Add built-in localization support for multiple languages #19

Description

@derrickmehaffy

Feature Description

Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

Proposed Solution

Bundled language files inside JAR:

resources/
lang/
en_US.json # English (default)
es_ES.json # Spanish
de_DE.json # German
fr_FR.json # French
pt_BR.json # Portuguese (Brazil)
zh_CN.json # Chinese (Simplified)
ja_JP.json # Japanese
ru_RU.json # Russian
ko_KR.json # Korean
pl_PL.json # Polish
it_IT.json # Italian
nl_NL.json # Dutch
tl-PH.json # Philippines

Configuration:

language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

Translation coverage - ALL player-facing text:

CategoryExamples
CommandsSuccess/error messages, confirmations, usage hints
GUI LabelsButton text, headers, descriptions, tooltips
GUI Help PagesAll help content, tutorials, explanations
Chat MessagesFaction announcements, alerts, notifications
Territory MessagesEnter/leave messages, claim feedback
Error MessagesPermission denied, invalid input, cooldowns
Relation MessagesAlliance requests, war declarations, truces
Power MessagesPower gain/loss notifications
Admin MessagesAdmin command feedback, warnings

Excluded from localization:

  • Console debug logs (remain in English for developer debugging)
  • Log file entries
  • Internal error stack traces

Translation key format:

{
"command.create.success": "Faction {faction} has been created!",
"command.create.error.name_taken": "A faction with that name already exists.",
"gui.home.title": "Faction Home",
"gui.home.button.members": "Members",
"gui.help.claiming.title": "How to Claim Territory",
"gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
"territory.enter.faction": "~ {faction} ({relation}) ~",
"territory.enter.safezone": "~ SafeZone ~",
"power.gained": "You gained {amount} power. ({current}/{max})",
"error.no_permission": "You don't have permission to do that.",
"error.not_in_faction": "You must be in a faction to use this command."
}

Placeholder support in translations:

  • {player} - Player name
  • {faction} - Faction name
  • {amount} - Numeric values
  • {current} / {max} - Current/max values
  • {relation} - Relation type (Ally, Enemy, etc.)
  • {time} - Formatted time values

Implementation approach:

  1. Create LocalizationManager class to load and cache translations
  2. Use message keys throughout codebase instead of hardcoded strings
  3. Provide Lang.get(key, placeholders...) utility method
  4. Auto-detect player locale from client settings (if per_player_locale enabled)
  5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

Alternatives Considered

  1. External lang files in config folder - User requested against this; harder to distribute translations
  2. Resource pack based - Client-side only, doesn't work for chat messages
  3. Database-stored translations - Overcomplicated for this use case
  4. Crowdin/Weblate integration - Could be added later for community translations

Additional Context

  • Translations bundled in JAR ensure all servers get updates automatically
  • Community can contribute translations via GitHub PRs
  • Consider adding /f admin lang reload for hot-reloading during testing
  • GUI help pages are extensive - significant translation effort needed
  • Permission messages should use consistent terminology across languages
  • RTL (right-to-left) language support may require additional GUI work

Activity

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    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content

    Add built-in localization support for multiple languages #19

    Description

    @derrickmehaffy

    Feature Description

    Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

    Proposed Solution

    Bundled language files inside JAR:

    resources/
    lang/
    en_US.json # English (default)
    es_ES.json # Spanish
    de_DE.json # German
    fr_FR.json # French
    pt_BR.json # Portuguese (Brazil)
    zh_CN.json # Chinese (Simplified)
    ja_JP.json # Japanese
    ru_RU.json # Russian
    ko_KR.json # Korean
    pl_PL.json # Polish
    it_IT.json # Italian
    nl_NL.json # Dutch
    tl-PH.json # Philippines
    

    Configuration:

    language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

    Translation coverage - ALL player-facing text:

    CategoryExamples
    CommandsSuccess/error messages, confirmations, usage hints
    GUI LabelsButton text, headers, descriptions, tooltips
    GUI Help PagesAll help content, tutorials, explanations
    Chat MessagesFaction announcements, alerts, notifications
    Territory MessagesEnter/leave messages, claim feedback
    Error MessagesPermission denied, invalid input, cooldowns
    Relation MessagesAlliance requests, war declarations, truces
    Power MessagesPower gain/loss notifications
    Admin MessagesAdmin command feedback, warnings

    Excluded from localization:

    • Console debug logs (remain in English for developer debugging)
    • Log file entries
    • Internal error stack traces

