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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

PropertyTypeDefault ValueDescription
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.STAGEACTORtable(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_EXTENTIONstring(literal value)Appended text fragment used in name generation (e.g., "the Great")

Main functions

No functions defined.

Events & listeners

No events defined.