Strings
Based on game build 714014 | Last updated: 2026-03-10
Overview
The strings.lua file defines the global STRINGS table, which serves as the authoritative source for all human-readable text in the game. It consolidates localization keys for prefabs, recipes, actions, directions, and other static content. The file imports and embeds the external strings_stageactor.lua module into STRINGS.STAGEACTOR and concludes by requiring skin_strings, indicating its role as the root module for hierarchical string organization. Despite being large and split across many chunks, it contains no logic functions, constructors, or event listeners—only static string tables used by the game engine for UI rendering, asset labeling, and translation.
Usage example
-- Accessing prefab names
local name = STRINGS.CHARACTERS.WILSON.NAME
-- Using recipe descriptions in crafting UI
local recipe_desc = STRINGS.RECIPE_DESC.TORCH
-- Stage actor (cutscene actor) names
local actor_name = STRINGS.STAGEACTOR.ABIGENCY
Dependencies & tags
Components used: None (pure data module; no component dependencies) Tags: None
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
STRINGS.CHARACTERS.* | table | (see source) | Per-character name and detail strings (e.g., WILSON.NAME, WILSON.DESCRIPTION) |
STRINGS.RECIPE_DESC.* | table | (see source) | Descriptive text for crafted recipes (e.g., TORCH = "Simple lighting source.") |
STRINGS.NAMES.* | table | (see source) | Generic object names (e.g., BOAT_ROTATOR = "Rudder") |
STRINGS.STAGEACTOR | table | (imported from strings_stageactor.lua) | Names and labels for cutscene actors/characters |
STRINGS.DIRECTIONS.* | table | (e.g., NORTH, SOUTH) | Directional labels used in UI or map overlays |
STRINGS.NAME_DETAIL_EXTENTION | string | (literal value) | Appended text fragment used in name generation (e.g., "the Great") |
Main functions
No functions defined.
Events & listeners
No events defined.