qudjp-localization-triage

Diagnose runtime localization issues in Caves of Qud by analyzing logs and producer paths.

7|1|Updated Mar 10, 2026
One-click install
npx skills add https://github.com/ToaruPen/coq-japanese_stable --skill qudjp-localization-triage
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: qudjp-localization-triage
Source: https://github.com/ToaruPen/coq-japanese_stable/tree/main/.codex/skills/qudjp-localization-triage
Command: npx skills add https://github.com/ToaruPen/coq-japanese_stable --skill qudjp-localization-triage

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

It simplifies the process of identifying and fixing untranslated or mislocalized runtime text within Caves of Qud, aiding developers and translators in ensuring accurate localization.

Core Features & Use Cases

  • Runtime Text Analysis: Examines Player.log and decompiled producer paths to trace source of untranslated or incorrect text.
  • Evidence Classification: Categorizes findings into fixed literals, generated templates, names, or existing noise, supporting precise updates.
  • Use Case: A developer notices a strange English label in-game; they run this skill to locate its source and classify whether it is generated, fixed, or inherited, enabling targeted fixes.

Quick Start

Use this skill to analyze current runtime logs and decompiled data, helping verify localization accuracy and trace sources for untranslated text.

Frequently Asked Questions about qudjp-localization-triage

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I find untranslated text sources in Caves of Qud runtime logs?

To find untranslated text sources in Caves of Qud, you analyze the Player.log file alongside decompiled producer paths to trace exact text origins. This localization triage process categorizes findings into fixed literals, generated templates, names, or existing noise, enabling targeted translation fixes.

What causes incorrect or missing runtime text in Caves of Qud localization?

Incorrect runtime text in Caves of Qud localization typically stems from fixed literals, generated templates, or inherited names that bypass translation files. Analyzing the Player.log and producer paths classifies these untranslated elements, revealing whether the text is dynamically generated or requires direct file updates.

How to classify localization issues found in Caves of Qud runtime logs?

Classifying localization issues in Caves of Qud runtime logs involves parsing the Player.log to categorize each untranslated text instance. The triage process separates fixed literals requiring direct code fixes from generated templates, names, and existing noise, ensuring translators apply precise localization corrections.

Can I use log analysis to fix Caves of Qud translation quality assurance issues?

Yes, you can use log analysis to fix Caves of Qud translation quality assurance issues by examining the Player.log and decompiled producer paths. This diagnostic approach traces untranslated text back to its source, verifying localization accuracy and supporting structured quality assurance updates.

Do I need decompiled producer paths to trace Caves of Qud localization errors?

Yes, decompiled producer paths are required to trace Caves of Qud localization errors accurately. By combining these decompiled paths with the Player.log, the diagnostic process successfully maps untranslated runtime text back to its exact origin, distinguishing between fixed literals and generated templates.

When should I not use runtime log analysis for Caves of Qud localization?

Runtime log analysis for Caves of Qud localization is not suitable for fixing static translation file errors or updating existing noise that does not appear in the Player.log. It targets active runtime text issues, so previously resolved or non-runtime translation errors require standard file editing instead.