    Translation key format:

    {
    "command.create.success": "Faction {faction} has been created!",
    "command.create.error.name_taken": "A faction with that name already exists.",
    "gui.home.title": "Faction Home",
    "gui.home.button.members": "Members",
    "gui.help.claiming.title": "How to Claim Territory",
    "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
    "territory.enter.faction": "~ {faction} ({relation}) ~",
    "territory.enter.safezone": "~ SafeZone ~",
    "power.gained": "You gained {amount} power. ({current}/{max})",
    "error.no_permission": "You don't have permission to do that.",
    "error.not_in_faction": "You must be in a faction to use this command."
    }

    Placeholder support in translations:

    • {player} - Player name
    • {faction} - Faction name
    • {amount} - Numeric values
    • {current} / {max} - Current/max values
    • {relation} - Relation type (Ally, Enemy, etc.)
    • {time} - Formatted time values

    Implementation approach:

    1. Create LocalizationManager class to load and cache translations
    2. Use message keys throughout codebase instead of hardcoded strings
    3. Provide Lang.get(key, placeholders...) utility method
    4. Auto-detect player locale from client settings (if per_player_locale enabled)
    5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

    Alternatives Considered

    1. External lang files in config folder - User requested against this; harder to distribute translations
    2. Resource pack based - Client-side only, doesn't work for chat messages
    3. Database-stored translations - Overcomplicated for this use case
    4. Crowdin/Weblate integration - Could be added later for community translations

    Additional Context

    • Translations bundled in JAR ensure all servers get updates automatically
    • Community can contribute translations via GitHub PRs
    • Consider adding /f admin lang reload for hot-reloading during testing
    • GUI help pages are extensive - significant translation effort needed
    • Permission messages should use consistent terminology across languages
    • RTL (right-to-left) language support may require additional GUI work

    Activity

    Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

    Metadata

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      Labels

      enhancementNew feature or request

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      No type

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      No milestone

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      None yet

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      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content

      Add built-in localization support for multiple languages #19

      Description

      @derrickmehaffy

      Feature Description

      Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

      Proposed Solution

      Bundled language files inside JAR:

      resources/
      lang/
      en_US.json # English (default)
      es_ES.json # Spanish
      de_DE.json # German
      fr_FR.json # French
      pt_BR.json # Portuguese (Brazil)
      zh_CN.json # Chinese (Simplified)
      ja_JP.json # Japanese
      ru_RU.json # Russian
      ko_KR.json # Korean
      pl_PL.json # Polish
      it_IT.json # Italian
      nl_NL.json # Dutch
      tl-PH.json # Philippines
      

      Configuration:

      language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

      Translation coverage - ALL player-facing text:

      CategoryExamples
      CommandsSuccess/error messages, confirmations, usage hints
      GUI LabelsButton text, headers, descriptions, tooltips
      GUI Help PagesAll help content, tutorials, explanations
      Chat MessagesFaction announcements, alerts, notifications
      Territory MessagesEnter/leave messages, claim feedback
      Error MessagesPermission denied, invalid input, cooldowns
      Relation MessagesAlliance requests, war declarations, truces
      Power MessagesPower gain/loss notifications
      Admin MessagesAdmin command feedback, warnings

      Excluded from localization:

      • Console debug logs (remain in English for developer debugging)
      • Log file entries
      • Internal error stack traces

      Translation key format:

      {
      "command.create.success": "Faction {faction} has been created!",
      "command.create.error.name_taken": "A faction with that name already exists.",
      "gui.home.title": "Faction Home",
      "gui.home.button.members": "Members",
      "gui.help.claiming.title": "How to Claim Territory",
      "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
      "territory.enter.faction": "~ {faction} ({relation}) ~",
      "territory.enter.safezone": "~ SafeZone ~",
      "power.gained": "You gained {amount} power. ({current}/{max})",
      "error.no_permission": "You don't have permission to do that.",
      "error.not_in_faction": "You must be in a faction to use this command."
      }

      Placeholder support in translations:

      • {player} - Player name
      • {faction} - Faction name
      • {amount} - Numeric values
      • {current} / {max} - Current/max values
      • {relation} - Relation type (Ally, Enemy, etc.)
      • {time} - Formatted time values

      Implementation approach:

      1. Create LocalizationManager class to load and cache translations
      2. Use message keys throughout codebase instead of hardcoded strings
      3. Provide Lang.get(key, placeholders...) utility method
      4. Auto-detect player locale from client settings (if per_player_locale enabled)
      5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

