Documentation / Reference

Languages

Yuli speaks 8 languages, follows your system's language and can be corrected or extended without rebuilding.

Yuli's interface and engine messages are fully available in eight languages.

Code Language
es Español
en English
fr Français
pt-BR Português (Brasil)
de Deutsch
zh-CN 中文 (简体)
tr Türkçe
ro Română

Automatic, based on your system

If you don't choose a language, Yuli uses your operating system's. It first looks for the exact variant (for example, pt-BR) and then the base language (es-MX → Spanish). If your language isn't available, it uses English.

Change the language

  1. Open Global options (Ctrl+Alt+S) → Appearance.
  2. Under Language, choose one, or Automatic (system language).
  3. Click Apply and reload.

The window reloads; your tabs and chats are kept. The editor uses the same language for its menus.

The agent always replies in the language you write to it in, regardless of the interface language.

Correct or extend without rebuilding

Translations are JSON files. You can adjust them or add a new language without rebuilding, in the translations folder:

System Folder
Windows %APPDATA%\yuli-ide\locales
Linux ~/.config/yuli-ide/locales

The Open folder button, in the same Language section, opens it directly.

Adjust your team's terminology

An en.json in that folder replaces only the keys it contains on top of the bundled English:

{
  "remote": { "RemotePanel": { "syncNow": "Sync now" } }
}

Add a language

A file with another code (for example, it.json) adds that language to the selector. Anything it doesn't translate is shown in Spanish. The selector shows what percentage of the texts the translation covers.

{
  "_meta": { "name": "Italiano", "locale": "it" }
}

_meta.name is the name shown in the selector and _meta.locale is the one used for dates and numbers.

Format rules

  • {name} is a placeholder that gets replaced with a value. It can move within the sentence, but its name can't change.
  • A { "one": …, "other": … } value is a plural.
  • Engine messages live in the same files, under the engine branch. They also change without rebuilding.

Plugins

Each plugin ships its own languages. To correct a third-party plugin without touching it, add the strings to your file in the translations folder, under plugins and the plugin's identifier.

What isn't translated

What goes to the model (prompts and tool descriptions) is in English for greater precision and fewer tokens. It isn't interface: it's protocol.