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Strings Pretranslated

Based on game build 714014 | Last updated: 2026-03-10

Overview

This file defines pretranslated language strings used in the language selection dialog within the game's UI. It is separate from strings.lua to avoid UTF-8 encoding issues in certain text editors. It populates STRINGS.PRETRANSLATED with language display names, dialog titles, and body text for a set of supported languages (including English, European and Latin American variants of Spanish, French, German, etc.). The content is used solely for user-facing text and does not interact with the ECS, components, or runtime game logic.

Usage example

-- Accessing pretranslated strings in UI code (example)
local lang = STRINGS.PRETRANSLATED.LANGUAGES[THEMUSIC.current_language_id]
local yes = STRINGS.PRETRANSLATED.LANGUAGES_YES[THEMUSIC.current_language_id]

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
STRINGS.PRETRANSLATED.LANGUAGEStablenilMap of language ID constants to display names (e.g., "English", "Français (French)").
STRINGS.PRETRANSLATED.LANGUAGES_TITLEtablenilMap of language ID constants to dialog title text (e.g., "Translation Option").
STRINGS.PRETRANSLATED.LANGUAGES_BODYtablenilMap of language ID constants to dialog body text (e.g., "Your interface language is set to English...").
STRINGS.PRETRANSLATED.LANGUAGES_YEStablenilMap of language ID constants to the word "Yes" in that language.
STRINGS.PRETRANSLATED.LANGUAGES_NOtablenilMap of language ID constants to the word "No" in that language.

Main functions

This file contains no functions. It only defines static string tables under STRINGS.PRETRANSLATED.

Events & listeners

Not applicable.