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Job Names use old localization naming scheme #1602
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I can address this in my #1580 Fix. |
@Geoffrotism I did something similar in my pr #1587. This is how i discovered the issue, since the Name of a job isn't actually a valid localization string.
Since working on localization I have tried to make sure there is no more hard coding names in PRs, but most of the damage is already done |
A related issue I've noticed while working on #1739 , the way job descriptions are set to be localized is by concatenating "job_build_" + type + "_desc", which means every furniture and everything that needs to be built would have to have a separate key, which seems cumbersome. I know the localization system can have keys with {N} in them to automatically use a parameter in place of the bracketed number, but with how it gets the description from jobs (and presumably names) it expects that to be the entire key. Is there any way we can have the job just have something like |
what your suggesting seems feasable, just make a generic |
The problem is the point at which it is done, it is in the actual UnlocalizedDescription Property that it returns "job_build_" + type + "_desc". What makes it problematic is that not every job will need the same parameters, building jobs you'd use build {0} and pass the buildable's localization key, but a hauling job you'd want Hauling {0} and pass the inventory being hauled. Other jobs may want other things passed differently as well. I'm just not sure how exactly it can be done so that all job types are localized in a reasonable manner |
Expected behavior
Job.GetName() should return the new localization key such as
furn_steel_wall
. This is later parsed by the localization system to return "Steel Wall" for englishActual behavior
the jobName is equal to
furn_SteelWall
which the localization system doesn't know what to do with.Steps to reproduce the behavior
you will get an option in the context menu like "Cancel furn_SteelWall"
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