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[Outdated] A little issue with research types
Posted: Sun Aug 14, 2016 4:04 pm
by Sol Lignum
So i've reached the point where i should translate research types, and encountered an issue. Here's the picture of what i have in original, compared to the translated line:
As seen - all Blueprints are dissapearing from the research window, upon translation of the Type.
It's quite minor, and i haven't encountered any other issues of a kind, but still - any ideas?

Re: A little issue with research types
Posted: Thu Aug 18, 2016 3:26 pm
by Zodd
The issue with that is that you just changed the name in the translation file but not in the game data.
The list that appears there comes from the source code (and it's on the pot file) and then it matches that string with the category string property from the game data and that is wrong.
So I've updated it so it would get the categories just from the game data and removed those hardcoded values that are in the translation file.
For now if you also translate it in the game data (and the names match) it should work.
Re: A little issue with research types
Posted: Thu Aug 18, 2016 4:30 pm
by Sol Lignum
Thanks alot! I will try it next time i'm sitting down for some translation!
Re: A little issue with research types
Posted: Fri Aug 19, 2016 8:19 pm
by ruthfahlt
What about FACTION name?
I once translated FACTION in my MOD, and some player who used my MOD claimed about imcompatiblity with other MODs.
They said names of some files in "\Kenshi\save\[savename]\platoon\" directory(which are named from FACTION names)were translated in UTF-8, and that seemed to cause the imcompatibility.
Was this fixed likewise?
Re: A little issue with research types
Posted: Mon Aug 22, 2016 6:53 am
by Sol Lignum
Ok, i've checked it, and apparently doing something wrong:
There seems to be no research categories to translate in the freshly exported gamedata.pot file.
And translating of research categories in the, also freshly updated, main.pot file returns default english name ingame.
Just to be clear, i'll once again describe what was happening before: I'm translating research type in the main.po, for instance - Smithing. Translation of the type goes well, and changes are visible ingame, but list of researches corresponding to this type, in my case - just splints, dissapearing. Translation of the researches themselves, like mentioned splints, however, could and still can be done with no issues.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 11:25 am
by Zodd
ruthfahlt wrote:What about FACTION name?
I once translated FACTION in my MOD, and some player who used my MOD claimed about imcompatiblity with other MODs.
They said names of some files in "\Kenshi\save\[savename]\platoon\" directory(which are named from FACTION names)were translated in UTF-8, and that seemed to cause the imcompatibility.
Was this fixed likewise?
Do you have a link to your mod so I can check it out?
It shouldn't cause any problems changing the faction's name. The only possible problem I can think of (that was fixed a couple of updates ago) was with the faction's name having special characters that aren't allowed in windows filenames (i.e.: ?"\|/<>:)
Re: A little issue with research types
Posted: Mon Aug 22, 2016 11:28 am
by Zodd
Sol Lignum wrote:Ok, i've checked it, and apparently doing something wrong:
There seems to be no research categories to translate in the freshly exported gamedata.pot file.
And translating of research categories in the, also freshly updated, main.pot file returns default english name ingame.
Just to be clear, i'll once again describe what was happening before: I'm translating research type in the main.po, for instance - Smithing. Translation of the type goes well, and changes are visible ingame, but list of researches corresponding to this type, in my case - just splints, dissapearing. Translation of the researches themselves, like mentioned splints, however, could and still can be done with no issues.
I've removed the research categories from the pot file, that's why there are no longer there.
Now, the research categories come from the Research in the game data.
If you open a research item in the FCS you'll see that it has a category; that's where the list in game comes from.
This way you could add your own categories and they'll show in game.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 1:42 pm
by ruthfahlt
Zodd wrote:
Do you have a link to your mod so I can check it out?
It shouldn't cause any problems changing the faction's name. The only possible problem I can think of (that was fixed a couple of updates ago) was with the faction's name having special characters that aren't allowed in windows filenames (i.e.: ?"\|/<>:)
Oh, sorry I didn't mention the game version. The problem was mentioned back to 0.93.12. No 1 byte special character included in the translation of faction names I guess, and sorry again, I don't have that very version of MOD. Actually, I took over other guy's MOD, and he told me about the problem. He overwrote the faction name using FCS, then some users claimed the game crashes while using 'adding NPC' type mod and translation MOD at the same time. Therefore, I've left the faction names not translated for now.
Anyway, I experimented the same thing now, and there's no corruption of .platoon files' name, so it seems the problem has been fixed. Thanks for your work.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 1:53 pm
by Zodd
ruthfahlt wrote:Zodd wrote:
Do you have a link to your mod so I can check it out?
It shouldn't cause any problems changing the faction's name. The only possible problem I can think of (that was fixed a couple of updates ago) was with the faction's name having special characters that aren't allowed in windows filenames (i.e.: ?"\|/<>:)
Oh, sorry I didn't mention the game version. The problem was mentioned back to 0.93.12. No 1 byte special character included in the translation of faction names I guess, and sorry again, I don't have that very version of MOD. Actually, I took over other guy's MOD, and he told me about the problem. He overwrote the faction name using FCS, then some users claimed the game crashes while using 'adding NPC' type mod and translation MOD at the same time. Therefore, I've left the faction names not translated for now.
Anyway, I experimented the same thing now, and there's no corruption of .platoon files' name, so it seems the problem has been fixed. Thanks for your work.
Good to know.
If it happens again let me know.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 5:03 pm
by Sol Lignum
Okay, i got it working somehow. I only succeed when translated the category directly in my .translation file. Nothing else, including translating from gamedata.base and saving as a mod worked at all.
I have now two categories, though, translated and original, i guess due to some items still being referred to original category. I'll see if it dissapears in the end

