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There is an engine system that defines how the files are structured.
Currently, Triton is being used, but as an example, a Crowdin engine can be added in this post.
With Crowdin, for instance, you would specify an API key. Once an entry is added, it is not deleted but only deactivated. Each engine has its own dedicated folder within the translation structure to prevent conflicts.
The structure of Crowdin is adopted: a .json file contains the respective language texts. The folder structure reflects the placement of the files. For example, if the structure is: system > tablist > footer1.json,
the corresponding placeholder would be: system.tablist.footer1.
The translations are stored directly in the JSON files.
For example:
In the English file: &aYour <#u00267>Minecraft &anetwork
In the German file: &aDein <#u00267>Minecraft &aNetzwerk
However, in the example engine used here - Crowdin - JSON files would not be supported. Instead, you would have to switch to a format like .properties or another file type that Crowdin allows.
That being said, I still used .json in this example to keep it easier to understand and avoid unnecessary confusion.
Additionally, an engine can provide new features. In the case of Crowdin, it allows the community to contribute translations. However, these must first be approved by a project administrator.
I have also added an image showing what the file structure would look like in Crowdin.
The text was updated successfully, but these errors were encountered:
Describe the Feature
There is an engine system that defines how the files are structured.
Currently, Triton is being used, but as an example, a Crowdin engine can be added in this post.
With Crowdin, for instance, you would specify an API key. Once an entry is added, it is not deleted but only deactivated. Each engine has its own dedicated folder within the translation structure to prevent conflicts.
The structure of Crowdin is adopted: a
.json
file contains the respective language texts. The folder structure reflects the placement of the files. For example, if the structure is:system > tablist > footer1.json
,the corresponding placeholder would be:
system.tablist.footer1
.The translations are stored directly in the JSON files.
For example:
&aYour <#u00267>Minecraft &anetwork
&aDein <#u00267>Minecraft &aNetzwerk
However, in the example engine used here - Crowdin - JSON files would not be supported. Instead, you would have to switch to a format like
.properties
or another file type that Crowdin allows.That being said, I still used
.json
in this example to keep it easier to understand and avoid unnecessary confusion.Additionally, an engine can provide new features. In the case of Crowdin, it allows the community to contribute translations. However, these must first be approved by a project administrator.
I have also added an image showing what the file structure would look like in Crowdin.

The text was updated successfully, but these errors were encountered: