1.6 KiB
metadata.title = "Localization"
metadata.date = "2016-05-08 09:15:00 -0400"
metadata.series = "forge-modding-1112"
metadata.seriesName = "Forge Mods for 1.11.2"
If you'll recalled, we used the setUnlocalizedName
method in both our BlockBase
and ItemBase
classes. The name that we passed into that method is what Minecraft uses when localizing the name of our block or item for the currently active language.
In these tutorials, we are only going to add English localizations however you can easily add more localizations by following the same pattern.
Language files are located at src/main/resources/assets/tutorial/lang/IDENTIFIER.lang
where IDENTIFIER
is the locale code of the language. Let's create a localization file with the identifier en_US
(see here for more locale codes).
Language files are written in a simple key=value
format with one entry per line. The value
is obviously the translated name, this obviously differs for every language file. The key
is the key that Minecraft uses when translating things. This is slightly different for blocks and items. For blocks the key is tile.UNLOCALIZED.name
. For items the key is item.UNLOCALIZED.name
. Where UNLOCALIZED
is what we passed into setUnlocalizedName
.
Note: Lines starting with #
are comments and won't be parsed.
# Items
item.ingot_copper.name=Copper Ingot
# Blocks
tile.ore_copper.name=Copper Ore
Now, both our Copper Ore and Copper Ingot have properly localized names!