#**Modpack:** Otherworld [Dungeons & Dragons] *...
1 messages · Page 1 of 1 (latest)
i dont understand why kubejs would at all be necessary
and im also pretty sure your message alongside the translation is ai generated
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.
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.
Yeah, sadly this isn't 1.21 where localization is built-in, so we have to get creative😅
ah i see
Translation update, now compatible with Otherworld v3
try deepl.com instead for translation. the AI comes off as rude and "I don't care enough to use my own words" if that makes sense. A good translator would be better as we never know when AI will start making things up as the translations.
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.
deepl isn't for coding, it's a translator in regard to human language.
https://www.deepl.com/en/translator just ignore the ai deepl write
As in for talking,
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
No, not the game at all,
I am saying, when you are translating words to talk to use or whatever, just use that for talking here or wherever. I said not for minecraft coding.
Not in game translation. talking with people with different languages.
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.
Oh, right. I use DeepL Desktop for everyday communication. I just thought you were talking about the technical aspects of translating modpacks. My bad 😅
Heaven forbid that someone uses a translation program, and it turns out the word translated into a slur or something similar
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.
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
and also, i'd like to avoid including kubejs in the base pack, for performance reasons
Hi, thank you at least for this compromise. I uploaded the translation to Curseforge and will try to keep it updated.
@quartz pond I thought you would add my translation to your compilation page, but a month has already passed🥲
its already showing up very high on the curseforge search
if you search otherworld it can even show up above the main otherworld pack & its confused some ppl