Types/LocalisedString: Difference between revisions

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(remove inconsistently applied formatting of key, shorten "why" for locale string cause otherwise the whole mp/determinism thing would also need to be explained (may be done in the future, but not here). Display to players is already covered by examples)
(Removed old prototype docs)
 
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Localised strings are a way to support translation of in-game text. They offer a language-independent code representation of the text that should be shown to players.
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/LocalisedString.html https://lua-api.factorio.com/latest/types/LocalisedString.html]


A localised string is an array where the first element is the key and the remaining elements are parameters that will be substituted for placeholders in the template designated by the key.
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
 
The key identifies the string template. For example, "gui-alert-tooltip.attack" (for the template "__1__ objects are being damaged"; see the file data/core/locale/en.cfg). In the data stage, this key cannot be longer than 200 characters.
 
The template can contain placeholders such as __1__ or __2__. These will be replaced by the respective parameter in the LocalisedString. The parameters themselves can be other localised strings, which will be processed recursively in the same fashion. Localised strings cannot be recursed deeper than 20 levels and cannot have more than 20 parameters.
 
As a special case, when the key is just the empty string, all the parameters will be concatenated (after processing, if any are localised strings). If there is only one parameter, it will be used as is.
 
Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, or a number or boolean which will be converted to its textual representation.
 
== Examples ==
For a player using the English translation, this will print "No ammo". For a player using the Czech translation, it will print "Bez munice":
<syntaxhighlight lang="lua">game.player.print({"description.no-ammo"})</syntaxhighlight>
The description.no-ammo template contains no placeholders, so no further parameters are necessary.
 
In the English translation, this will print "Durability: 5/9"; in the Japanese one, it will print "耐久度: 5/9":
<syntaxhighlight lang="lua">game.player.print({"description.durability", 5, 9})</syntaxhighlight>
 
This will print "hello" in all translations:
<syntaxhighlight lang="lua">game.player.print({"", "hello"})</syntaxhighlight>
 
This will print "Iron plate: 60" in the English translation and "Eisenplatte: 60" in the German translation.
<syntaxhighlight lang="lua">game.print({"", {"item-name.iron-plate"}, ": ", 60})</syntaxhighlight>
 
== See also ==
* [https://lua-api.factorio.com/latest/Concepts.html#LocalisedString Control stage doc]
* [[Tutorial:Localisation]]

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/LocalisedString.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.