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

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        enhancementNew feature or request

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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

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              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

                Projects

                No projects

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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

                    No 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

                            No 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

                                No projects

                                  Milestone

                                  No milestone

                                  Relationships

                                  None yet

                                  Development

                                  No branches or pull requests

                                  Issue actions