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Localizable craftmenu #32339
Localizable craftmenu #32339
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Wouldn't that cause problems with things like secret walls that have a different name? |
Yeah, that's a problem, you won't know which one is which if you don't know the recipe. Maybe add an optional translation string to the crafting menu entry that overrides the prototype name if necessary. |
No, I don't think that's an option! Localization could be ruined again... Although, only if it's LocID, then maybe... |
…ftmenu-localization # Conflicts: # Resources/Prototypes/Recipes/Crafting/smokeables.yml
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…ainer and EntityPrototypeView
I left the ability to overload prototype craft names manually via fluent keys. Among other things, I added an optional ability to output suffixes. At the request of @chavonadelal I made it possible to pull sprites from target prototypes. I didn't bother and just replaced ItemList and TextureRect by ListContainer and EntityPrototypeView. Then I will remove unused icon fields in construction prototypes. |
extremely blessed PR |
Sneaky rider decided to brush up on unused imports..... |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Due to the fact that maintainers are sabotaging the PR by their unwillingness to accept my whatever-fix of their crooked engine or to do it themselves, I have come to the conclusion that this PR is of absolutely no interest or use to them, and I am closing it. |
so:
If you keep insisting our engine is so bad is the better solution not to investigate the root causes of issues and fix those instead of symptoms? |
About the PR
The name, description and icon of the target crafting items are now taken directly from the prototypes.
Depends on space-wizards/RobustToolbox#5466.
Why / Balance
Technical details
Due to the fact that prototypes are read only on the server (and I don't know how to make them read on the client), I have to call a network event when initializing ConstructionSystem. The server traverses the ConstructionPrototype collection once and creates a ConstructionPrototype.ID-to-EntityPrototype.ID map, which the client then works with.
To take sprites directly from the prototypes,
ItemList
has been replaced byListContainer
, which usesEntityPrototypeView
.Fluent keys were used to localize GraphStep. Therefore, the names of
tag
andmaterial
steps, which are used directly in the construction menu, have been moved to ftl files.The
MaterialConstructionGraphStep
(is specified in StackPrototype) passes the necessary amount of material so that it can be translated using selectors. Especially relevant for the Slavic language group.Media
Requirements
Breaking changes
Changelog