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Translations

mwierzchos edited this page Nov 4, 2025 · 2 revisions

The easiest way to translate the game is by using the Translation template, available in the Mod Manager.

It creates a new mod with localization files ready to be translated - you only need to change the values of localization keys (the second column in the generated CSV files). By default, it uses English as the base language, but if you want to translate from another language, see the information below about localization files.

Keep in mind that besides the original game localization, this template also copies all localization files from enabled mods (named with the _mod postfix). It’s up to you whether you want to translate them as well.


Localization files

Timberborn uses CSV files to store in-game texts and localization data. The official languages are stored in files named after the two-letter language code, followed by a two-letter country or dialect code and an optional suffix, for example:

enUS.csv
enUS_donottranslate.csv
enUS_names.csv
ptBR.csv
ptBR_donottranslate.csv
ptBR_names.csv

Each file consists of three columns:

ID,Text,Comment
Beaver.Age,Age: {0},"{0} stands for number of days, for example 'Age: 5'."
Beaver.Homeless,Homeless,Signifies that the beaver has no home
...

Each entry is called a loc key. Loc keys can be referenced from multiple places in the project, including code, Blueprints, and UI.

Here you can learn how to acquire all localization files used by the game.


Adding new loc keys

If you want to add new texts to the game for existing languages, you can create new loc keys by placing them in a new CSV file. The file should be named after the official one, followed by an underscore and a custom postfix. For example, to add a new food type texts to English localization, you can create this file:

MyFirstMod/Localizations/enUS_MyFirstMod.csv

Example content:

ID,Text,Comment
MyFirstMod.Good.BlueberryCake.DisplayName,Blueberry cake,
MyFirstMod.Good.BlueberryCake.PluralDisplayName,Blueberry cakes,

Changing existing loc keys

If you want to modify an existing loc key - for example, because you changed how a built-in building works and want to update its description - prepare a localization file as described above and include the existing loc key with your new value:

ID,Text,Comment
Building.Bakery.Description,"Bakes bread, pastries, and cakes from different flours.",

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