-uranium-mining-drill-enable=Enable__ENTITY__Schall-uranium-mining-drill__
[mod-setting-description]
alientech-uranium-walls-enable=Requires Concrete walls enabled in “Schall Tank Platoon”.
I have a new mod named "Schall Recipe Scaling" to be published this week. See if you are interested to translate too.
[description]
recipescaling-recipe-format=__2__ × __1__
[item-name]
Schall-multiple-pattern-note=All entries separated by comma and space.\nSupports most Lua patterns, can use*
as wildcard.\n
[mod-setting-name]
recipescaling-recipe-multiplier=Recipe multiplier
recipescaling-recipe-category-exclude=Exclude recipe category
recipescaling-recipe-exclude=Exclude recipe
recipescaling-machine-include=Machines using scaled recipes
[mod-setting-description]
recipescaling-recipe-multiplier=Number of equivalent crafting processes.\nAffects crafting time, ingredients, products.\nStill limited by stack sizes.
recipescaling-recipe-category-exclude=__ITEM__Schall-multiple-pattern-note__Default: "rocket-building, creative-mod_*"
recipescaling-recipe-exclude=__ITEM__Schall-multiple-pattern-note__Default: "creative-mod_*"
recipescaling-machine-include=__ITEM__Schall-multiple-pattern-note__Default: "*-MS-[3456789]$"
[entity-name]
Schall-uranium-wall=Parede de urânio
Schall-uranium-gate=Portão de urânio
Schall-uranium-mining-drill=Mineradora urânio
[technology-name]
Schall-uranium-walls=Paredes de urânio
Schall-uranium-mining-drill='ENTITY__Schall-uranium-mining-drill'
[technology-description]
Schall-uranium-mining-drill=Cabeça de perfuração reforçada com urânio empobrecido para maior eficiência da mineração. Consome menos depósito e melhora a produção geral.
[mod-setting-name]
alientech-uranium-walls-enable=Ativar paredes de urânio
alientech-uranium-mining-drill-enable=Ativar 'ENTITY__Schall-uranium-mining-drill'
[mod-setting-description]
alientech-uranium-walls-enable=Requer paredes de concreto ativadas em “Schall Tank Platoon”.
another mod
[description]
recipescaling-recipe-format='2 × 1'
[item-name]
Schall-multiple-pattern-note=Todas as entradas separadas por vírgula e espaço.\nSuporta a maioria dos padrões de Lua, pode usar * como curinga.\n
[mod-setting-name]
recipescaling-recipe-multiplier=Multiplicador de receita
recipescaling-recipe-category-exclude=Excluir categoria de receita
recipescaling-recipe-exclude=Excluir receita
recipescaling-machine-include=Máquinas usando receitas em escala
[mod-setting-description]
recipescaling-recipe-multiplier=Número de processos de fabricação equivalentes.\nAfeta o tempo de fabricação, ingredientes, produtos.\nAinda limitado pelo tamanho da pilha.
recipescaling-recipe-category-exclude='ITEM__Schall-multiple-pattern-note'Default: "rocket-building, creative-mod_"
recipescaling-recipe-exclude='ITEM__Schall-multiple-pattern-note'Default: "creative-mod_"
recipescaling-machine-include='ITEM__Schall-multiple-pattern-note'Default: "*-MS-[3456789]$"
I tried to do what you said but couldn't
Thanks for the translations. Tested in game and look perfect. The update and new mod would be published on Thursday.
The character you need is the quote / grave accent (which I cannot type directly here). Single quotation (') is DIFFERENT character so does not work.
You can look into description or just copy from top of this Wiki page.
I am not familiar with the Portuguese keyboard layout. For the "default" US English keyboard, quote key is located as the following picture:
Note that you need the quote character both at the front AND end of the protected string.
Like this: {paste quote mark}__ITEM__hahaha__{paste quote mark}
to give __ITEM__hahaha__
.
Hi, I have an update and a new mod this week. Need your help again.
The text is a bit long, so I uploaded to your Google Drive "Teste" folder instead.
First is the update to "Schall Artillery" 0.17.4. I uploaded the pt-BR file to there. Only the two lines marked with "#" are new.
The magic string used in entry in "item-name" __ITEM__Schall-mine-scattering__
comes from the next mod. So maybe you have to make both work together, or simply type the full Portuguese text to it.
Second is the new mod "Schall Land Mine". I uploaded the full EN file.
Some text format are the same as those used in Schall Artillery, Schall Alien Tech, Schall Recharging Weapon. So you have something to start with.
For the mod name and description, they are optional. I will let you decide whether to skip that. For my own translations, I skipped that for German (most German players can read English mod name), and only added that for Chinese (because the characters are VERY different). If you want to translate, I prefer a format like {Localized mod name} ((English mod name})
.
For reference, my zh-TW mod name line is like:
SchallLandMine=疾風地雷戰 (Schall Land Mine)
Thanks in advance.
OK, I'll take a look, I must deliver at most Sunday, this week so busy, year end always a rush.
(Schall Land Mine) is done, I created a new folder as the name of the mod.
the artelharia, I put the replacement file already with the new sentences
Thanks for the translations. The file of Schall Land Mine is perfect!
Problem with Schall Artillery though. You have added the mod name and description. But the two marked lines are still in English.
