Polyglot Mono
Play Schedule I in 13 languages (RU, UK, DE, FR, ES, PT-BR, IT, PL, TR, ZH, JA, KO) and switch instantly in Settings or with F9. Fonts match the game's look. Mono build for the alternate branch.
About this mod Machine translation
Polyglot
Mono build for the alternate Steam branch. Playing on the default branch? Install Polyglot instead.
Play Schedule I in 13 languages and switch between them instantly — no restart, no extra
downloads, everything in one mod.
English · Русский · Українська · Deutsch · Français · Español · Português (Brasil) · Italiano ·
Polski · Türkçe · Simplified Chinese · Japanese · 한국어
Features
- Full translation of the game: menus, settings, HUD, phone apps, items, quests, dialogue, phone
calls, hints, notifications, the tutorial — about 4,000 strings per language.
- Switch languages live: Settings → Display → Language (the game's own dropdown, in the main menu
and the pause menu) or press F9 to cycle.
- Looks like the original: Cyrillic, Latin Extended and Greek are drawn with the same Open Sans
weights the game uses; Chinese, Japanese and Korean use Windows system fonts.
- Longer translations are fitted into the game's fixed-size labels automatically instead of being cut off.
- Safe: translation happens only when text is drawn, the game keeps working with its English strings,
so game logic, saves and multiplayer are unaffected. Players in one lobby can use different languages.
- Dynamic text (prices, amounts, names, times) is handled with number and placeholder templates.
- Easy to extend: drop your own translation files into UserData, or add a whole new language.
Installation
With a mod manager (r2modman, App): install Polyglot for the default Steam branch or Polyglot_Mono for the alternate branch. Also.
Manually:
- Install MelonLoader 0.7.3 (0.7.1 is not supported).
- Download Polyglot--IL2CPP.zip (default Steam branch) or Polyglot--Mono.zip
(alternate branch) from Releases.
- Extract it into the game folder so that Mods/Polyglot_Il2Cpp.dll (or _Mono.dll) is in place.
- Start the game and pick your language in Settings → Display.
Only install the build matching your game branch.
Configuration
UserData/MelonPreferences.cfg:
[Polyglot]
Language = "en" # active language code; also set from the Settings screen
CycleHotkey = "F9" # key that switches to the next language, "None" to disable
CycleLanguages = "" # languages the hotkey cycles through, e.g. "en,ru" (empty = all)
LogUntranslated = false # collect untranslated texts into UserData/Polyglot/untranslated_.txt
CustomFontPath = "" #.ttf.otf.ttc used as last-resort fallback (e.g. CJK on Linux/Proton)
Translations
Built-in translations live in languages.txt. Your own files in
UserData/Polyglot/languages//*.txt are loaded on top and override built-in entries; a folder
with a new code adds a new language.
// comment
@name=Русский native name shown in the language list (also @english=, @script=)
Continue=Продолжить exact text
Day {0}=День {0} {0}, {1}… stand for numbers in the text
It'll cost.=Это будет стоить. game placeholders are matched and re-inserted
r:"^Sold (.+) to (.+)$"=Продано: $1 → $2 regex rules (captured groups are translated too)
Escapes: \n, \t, \\, \= (a literal = in the key). Rich-text tags (`, `…)
must be kept as in the English text.
To find missing strings, set LogUntranslated = true, play a bit, and fill in the generated
UserData/Polyglot/untranslated_.txt (it's already in the right format). Pull requests with
fixes are welcome; per-language terminology is kept in corpus/tr//glossary.md.
Known limitations
- Text baked into textures (signs, posters) and item/product/place names that are proper nouns stay in English.
- A few English words are used by the game for two different things (e.g. "Cool" is both the air
conditioner mode and a customer reply), so one of the two reads a bit off.
- On Linux/Proton the CJK system fonts may be missing — set CustomFontPath to a font that has the glyphs.
Changelog
See CHANGELOG.md.
Credits
Developed with AI assistance (Claude by Anthropic): the code and the translations were produced with AI, then checked in game on both branches with automated in-game tests. Native speakers' corrections ar
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: