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Localization Contribution Options
There are plenty of ways you can get translations into the mod once you've made them. We will go over these here.
If you want to be able to see your localization changes live in-game, you MUST follow the steps for GitHub contribution.
Directly using GitHub is probably the simplest way once you understand how to do it, not to mention how easy it is for me to merge those changes into the repository afterwards.
In order to use GitHub for contributing translations, you must first create a fork of the repository. You will find the Fork button on the top bar of the MoreLocales main repository page.

Now you've created a fork. You can do one of two things here, depending on whether you want to test your localization changes live yourself, or simply contribute directly without testing.
This is a very handy tModLoader feature, but you need to have the mod's source code cloned directly into your computer. If you're a Git beginner, I recommend using a GUI client. I personally use GitHub Desktop.
Once you've decided on your preferred way of using Git, you must clone your fork into tModLoader's ModSources folder, which is found here (in Windows, at least.): C:\Users\YourUser\Documents\My Games\Terraria\tModLoader. (If you can't find the ModSources folder inside the tModLoader folder, you can manually create it.)
If you don't know how to clone a repository from GitHub, look up how to do it with your preferred Git GUI or CLI.
Now you have everything ready. You can now boot up tModLoader, go into the Workshop menu from the main menu, and click Develop Mods. MoreLocales should show up inside the Mod Sources window.
You might be tempted to use Build & Reload here, but it won't work! This is because Localization Plus relies on an external library, and tMod's Build & Reload feature doesn't support it. Instead, here's what you should do:
- Go to the mod's folder in ModSources.
- Open a terminal here. On Windows, this is as simple as right clicking somewhere inside the folder, and clicking
Open in Terminal. - Run the command
dotnet build. - Now, you have your own local copy of the mod! It is automatically placed in the mods folder, so you don't need to do anything else here.
If the dotnet build command gives you an error, you might need to download the .NET 8.0 SDK.
No, you do not need to delete the version you got from the Steam Workshop before you do this. tModLoader will automatically use your own local copy because making it overwrites the .tmod file.
Now, you can open up the localization files and edit them. Once you save the files, and if you've done everything correctly, a message will pop up in the game chat telling you that a localization file will be reloaded, this is a really fast process and you'll be able to see your translations live in-game.
In order for your fork to receive your changes, you must push those changes to your fork. Again, a really simple process and you can just look up how to do it.
In your fork, you can go to the Localization folder, open up one of the files, and click the Edit this file button that's in the right side of the little file header thingy. Here you can make edits and save them directly to your fork.
Once you've done your desired translations, you can click the Contribute button in the main page of your fork, and create a pull request. From here, I will review the pull request and merge it into the main repository if it doesn't break anything.
Contributing translations is a simple process, and I hope this short guide was able to give you enough information so that now you know how to do it. (I didn't have time to write the other ways of contributing, but basically, you can download the localization files to your PC and then send them to me through Discord once you've added your translations)