I would like the mod name like in format/style like this:
SchallArtillery=Artilharia Schall (Schall Artillery)
I'll take a look, I'll send an answer until UTC: 10pm
I checked here, the updated file is in the mod name folder and not in the test folder.
UTC means world time that airplanes use, thus coordinating and compensating for our time difference.
I checked here, the updated file is in the mod name folder and not in the test folder.
I checked both. I can see the new mod name and description, but another two lines I needed are still in English:
[item-name]
Line 6: Schall-mine-scattering-artillery-shell=__ITEM__Schall-mine-scattering__
artillery shell
[technology-description]
Line 26: Schall-mine-scattering-artillery-shell=Deploys land mines remotely through artillery.
PS: I understand UTC time.
found here, sorry I didn't realize
I already put the file.
As a player I have never used landmine, do you find it efficient?
Thanks. Just uploaded the new mod and updates.
The vanilla land mine is very weak in firepower, so I do not find it useful neither.
Also vanilla biter AI is "dumb" enough, it is very predictable about when biters will come. So in vanilla PvE, it is simply much better to set up turrets to defend.
But I know some mods have introduced more cunning / evil biter AI, they consider much more ways to attack player and production lines. In this case, you cannot simply protect your WHOLE base (and mining sites) with turrets completely, which it is too expensive to set up for such large area. Then the new powerful land mines can be useful to supplement your defense lines in PvE game.
Yet the best use for land mines is in PvP games. Humans are the most cunning enemies. What could be more fun than randomly placing some atomic land mines when you go scouting, and some enemies will got killed by that? ;-)
And when versus human, they will see your turrets so they will be careful to tackle that. What about land mines? It is much more likely that they will overlook land mines and get killed by them.
Hi, there are two new strings (both in Schall Pickup Tower) this week. Thanks in advance for the translations:
[mod-setting-name]
Schall-pickup-tower-range-visualization-enable=Enable pickup range visualization (On)
[mod-setting-description]
Schall-pickup-tower-range-visualization-enable=Visualize pickup range, when a__ENTITY__Schall-pickup-tower__
is selected.
Revised with better sentences. (Error in editing old post BTW...)
Hi, there are two new strings (both in Schall Pickup Tower) this week. Thanks in advance for the translations:
[mod-setting-name]
Schall-pickup-tower-range-show=Show pickup range (On)
[mod-setting-description]
Schall-pickup-tower-range-show=Show pickup range, when a__ENTITY__Schall-pickup-tower__
is selected.
Please put your translations in a new thread/post.
Seems some possible DB error because this thread is too long, disallowing any editing.
[mod-setting-name]
Schall-pickup-tower-range-visualization-enable=Ativar visualização do alcance do recebimento (On)
[mod-setting-description]
Schall-pickup-tower-range-visualization-enable=Visualize o alcance de recebimento,quando um ENTITY__Schall-pickup-tower é selecionado.
The latter is wrong as you said the editing function is not working.
[mod-setting-name]
Schall-pickup-tower-range-show=Mostrar alcance de capitação (On)
[mod-setting-description]
Schall-pickup-tower-range-show=Mostrar alcance de capitação, quando ENTITY__Schall-pickup-tower é selecionado.
Thanks.
The latter is wrong as you said the editing function is not working.
Posting a new reply is no problem. Try "Edit" an existing post here.
At lease it does not work for me, showing error 500 Internal Server Error
.
hey i tried using the landmine mod and it is giving loading error when i am going to start the game. my version of the game is 0.17.x which is the most current version of 0.17
Just fixed in update (as 0.17.1) a loading error, if "Schall Recharging Weapon" is absent.
Not sure if it is the same problem you have faced.
PS: Have you tried "Edit" existing post, than "Submit" changes? It still does not work for me.
That's the same mistake I'm facing.
ps. The function of editing is not working either.
Hello, I will need translations in two mods. Thanks in advance:
Schall Starting Tech:
[mod-setting-name]
startuptech-exclude-automation-science-pack=Exclude automation techs
startuptech-exclude-logistic-science-pack=Exclude logistic techs
startuptech-exclude-chemical-science-pack=Exclude chemical techs
startuptech-exclude-military-science-pack=Exclude military techs
startuptech-exclude-production-science-pack=Exclude production techs
startuptech-exclude-utility-science-pack=Exclude utility techs
Schall Alien Loot:
[mod-setting-name]
alienloot-crafting-time-ore-conversion=Crafting time Ore conversions (5)
alienloot-crafting-time-alien-science-pack=Crafting time__ITEM__alien-science-pack__
(12)
PS: Please create a new thread (anywhere except this thread).
This thread is buggy (lost of editing function) is caused by being too many replies we written here.
Have not heard from you about the above new strings.
Anyway, I am moving all the non-en (default) locale to a separate mod, named "Schall Language Pack". It will has all the localization files from all of my mods (currently 38). All locale updates will be made there, may let translators handle things easier.
I will add a link here to that mod. All these localization discussion will move to there too.
BTW, I am making the thumbnail icon. And I would want to ask for the Português Brasileiro and Español word for "Hello".
I am using the long form "Hello", not the short form "Hi". Don't know if this matters in these two languages. I am using "Hallo", "你好" in other languages.
I found in learning sites are: "Olá" (Português Brasileiro) and "Hola" (Español). Are they correct?
that's okay hello greeting.
sorry for the delay we are in December and my family is reunited here at home, badly picked up the pc, go take a look at the new sentences and send you until the 25th maximum.