#**Modpack:** Otherworld [Dungeons & Dragons] *...

1 messages · Page 1 of 1 (latest)

tight burrowBOT
grave hawk
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i dont understand why kubejs would at all be necessary

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and im also pretty sure your message alongside the translation is ai generated

wooden garden
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Currently, all quest text is hardcoded. KubeJS is the only way to replace it with keys. Even if my translation isn't 100% perfect, having a satisfactory translation is much better than nothing for the Russian community who struggle with English. Since this system uses json files, the community can easily fix any mistakes later. And if there are too many complaints about the quality, you can easily remove the Russian translation without breaking the pack structure.

About AI: You caught me 🙂 My English isn't great, so I used AI to write the post to be polite. However, I manually checked the Otherworld mod translation to ensure terms are correct.

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If KubeJS is still too much, could you please at least add the ru_ru.json for the Otherworld mod? That part is safe and doesn't need dependencies.

wooden garden
grave hawk
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ah i see

wooden garden
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Translation update, now compatible with Otherworld v3

wooden garden
next solar
wooden garden
# next solar try deepl.com instead for translation. the AI comes off as rude and "I don't car...

In my 2 years of experience translating mods and FTB quests, I found that DeepL is actually dangerous for files mixed with code. It often breaks Minecraft color codes (&a), placeholders (%s), and NBT data, which causes crashes or broken UI.

I have conducted quite a few experiments on this. But this doesn't change the fact that this solution is universal. My translation serves as a foundation - the community can refine and improve it in the future if necessary.

next solar
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As in for talking,

wooden garden
# next solar deepl isn't for coding, it's a translator in regard to human language.

I get what you mean. However, after doing this for 2 years, I've learned that game localization is different from translating a document. It requires strict adherence to Context and Game Terminology, which standard translators often miss.
For example, DeepL translates words based on general probability. But in Minecraft, we need consistency with specific Vanilla terms and Lore. Even glossaries don't fully solve this, as they can't distinguish when to translate a word and when to leave it as a proper noun depending on the sentence structure.

An LLM allows me to feed it the specific "rules" of the game (lore, formatting, exceptions), ensuring the text fits the context perfectly. I'm not using it to be lazy, but because it actually produces a higher quality result for this specific task than DeepL

next solar
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Not in game translation. talking with people with different languages.

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Most devs and staff don't have a ton of knowledge on translation, so it may be a bit more difficult and would need some people who know those different languages and english enough to tell if it's gonna translate properly. Using only a machine to do that would be cool if we had a good system for it, but we don't have that as of right now.

wooden garden
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Oh, right. I use DeepL Desktop for everyday communication. I just thought you were talking about the technical aspects of translating modpacks. My bad 😅

next solar
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Heaven forbid that someone uses a translation program, and it turns out the word translated into a slur or something similar

wooden garden
# next solar Heaven forbid that someone uses a translation program, and it turns out the word...

That's why I've been trying out different solutions for translating modpacks for two years now. Again, it's not just about translating quests, but also about building a foundation to support multilingual localization.

Actually, I already mentioned that enthusiasts (and I, in general, too) will be able to refine the translation, and I have never noticed any complaints about this in my community.

quartz pond
# wooden garden

this is very impressive! but to be honest, I simply don't have the time to include this while coordinating with you between every update to keep it current.

but you can totally publish this as your own data/resource pack on curseforge that updates separately (just as long as it is always an addon that requires Otherworld), and we can even link to it on the modpack page

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and also, i'd like to avoid including kubejs in the base pack, for performance reasons

wooden garden
wooden garden
wooden garden
wooden garden
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@quartz pond I thought you would add my translation to your compilation page, but a month has already passed🥲

grave hawk
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if you search otherworld it can even show up above the main otherworld pack & its confused some ppl