Some bugs, and problems.
1.

Previously <PawnMainDescGendered> was working fine,
but now {0} in <PawnMainDescFactionedWrap> is always: {PAWN_gender} {1}.
And <PawnMainDescGendered> doesn't seem to affect anything.
2.

Maybe im wrong but Male stallion sounds weird, like there is female stallion.
I think animal name should be taken from label - HORSE if there is a different names depending on their gender.
Jasper (male horse) or Jasper (stallion)
3.

Its using <Male> and <Female> instead of <MaleAnimal> and <FemaleAnimal>
So in many other languages its displayed wrong.
4.
Can you fix default language worker or add second default with correct letter sizes?

5.
{PAWN_gender} is working in social opinion about colonists, after adding new line with Social at end, like this <....labelSocial>
Gender symbol is working in mood too but its not defined, its called label only <....label> could be <....labelMood >
And that causing problem with displaying moods in ideology customization.
Why? Because it is taken from <....label> with gender symbols (which works in game).

This need separate code
Could be 3 types:
Label - colonist mood display and things in menu
Mood -I have tried adding <AteInsectMeatDirectMood.stages.ate_insect_meat.label> but not working.
Social - already there
6.
numCase not working, also not working on russian without language worker
1.

Previously <PawnMainDescGendered> was working fine,
but now {0} in <PawnMainDescFactionedWrap> is always: {PAWN_gender} {1}.
And <PawnMainDescGendered> doesn't seem to affect anything.
2.

Maybe im wrong but Male stallion sounds weird, like there is female stallion.
I think animal name should be taken from label - HORSE if there is a different names depending on their gender.
Jasper (male horse) or Jasper (stallion)
3.

Its using <Male> and <Female> instead of <MaleAnimal> and <FemaleAnimal>
So in many other languages its displayed wrong.
4.
Can you fix default language worker or add second default with correct letter sizes?

5.
{PAWN_gender} is working in social opinion about colonists, after adding new line with Social at end, like this <....labelSocial>
Gender symbol is working in mood too but its not defined, its called label only <....label> could be <....labelMood >
And that causing problem with displaying moods in ideology customization.
Why? Because it is taken from <....label> with gender symbols (which works in game).

This need separate code
Could be 3 types:
Label - colonist mood display and things in menu
Mood -I have tried adding <AteInsectMeatDirectMood.stages.ate_insect_meat.label> but not working.
Social - already there

6.
Quote from: ison on August 12, 2021, 04:46:05 AM
... We now support "numCase" and "replace" resolvers natively and every language can use them. You could take a look at the Russian language for an example.
numCase not working, also not working on russian without language worker
