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Added a button that lets you open the Mods Menu from the In Game Pause Screen
This includes opening Mod Settings menus, but not many settings yet will probably live update in a game
Added a button in the Mods Menu that can display the SHA 256 hashes of active mods
Added a new ModTower.IncludeInMonkeyTeams override
Fixed some inconsistencies where some simulation behavior extensions would throw exceptions instead of just returning null
ModHelperData now supports multiline raw strings for descriptions, example
Localization Updates
General
Added a new button in the Mods Menu to export a mod's localization to a json file, which can be edited to change its
supported displayed text for your language
This goes to a newly added subfolder Mods/BloonsTD6 Mod Helper/Localization/[Language]
Edits to files here should refresh the text without requiring a game restart
Added a new Translation Tool page on the website that can
easily put Localization files through Google translate for individual or all supported languages
Using this tool, Mod Helper now contains Localizations for all supported BTD6 language. If you see a way that
one/many of the Google Translations could be improved for your language, you can help out by submitting edits to
the corresponding Language file through GitHub
The text in mods that should be automatically supported for localization editing includes
Names and Descriptions for Towers, Upgrades, Heroes, Bloons etc
Names and Descriptions for Mod Settings
General mod info like the description
For Modders
The standard btd6.targets import will now automatically embed /Localization/[Language].json files in your mod
project
Use the Localization Button on your own mod with active language English to get a starter .json for your mod
If you paste in the .json content on the website and press the "Translate All" button it will create a .zip file
with all the correctly named .json files you'd need for your mod
ModHelperText and ModHelperDropdown components now Localize their texts by default
For Localization Entries, putting text within [Square Brackets] will make it try to fetch existing localization for
that key
e.g. The description is [DartMonkey Description] -> The description is Throws a single dart at nearby Bloons. Short range and low pierce but cheap.
Added new ModContent.Localize methods that can add new mod specific localizations from variables
privatestaticreadonlystringDoTheThing=ModContent.Localize<MyMod>(nameof(DoTheThing),"Do The Thing!");
Or within any method/constructor that's going to run as the game loads
vardoTheThing=ModContent.Localize(nameof(DoTheThing),"Do The Thing!");
The result assigned to the DoTheThing is your mod specific localization key, that you can use in a ModHelperText.SetText(DoTheThing) directly or as string localizedText = DoTheThing.Localize() otherwise
As before, you can still override the RegisterText method in any class that extends NamedModContent to
directly add extra stuff to the text table
publicoverridevoidRegisterText(Il2CppSystem.Collections.Generic.Dictionary<string,string>textTable){base.RegisterText(textTable);// Call the base to still register DisplayName / DescriptiontextTable[Id+" Long Description"]=LongDescription;// More specific stuff to your ModContent}