How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-localizationBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Roblox Localization
When to Load
Load when implementing multi-language support, translation systems, locale-specific content, or region detection. Covers LocalizationService, LocalizationTable, auto-translation, and country/region detection.
Quick Reference
Locale Detection
player.LocaleId: locale the player set for their Roblox account (e.g.en-us,pt-br,ja-jp)LocalizationService.RobloxLocaleId: locale for core/internal featuresLocalizationService.SystemLocaleId: player's OS localeLocalizationService:GetCountryRegionForPlayerAsync(player): country code from IP geolocation (e.g.US,BR,JP)
Translation Tables
LocalizationTable: stores translation entries (key → translations per locale)- Parent
LocalizationTableunderLocalizationServicefor auto-translation - Set
GuiBase2d.RootLocalizationTableon GUI objects for per-element tables - Studio can auto-extract strings into a table via the Localization Tools plugin
Auto-Translation
- Auto-translation requires
AutoLocalize = trueon the GUI and its ancestors, plus a matching table entry - Set
TextLabel.Textnormally; the engine replaces it with the translated string for the player's locale - Missing translations fall back to the source text
Manual Translation
local translator = LocalizationService:GetTranslatorForPlayerAsync(player)
local translated = translator:Translate(game, "Welcome!")
local formatted = translator:FormatByKey("coins_count", {count})Country/Region Detection
local country = LocalizationService:GetCountryRegionForPlayerAsync(player)
if country == "US" then -- USD pricing
-- US offer
elseif country == "GB" then
-- UK offer
endKey Rules
GetCountryRegionForPlayerAsyncis async; wrap in pcall, may failGetTranslatorForPlayerAsyncis async; cache the translator- Set
RootLocalizationTableto choose a table; keepAutoLocalizetrue through the ancestor chain - Translation entries:
SourceText,SourceLocaleId, thenen-us,pt-br, etc. columns - Export/import tables as CSV from Studio for bulk editing
- Test with different locales using Studio's locale simulator
Pitfalls
- Not all locales supported; check
player.LocaleId - Auto-translation does NOT work on non-GUI text; use manual
Translator:Translate GetCountryRegionForPlayerAsyncuses IP geolocation, so VPNs give wrong results- Missing entries fall back to source text silently
Need more detail? Load references/full.md.

