Conversation
Mitality
commented
Jul 12, 2026
Jsinco
left a comment
There was a problem hiding this comment.
Looks good for the most part, this is just a quick glance. I'll do a more thorough review later tonight or tomorrow morning after the minor stuff i just marked gets addressed
Jsinco
left a comment
There was a problem hiding this comment.
Hopefully that's not too much stuff
| return; | ||
| } | ||
| boolean add = action == LogAction.WAREHOUSE_ADD; | ||
| String verb = add ? "added" : "removed"; |
There was a problem hiding this comment.
I would avoid hardcoding these because Malts supports multiple languages
There was a problem hiding this comment.
But the logger doesn't..?
There was a problem hiding this comment.
This should use specific keys from the lang then in order to preserve i18n around Malts. If you're not up to that then I'm still fine with pulling as-is, just mark // TODO: lang around here
There was a problem hiding this comment.
Well, the logs don't store any formatting information, so if we allow this to be customized for languages with different sentence structures (e.g. German), it'll make it borderline impossible to parse the logs with regex like we currently do. The only realistic way I see to make the logs fully translatable would be to switch them to something to JSON that's able to store more info, but is less human-readable. But I figured that logs would be a part of the plugin that doesn't need to be and typically isn't translated, just like the primary config file. In my experience, translations are used for whatever regular players see in game
There was a problem hiding this comment.
Or we could technically add a translation step between parsing the English logs and showing them to the player in game
There was a problem hiding this comment.
Just mark a TODO at the top of malts logger or the class storing regex noting a condensed version of that for future reference then
There was a problem hiding this comment.
But that would also require much more intelligent parsing