

Allows modders to provide localization for their mods using the game's localization system.
Add this mod as dependency to your mod's Thunderstore manifest.
Example:
"dependencies": [
"BepInEx-BepInExPack_Outward-5.4.18",
"Faeryn-LocalizationExtension-1.0.0"
]
Add one or more language files to your mod's lang folder (you will have to create it).
The files should be in the following format: languagekey_type.ext, where
English, French, German, Italian, Spanish, zeChinese, zeJapanese, zeKorean, zePolish, zePortuguese, zeRussian, zeTurkishg, i, d - General, Item, Dialogue. Note: Currently only g aka. General is supported.cfg is supported.
Example:MyMod.zip
|- plugins
| |- MyMod.dll
| -- lang
| |- English_g.cfg
| |- Spanish_g.cfg
| -- French_g.cfg
|- icon.png
|- manifest.json
-- README.md
The contents of a cfg file is a list of key-value pairs separated by =. Keys are WITHOUT your mod's GUID. For example:
some.key=Some Value
some.key.with_parameter=Some Key With {1} Parameter {2}
Note: Parameter numbering starts from 1, not 0.
Then you can use the game's localization manager for texts in your mod, like so:
LocalizationManager.Instance.GetLoc($"{YourMod.GUID}.some.key");
Or with parameters:
LocalizationManager.Instance.GetLoc($"{YourMod.GUID}.some.key.with_parameter", "param1", "param2");
If you are not a mod developer, you can most likely ignore this mod.
The only exception is if you are manually installing mods (instead of using the Thunderstore mod manager)
in which case download this mod and put it into your BepInEx plugins folder.