      Alternatives Considered

      1. External lang files in config folder - User requested against this; harder to distribute translations
      2. Resource pack based - Client-side only, doesn't work for chat messages
      3. Database-stored translations - Overcomplicated for this use case
      4. Crowdin/Weblate integration - Could be added later for community translations

      Additional Context

      • Translations bundled in JAR ensure all servers get updates automatically
      • Community can contribute translations via GitHub PRs
      • Consider adding /f admin lang reload for hot-reloading during testing
      • GUI help pages are extensive - significant translation effort needed
      • Permission messages should use consistent terminology across languages
      • RTL (right-to-left) language support may require additional GUI work

      Activity

      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

      Metadata

      Metadata

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      No one assigned

        Labels

        enhancementNew feature or request

        Type

        No type

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        No milestone

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        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content

        Add built-in localization support for multiple languages #19

        Description

        @derrickmehaffy

        Feature Description

        Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

        Proposed Solution

        Bundled language files inside JAR:

        resources/
        lang/
        en_US.json # English (default)
        es_ES.json # Spanish
        de_DE.json # German
        fr_FR.json # French
        pt_BR.json # Portuguese (Brazil)
        zh_CN.json # Chinese (Simplified)
        ja_JP.json # Japanese
        ru_RU.json # Russian
        ko_KR.json # Korean
        pl_PL.json # Polish
        it_IT.json # Italian
        nl_NL.json # Dutch
        tl-PH.json # Philippines
        

        Configuration:

        language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

        Translation coverage - ALL player-facing text:

        CategoryExamples
        CommandsSuccess/error messages, confirmations, usage hints
        GUI LabelsButton text, headers, descriptions, tooltips
        GUI Help PagesAll help content, tutorials, explanations
        Chat MessagesFaction announcements, alerts, notifications
        Territory MessagesEnter/leave messages, claim feedback
        Error MessagesPermission denied, invalid input, cooldowns
        Relation MessagesAlliance requests, war declarations, truces
        Power MessagesPower gain/loss notifications
        Admin MessagesAdmin command feedback, warnings

        Excluded from localization:

        • Console debug logs (remain in English for developer debugging)
        • Log file entries
        • Internal error stack traces

        Translation key format:

        {
        "command.create.success": "Faction {faction} has been created!",
        "command.create.error.name_taken": "A faction with that name already exists.",
        "gui.home.title": "Faction Home",
        "gui.home.button.members": "Members",
        "gui.help.claiming.title": "How to Claim Territory",
        "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
        "territory.enter.faction": "~ {faction} ({relation}) ~",
        "territory.enter.safezone": "~ SafeZone ~",
        "power.gained": "You gained {amount} power. ({current}/{max})",
        "error.no_permission": "You don't have permission to do that.",
        "error.not_in_faction": "You must be in a faction to use this command."
        }

        Placeholder support in translations:

        • {player} - Player name
        • {faction} - Faction name
        • {amount} - Numeric values
        • {current} / {max} - Current/max values
        • {relation} - Relation type (Ally, Enemy, etc.)
        • {time} - Formatted time values

        Implementation approach:

        1. Create LocalizationManager class to load and cache translations
        2. Use message keys throughout codebase instead of hardcoded strings
        3. Provide Lang.get(key, placeholders...) utility method
        4. Auto-detect player locale from client settings (if per_player_locale enabled)
        5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

        Alternatives Considered

        1. External lang files in config folder - User requested against this; harder to distribute translations
        2. Resource pack based - Client-side only, doesn't work for chat messages
        3. Database-stored translations - Overcomplicated for this use case
        4. Crowdin/Weblate integration - Could be added later for community translations

        Additional Context

        • Translations bundled in JAR ensure all servers get updates automatically
        • Community can contribute translations via GitHub PRs
        • Consider adding /f admin lang reload for hot-reloading during testing
        • GUI help pages are extensive - significant translation effort needed
        • Permission messages should use consistent terminology across languages
        • RTL (right-to-left) language support may require additional GUI work

        Activity

        Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

        Metadata

        Metadata

        Assignees

        No one assigned

          Labels

          enhancementNew feature or request

          Type

          No type

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          No milestone

          Relationships

          None yet

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          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content