Re: A little issue with research types
Posted: Mon Aug 22, 2016 5:29 pm
by Zodd
Sol Lignum wrote:Okay, i got it working somehow. I only succeed when translated the category directly in my .translation file. Nothing else, including translating from gamedata.base and saving as a mod worked at all.
I have now two categories, though, translated and original, i guess due to some items still being referred to original category. I'll see if it dissapears in the end

From what I'm seeing, the categories in the research object aren't exported with the FCS extraction tool. So if by chance they are in the 'gamedata.pot' file, they belong to another object and won't change the category.
I'm going to add that extraction for the next update.
As a workaround for now, in the mod, translate the categories manually, although I recommend waiting for the update since there are a lot of research objects.
The reason you see the translated and the original is indeed because there are items that have the original category. In game I get all the different categories the research objects have and make the list.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 6:11 pm
by Sol Lignum
Alright, i'll wait a bit till the update, since translating every single item's category is sure pain in the head
I don't quite understand though, why translating into the mod doesn't working, and i can only do something through the generated .translation file opened in FCS...
Re: A little issue with research types
Posted: Mon Aug 22, 2016 6:14 pm
by Zodd
Sol Lignum wrote:Alright, i'll wait a bit till the update, since translating every single item's category is sure pain in the head
I don't quite understand though, why translating into the mod doesn't working, and i can only do something through the generated .translation file opened in FCS...
It should, that's weird.
Can you send me the mod file or a link to it so I can check it out?
Thanks
Re: A little issue with research types
Posted: Mon Aug 22, 2016 6:29 pm
by Sol Lignum
Zodd wrote:
It should, that's weird.
Can you send me the mod file or a link to it so I can check it out?
Thanks
https://drive.google.com/open?id=0Byn_V ... 3pzOGNpVUE
here you go, i've translated (well, technically - just created new?) category for Splints, and what i now see is: it fell off the old "Smithing", but new "Кузнечество" didn't appeared, and Splints has gone with it.
I've also tried to change Smithing into SmithingTest there, with a very same result, so language or fonts seems to be out of question.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 6:50 pm
by Zodd
Sol Lignum wrote:Zodd wrote:
It should, that's weird.
Can you send me the mod file or a link to it so I can check it out?
Thanks
https://drive.google.com/open?id=0Byn_V ... 3pzOGNpVUE
here you go, i've translated (well, technically - just created new?) category for Splints, and what i now see is: it fell off the old "Smithing", but new "Кузнечество" didn't appeared, and Splints has gone with it.
I've also tried to change Smithing into SmithingTest there, with a very same result, so language or fonts seems to be out of question.
The reason why you don't see it it's because it is a level 3 research and you have probably level 1. So until you reach that level you won't be able to see it.
Also, I found a bug that in that case if you reached that research level the list won't update. If you save and load it would be shown properly.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 7:59 pm
by Sol Lignum
Oh, my research level is fine i assure you

I can see unmodded things just fine, they only dissapearing after manipulating with category. Will try to make a change and then load-save-load to see if it does anything.
UPD: And it does nothing at all. Still don't see my translated category with splints in it.
It shouldn't be an issue if you'll make the categories extractable into .po file, i'm sure it'll all be fine after that, and if not, well, i know where to write a report
Thank you very much for your work and care!
Re: A little issue with research types
Posted: Mon Aug 22, 2016 8:42 pm
by Zodd
Sol Lignum wrote:Oh, my research level is fine i assure you

I can see unmodded things just fine, they only dissapearing after manipulating with category. Will try to make a change and then load-save-load to see if it does anything.
UPD: And it does nothing at all. Still don't see my translated category with splints in it.
It shouldn't be an issue if you'll make the categories extractable into .po file, i'm sure it'll all be fine after that, and if not, well, i know where to write a report
Thank you very much for your work and care!
I'm not crazy
Do this, on the Splint research, set level to 1 and try it.
Re: A little issue with research types
Posted: Mon Aug 22, 2016 9:19 pm
by Sol Lignum
What the eefff, David Blane?! But i had research like level 5 what the eeeffff!!!
oh, wait, i get it... whenever i'm adding new research category like this, they're, well, new, and overall progression in it is switched to default value of 1, right?
Re: A little issue with research types
Posted: Mon Aug 22, 2016 9:30 pm
by Zodd
Sol Lignum wrote:
What the eefff, David Blane?! But i had research like level 5 what the eeeffff!!!
oh, wait, i get it... whenever i'm adding new research category like this, they're, well, new, and overall progression in it is switched to default value of 1, right?
No, it shouldn't.
If you had level 5 the more reason for it to show, assuming that you didn't researched it before.
Tomorrow I'll check on all that and make a fix for it.