Questions and answers
Short answers to what gets asked most often.
Uploading and storage
- Which files can I upload?
- Bedrock maps: .mcworld, .mctemplate, and also .zip or .rar with a world inside. The limit is 250 MB.
- How long is an uploaded map kept?
- One hour since it was last touched. After that the file and its analysis are deleted and the job link stops working.
- What happens if the same file is uploaded twice?
- The map is not scanned twice: with the same settings you get the analysis that already exists — including one produced by someone else. A different set of checkboxes means a scan from scratch.
- Where are my translations kept?
- In your browser. Drafts, custom keys and chosen languages stay on your device and belong to the map you scanned, not to an account.
- They reach the server once — when you press Build or Quick processing. Clearing site data deletes the drafts for good, so it is worth exporting long work to a file now and then.
The translation does not show up in the game
- A sign shows a key instead of the text. Why?
- The map has no language file for the player's language and no en_US.lang either. The game falls back to en_US; with that missing too, it prints the key. Bedrockus always writes en_US.lang, so this happens with maps assembled by hand.
- An NPC button shows a cut-off key.
- NPC dialogue buttons are the one place where the game does not understand rawtext: it takes a bare key and cuts it at 16 characters. Button keys are therefore kept short; if you set a key by hand, stay within the same limit.
- An item name is not translated through a key.
- And it will not be: the game does not resolve keys in item names or in the world name. Such text is written into the map as it is, which is why the build dialog picks a separate language to write straight into the world.
- The translation is in the file, but the game shows the old text.
- Check that the game is set to the same language as the file, and that the map was opened again — language files are read when the world loads.
Scan settings
- What does "merge identical lines" mean?
- The same text in different places gets one key. There are fewer lines in the language file, but the places become tied together: fixing one sign changes every other place where the text merely happened to match. Off by default — each place is translated on its own.
- Why are game strings — tile., item., xbox. — in the list?
- Resource packs often carry a copy of the game's language file for the sake of two or three changed lines, and strings from older versions ride along with it. The "game strings inside packs" setting decides whether to take all of them, only the ones the author changed, or none.
- Why skip what the map does not use?
- A pack may declare a thousand items while the map places three blocks. Those lines do not affect the built world and only clutter the list. Uncheck the box if you want to see them all.
- Can I set my own keys?
- Yes, any line's key can be replaced with your own — Latin letters, digits and dots. The common beginning of every key is set separately when you upload the map.
Other
- Can I translate without the web editor?
- Yes, that is Quick processing: the server builds a world right away with a .lang file for every chosen language, filled with the original text. Translate those files however you like and put them back into the map archive.
- Does it work with Java Edition maps?
- No. The world format and the translation rules are different there; Bedrockus only understands Bedrock.
- What does "no translation" on a line mean?
- The game picks up no translation in that spot: it may be internal text, command output or a marker. Such lines stay as they are, and the reason is shown next to the line.
- Can the voice-over be translated too?
- Sound is not text: there is no way to move it into a language file. Bedrockus translates what is written; the voice stays the one the author recorded.
- If dubbing really matters, it is done like this. At the start the player picks a language — through NPC dialogue, a Script API menu (ActionFormData), or simply signs with buttons. The choice sets a tag, and the map then plays the matching track:
// RP/sounds/sound_definitions.json "vo.intro.ru": { "category": "neutral", "sounds": [{ "name": "sounds/vo/ru/intro", "stream": true }] }, "vo.intro.en": { "category": "neutral", "sounds": [{ "name": "sounds/vo/en/intro", "stream": true }] }/playsound vo.intro.ru @a[tag=lang_ru] /playsound vo.intro.en @a[tag=lang_en]- "stream": true is a must for long files: without it the whole track is loaded into memory.