          Add built-in localization support for multiple languages #19

          Description

          @derrickmehaffy

          Feature Description

          Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

          Proposed Solution

          Bundled language files inside JAR:

          resources/
          lang/
          en_US.json # English (default)
          es_ES.json # Spanish
          de_DE.json # German
          fr_FR.json # French
          pt_BR.json # Portuguese (Brazil)
          zh_CN.json # Chinese (Simplified)
          ja_JP.json # Japanese
          ru_RU.json # Russian
          ko_KR.json # Korean
          pl_PL.json # Polish
          it_IT.json # Italian
          nl_NL.json # Dutch
          tl-PH.json # Philippines
          

          Configuration:

          language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

          Translation coverage - ALL player-facing text:

          CategoryExamples
          CommandsSuccess/error messages, confirmations, usage hints
          GUI LabelsButton text, headers, descriptions, tooltips
          GUI Help PagesAll help content, tutorials, explanations
          Chat MessagesFaction announcements, alerts, notifications
          Territory MessagesEnter/leave messages, claim feedback
          Error MessagesPermission denied, invalid input, cooldowns
          Relation MessagesAlliance requests, war declarations, truces
          Power MessagesPower gain/loss notifications
          Admin MessagesAdmin command feedback, warnings

          Excluded from localization:

          • Console debug logs (remain in English for developer debugging)
          • Log file entries
          • Internal error stack traces

          Translation key format:

          {
          "command.create.success": "Faction {faction} has been created!",
          "command.create.error.name_taken": "A faction with that name already exists.",
          "gui.home.title": "Faction Home",
          "gui.home.button.members": "Members",
          "gui.help.claiming.title": "How to Claim Territory",
          "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
          "territory.enter.faction": "~ {faction} ({relation}) ~",
          "territory.enter.safezone": "~ SafeZone ~",
          "power.gained": "You gained {amount} power. ({current}/{max})",
          "error.no_permission": "You don't have permission to do that.",
          "error.not_in_faction": "You must be in a faction to use this command."
          }

          Placeholder support in translations:

          • {player} - Player name
          • {faction} - Faction name
          • {amount} - Numeric values
          • {current} / {max} - Current/max values
          • {relation} - Relation type (Ally, Enemy, etc.)
          • {time} - Formatted time values

          Implementation approach:

          1. Create LocalizationManager class to load and cache translations
          2. Use message keys throughout codebase instead of hardcoded strings
          3. Provide Lang.get(key, placeholders...) utility method
          4. Auto-detect player locale from client settings (if per_player_locale enabled)
          5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

          Alternatives Considered

          1. External lang files in config folder - User requested against this; harder to distribute translations
          2. Resource pack based - Client-side only, doesn't work for chat messages
          3. Database-stored translations - Overcomplicated for this use case
          4. Crowdin/Weblate integration - Could be added later for community translations

          Additional Context

          • Translations bundled in JAR ensure all servers get updates automatically
          • Community can contribute translations via GitHub PRs
          • Consider adding /f admin lang reload for hot-reloading during testing
          • GUI help pages are extensive - significant translation effort needed
          • Permission messages should use consistent terminology across languages
          • RTL (right-to-left) language support may require additional GUI work

          Activity

          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            enhancementNew feature or request

            Type

            No type

            Projects

            Milestone

            No milestone

            Relationships

            None yet

            Development

            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content

            Add built-in localization support for multiple languages #19

            Description

            @derrickmehaffy

            Feature Description

            Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

            Proposed Solution

            Bundled language files inside JAR:

            resources/
            lang/
            en_US.json # English (default)
            es_ES.json # Spanish
            de_DE.json # German
            fr_FR.json # French
            pt_BR.json # Portuguese (Brazil)
            zh_CN.json # Chinese (Simplified)
            ja_JP.json # Japanese
            ru_RU.json # Russian
            ko_KR.json # Korean
            pl_PL.json # Polish
            it_IT.json # Italian
            nl_NL.json # Dutch
            tl-PH.json # Philippines
            

            Configuration:

            language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

            Translation coverage - ALL player-facing text:

            CategoryExamples
            CommandsSuccess/error messages, confirmations, usage hints
            GUI LabelsButton text, headers, descriptions, tooltips
            GUI Help PagesAll help content, tutorials, explanations
            Chat MessagesFaction announcements, alerts, notifications
            Territory MessagesEnter/leave messages, claim feedback
            Error MessagesPermission denied, invalid input, cooldowns
            Relation MessagesAlliance requests, war declarations, truces
            Power MessagesPower gain/loss notifications
            Admin MessagesAdmin command feedback, warnings

            Excluded from localization:

            • Console debug logs (remain in English for developer debugging)
            • Log file entries
            • Internal error stack traces

