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
| Property | Type | Default Value | Description |
|---|---|---|---|
STRINGS.PRETRANSLATED.LANGUAGES | table | nil | Map of language ID constants to display names (e.g., "English", "Français (French)"). |
STRINGS.PRETRANSLATED.LANGUAGES_TITLE | table | nil | Map of language ID constants to dialog title text (e.g., "Translation Option"). |
STRINGS.PRETRANSLATED.LANGUAGES_BODY | table | nil | Map of language ID constants to dialog body text (e.g., "Your interface language is set to English..."). |
STRINGS.PRETRANSLATED.LANGUAGES_YES | table | nil | Map of language ID constants to the word "Yes" in that language. |
STRINGS.PRETRANSLATED.LANGUAGES_NO | table | nil | Map 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.