A community resource pack that overrides the in-game translations of Applied Energistics 2 for Minecraft 1.21.1.
.zip from Files (do not unzip it)..minecraft/resourcepacks/ folder.It's client-side: every player installs it on their own.
assets/ae2/lang/.assets/ae2/ae2guide/.Both are per-language and fall back to English for anything not yet translated, so partial translations are perfectly fine.
The language files live in assets/ae2/lang/<locale>.json (e.g. de_de.json,
fr_fr.json, pt_br.json).
assets/ae2/lang/en_us.json is the source of truth for keys and order.%s, %d, %1$d, %% placeholders exactly — you may only
reorder them to match your language's grammar.The AE2 Guide is written in Markdown and lives at assets/ae2/ae2guide/. In the
mod's own source it sits in a top-level guidebook/ folder, but in the built jar
(and here) it is mounted at assets/ae2/ae2guide/.
Each language goes in a _<locale> subfolder that mirrors the English page
tree:
assets/ae2/ae2guide/getting-started.md <- English (base)
assets/ae2/ae2guide/ae2-mechanics/channels.md
assets/ae2/ae2guide/_es_es/getting-started.md <- Spanish (Spain)
assets/ae2/ae2guide/_es_es/ae2-mechanics/channels.md
assets/ae2/ae2guide/_de_de/getting-started.md <- German
...
GuideMe picks the folder matching the player's language and falls back to the English page when a translated one is missing, so you can translate pages gradually.
Guide pages are Markdown with YAML frontmatter and special components. Translate only the human-readable text:
title, and the visible text
of links [visible text](path.md).<ItemLink>, <GameScene>,
<ImportStructure>, etc.) and their attributes (id=, src=, coordinates,
colors), file paths and anchors inside links, and the frontmatter parent and
icon values.Do not copy the assets/ subfolder (the .snbt scene structures and .png
images) into your _<locale> folder. Those files have no text, are shared by all
languages, and are resolved from the base guide. Only the .md files are
translated.
This project is released under CC0 1.0 (public domain), matching how AE2 itself licenses its text and translations. The imported base translations come from AE2's community contributors and are likewise CC0.
Do not add copyrighted assets (e.g., AE2's own textures, models, or logo — those are CC BY-NC-SA); anything you contribute should be your own work or CC0.