            Translation key format:

            {
            "command.create.success": "Faction {faction} has been created!",
            "command.create.error.name_taken": "A faction with that name already exists.",
            "gui.home.title": "Faction Home",
            "gui.home.button.members": "Members",
            "gui.help.claiming.title": "How to Claim Territory",
            "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
            "territory.enter.faction": "~ {faction} ({relation}) ~",
            "territory.enter.safezone": "~ SafeZone ~",
            "power.gained": "You gained {amount} power. ({current}/{max})",
            "error.no_permission": "You don't have permission to do that.",
            "error.not_in_faction": "You must be in a faction to use this command."
            }

            Placeholder support in translations:

            • {player} - Player name
            • {faction} - Faction name
            • {amount} - Numeric values
            • {current} / {max} - Current/max values
            • {relation} - Relation type (Ally, Enemy, etc.)
            • {time} - Formatted time values

            Implementation approach:

            1. Create LocalizationManager class to load and cache translations
            2. Use message keys throughout codebase instead of hardcoded strings
            3. Provide Lang.get(key, placeholders...) utility method
            4. Auto-detect player locale from client settings (if per_player_locale enabled)
            5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

            Alternatives Considered

            1. External lang files in config folder - User requested against this; harder to distribute translations
            2. Resource pack based - Client-side only, doesn't work for chat messages
            3. Database-stored translations - Overcomplicated for this use case
            4. Crowdin/Weblate integration - Could be added later for community translations

            Additional Context

            • Translations bundled in JAR ensure all servers get updates automatically
            • Community can contribute translations via GitHub PRs
            • Consider adding /f admin lang reload for hot-reloading during testing
            • GUI help pages are extensive - significant translation effort needed
            • Permission messages should use consistent terminology across languages
            • RTL (right-to-left) language support may require additional GUI work

            Activity

            Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              Add built-in localization support for multiple languages #19

              Description

              @derrickmehaffy

              Feature Description

              Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

              Proposed Solution

              Bundled language files inside JAR:

              resources/
              lang/
              en_US.json # English (default)
              es_ES.json # Spanish
              de_DE.json # German
              fr_FR.json # French
              pt_BR.json # Portuguese (Brazil)
              zh_CN.json # Chinese (Simplified)
              ja_JP.json # Japanese
              ru_RU.json # Russian
              ko_KR.json # Korean
              pl_PL.json # Polish
              it_IT.json # Italian
              nl_NL.json # Dutch
              tl-PH.json # Philippines
              

              Configuration:

              language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

              Translation coverage - ALL player-facing text:

              CategoryExamples
              CommandsSuccess/error messages, confirmations, usage hints
              GUI LabelsButton text, headers, descriptions, tooltips
              GUI Help PagesAll help content, tutorials, explanations
              Chat MessagesFaction announcements, alerts, notifications
              Territory MessagesEnter/leave messages, claim feedback
              Error MessagesPermission denied, invalid input, cooldowns
              Relation MessagesAlliance requests, war declarations, truces
              Power MessagesPower gain/loss notifications
              Admin MessagesAdmin command feedback, warnings

              Excluded from localization:

              • Console debug logs (remain in English for developer debugging)
              • Log file entries
              • Internal error stack traces

              Translation key format:

              {
              "command.create.success": "Faction {faction} has been created!",
              "command.create.error.name_taken": "A faction with that name already exists.",
              "gui.home.title": "Faction Home",
              "gui.home.button.members": "Members",
              "gui.help.claiming.title": "How to Claim Territory",
              "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
              "territory.enter.faction": "~ {faction} ({relation}) ~",
              "territory.enter.safezone": "~ SafeZone ~",
              "power.gained": "You gained {amount} power. ({current}/{max})",
              "error.no_permission": "You don't have permission to do that.",
              "error.not_in_faction": "You must be in a faction to use this command."
              }

              Placeholder support in translations:

              • {player} - Player name
              • {faction} - Faction name
              • {amount} - Numeric values
              • {current} / {max} - Current/max values
              • {relation} - Relation type (Ally, Enemy, etc.)
              • {time} - Formatted time values

              Implementation approach:

              1. Create LocalizationManager class to load and cache translations
              2. Use message keys throughout codebase instead of hardcoded strings
              3. Provide Lang.get(key, placeholders...) utility method
              4. Auto-detect player locale from client settings (if per_player_locale enabled)
              5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

