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Hi, I wonder if it is possible to load a language without having to compile the game. For that is beyond my coding skills. I ask this because I noticed some mistakes in the Dutch texts, which I help translating. These were easy to fix if I only had seen them earlier. In Transifex is is possible to miss things because you don't have the context of the game.

Alternatively it might be an idea to do a check at some point before release, maybe between the translation and string freeze. So that at least the typos can be corrected.

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Yes, you can create a mod.

Create a folder and add a mod.json file in there. Or you could just download it from an existing mod and make small changes to it. e.g. from the "City Builder" mod on GitHub.

Your mod.json file should look like this, a more detailed explanation can be found here: wiki/Modding_Guide

	"name": "dutch_fix",
	"version": "1.0",
	"label": "Dutch typo mod",
	"description": "Fixing typos in the dutch language",
	"dependencies": ["0ad=0.0.24"]

Next you will need the .po files, which contain the text that will be displayed in the game. Download the files from here: trac.wildfiregames.com/browser

Create a folder called "l10n" and add all the files in it, that you have made changes to. It should look like this, you don't need all the Dutch files, just the ones you made changes to.


Add this folder to your 0AD mods folder  (see wiki/GameDataPaths) and enable the mod via the 0 A.D. "Mod Selection" page.


Now the game will call the contents of your mod before it calls the contents of the game. If you did everything correctly, you should see your changes in the game.


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Thank you. But this is already stretching the limits of my coding capabilities... I did everything correctly (as far as I can tell) but the mod does not show up in the mod selecter. When starting up  0 a.d. there is a Javascript error though. Any thoughts?


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