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Posted

There's a reason the function is called setUnlocalizedName()

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Fuck the language registry.  You shouldn't need it at all.

 

Create a new text file in /assets/MODID/lang called "en_US.lang" and do this:

 

tile.test.name=test

 

BAM.  Roasted.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Fuck the language registry.  You shouldn't need it at all.

 

Create a new text file in /assets/MODID/lang called "en_US.lang" and do this:

 

tile.test.name=test

 

This works for me, but how do you package this file in the .jar file when you distribute the mod? Or is it still too early in the 1.7 forge for that?

Posted

Fuck the language registry.  You shouldn't need it at all.

 

Create a new text file in /assets/MODID/lang called "en_US.lang" and do this:

 

tile.test.name=test

 

This works for me, but how do you package this file in the .jar file when you distribute the mod? Or is it still too early in the 1.7 forge for that?

No. if assets exist at src/main/resources running gradle build will bundle that into the final mod jar.

CreepyPastaCraft git | SCPCraft git

Keep an eye on them, see that I'm still working on it :P

Posted

Fuck the language registry.  You shouldn't need it at all.

 

Create a new text file in /assets/MODID/lang called "en_US.lang" and do this:

 

tile.test.name=test

 

BAM.  Roasted.

Totally agree, lang files > LanguageRegistry. Lets you localize the mod without touching a single line of java code, excellent for collaborative work on github. I've gotten quite a few pull requests for no other reason than for the person to graciously supply the lang file for their language.

CreepyPastaCraft git | SCPCraft git

Keep an eye on them, see that I'm still working on it :P

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