              Alternatives Considered

              1. External lang files in config folder - User requested against this; harder to distribute translations
              2. Resource pack based - Client-side only, doesn't work for chat messages
              3. Database-stored translations - Overcomplicated for this use case
              4. Crowdin/Weblate integration - Could be added later for community translations

              Additional Context

              • Translations bundled in JAR ensure all servers get updates automatically
              • Community can contribute translations via GitHub PRs
              • Consider adding /f admin lang reload for hot-reloading during testing
              • GUI help pages are extensive - significant translation effort needed
              • Permission messages should use consistent terminology across languages
              • RTL (right-to-left) language support may require additional GUI work

              Activity

              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                Milestone

                No milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content

                Add built-in localization support for multiple languages #19

                Description

                @derrickmehaffy

                Feature Description

                Add comprehensive localization (i18n) support to HyperFactions with translations bundled directly in the mod JAR. All player-facing text should be translatable, allowing servers to run in any supported language.

                Proposed Solution

                Bundled language files inside JAR:

                resources/
                lang/
                en_US.json # English (default)
                es_ES.json # Spanish
                de_DE.json # German
                fr_FR.json # French
                pt_BR.json # Portuguese (Brazil)
                zh_CN.json # Chinese (Simplified)
                ja_JP.json # Japanese
                ru_RU.json # Russian
                ko_KR.json # Korean
                pl_PL.json # Polish
                it_IT.json # Italian
                nl_NL.json # Dutch
                tl-PH.json # Philippines
                

                Configuration:

                language: en_US # Server-wide default languageper_player_locale: true # Use player's client locale when availablefallback_locale: en_US # Fallback if translation missing

                Translation coverage - ALL player-facing text:

                CategoryExamples
                CommandsSuccess/error messages, confirmations, usage hints
                GUI LabelsButton text, headers, descriptions, tooltips
                GUI Help PagesAll help content, tutorials, explanations
                Chat MessagesFaction announcements, alerts, notifications
                Territory MessagesEnter/leave messages, claim feedback
                Error MessagesPermission denied, invalid input, cooldowns
                Relation MessagesAlliance requests, war declarations, truces
                Power MessagesPower gain/loss notifications
                Admin MessagesAdmin command feedback, warnings

                Excluded from localization:

                • Console debug logs (remain in English for developer debugging)
                • Log file entries
                • Internal error stack traces

                Translation key format:

                {
                "command.create.success": "Faction {faction} has been created!",
                "command.create.error.name_taken": "A faction with that name already exists.",
                "gui.home.title": "Faction Home",
                "gui.home.button.members": "Members",
                "gui.help.claiming.title": "How to Claim Territory",
                "gui.help.claiming.description": "Stand in a chunk and use /f claim to claim it for your faction.",
                "territory.enter.faction": "~ {faction} ({relation}) ~",
                "territory.enter.safezone": "~ SafeZone ~",
                "power.gained": "You gained {amount} power. ({current}/{max})",
                "error.no_permission": "You don't have permission to do that.",
                "error.not_in_faction": "You must be in a faction to use this command."
                }

                Placeholder support in translations:

                • {player} - Player name
                • {faction} - Faction name
                • {amount} - Numeric values
                • {current} / {max} - Current/max values
                • {relation} - Relation type (Ally, Enemy, etc.)
                • {time} - Formatted time values

                Implementation approach:

                1. Create LocalizationManager class to load and cache translations
                2. Use message keys throughout codebase instead of hardcoded strings
                3. Provide Lang.get(key, placeholders...) utility method
                4. Auto-detect player locale from client settings (if per_player_locale enabled)
                5. Graceful fallback chain: Player locale → Server default → en_US → Raw key

                Alternatives Considered

                1. External lang files in config folder - User requested against this; harder to distribute translations
                2. Resource pack based - Client-side only, doesn't work for chat messages
                3. Database-stored translations - Overcomplicated for this use case
                4. Crowdin/Weblate integration - Could be added later for community translations

                Additional Context

                • Translations bundled in JAR ensure all servers get updates automatically
                • Community can contribute translations via GitHub PRs
                • Consider adding /f admin lang reload for hot-reloading during testing
                • GUI help pages are extensive - significant translation effort needed
                • Permission messages should use consistent terminology across languages
                • RTL (right-to-left) language support may require additional GUI work

                Activity

                Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                Metadata

                Metadata

                Assignees

                No one assigned

                  Labels

                  enhancementNew feature or request

                  Type

                  No type

                  Projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions