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When Minecraft/Forge loads mods' language assets, how does it prevent clashing?


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Posted

In the Item class' getItemStackDisplayName method it calls StatCollector's translateToLocal method but there's no reference to the mod that the item is from. So if two mods add an item with the same unlocalized name, how does Minecraft know which item.the_thing.name to use? Also, is it possible to get the display name of an item using only the mod id and the unlocalized name?

I like trains.

Posted

I'm not sure about your first question but I know I do this to make sure to prevent unlocalised name clashes:

public static void nameItem(Item item, String name)
{
    item.setUnlocalizedName(Reference.MOD_ID + "." + name);
    item.setTextureName(Reference.MOD_ID + ":" + name);
}

 

Same things for blocks too. So instead of item.something.name it's item.modid.something.name, and then I never have to worry about it.

 

 

Now, for your next question I haven't tried it, but I'd assume you can do:

if(GameData.getItemRegistry().contains(unlocalisedName))
{
    Item item = GameData.getItemRegistry().getObject(unlocalisedName);
    ItemStack stack = item != null ? new ItemStack(item) : null;
    String displayName = stack != null ? stack.getDisplayName() : "";
}

BEFORE ASKING FOR HELP READ THE EAQ!

 

I'll help if I can. Apologies if I do something obviously stupid. :D

 

If you don't know basic Java yet, go and follow these tutorials.

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