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[1.7.10] [UNSOLVED] Injecting name from a config file into lang file?


saxon564

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What I would like to do is give people the option to easily change the name of my mobs from a config file, instead of having to open the jar and modify the lang file. I cant imagine this would be impossible, but I simply done know where to start looking, especially since I dont know of any mods that do something like this. Could someone possibly point me in the right direction for this? I dont necessarily need the code to do all of it, but something that would help get me started down the right path.

 

Thanks Much

~Saxon

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How about having your users create a resource pack if they wanna change the mob name?

lang files are just another resource like textures are.

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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ok, here is exactly what I am doing, I have set up my mod to be almost 100% configurable, including, though the feature isnt in yet, the ability to add your own mob. Now for those that dont know, I created and manage the Mo Chickens mod. Due to the nature of the mod, where each chicken is named based off what it lays, e.g. a chicken that lays diamond is called a "Diamond Chicken". With the new configs I put it, I would like to have a config option named "Name" which users can change to match what that chicken is really going to be laying. More or less to make it easier on the user when it comes to setting the mod up how they want. This ability would also allow the ability to add new chickens to the mod without actually hard coding them for the user. This is why I am am asking about this option, I know a resource pack will work, but I want to do it this way because it is a case by case basis.

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You can try looking at the StringTranslate class.

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Forge has nothing to do with lang files. That's vanilla stuff. I am still not sure what name you are talking about. Entities do not have a (localized) name.

Ok, i will look at the vanilla code then, but what im talking about is, if you use something like Damage Indicators, instead of showing entity.mochickens.DiamondChicken.name it shows "Diamond Chicken" that is the name I am talking about. So if someone changes the config so the diamond chicken lays copper, they can then change it in the config to name="Copper Chicken" and some code will take that, and change

entity.mochickens.DiamondChicken.name="Diamond Chicken"

to

entity.mochickens.CopperChicken.name="Copper Chicken"

and when registering the chicken if will be refered to as a CopperChicken.

I hope this makes more sence now.

You can try looking at the StringTranslate class.

Thanks for the suggestion, I think i saw a few uses of that in the classes I looked at. Its would be more of a matter of learning how to use it if it would actually work.

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Wouldn't this work?

On:

EntityRegistry.registerGlobalEntityID(entityClass, name, id);
EntityRegistry.registerModEntity(entityClass, name, id, modInstance, int, int, boolean);

(or whatever you use to register your entities)

just assign the name to whatever string you would read from your config file?

(I didn't try it, I only guess it COULD work...)

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Wouldn't this work?

On:

EntityRegistry.registerGlobalEntityID(entityClass, name, id);
EntityRegistry.registerModEntity(entityClass, name, id, modInstance, int, int, boolean);

(or whatever you use to register your entities)

just assign the name to whatever string you would read from your config file?

(I didn't try it, I only guess it COULD work...)

The issue with that is then in Damage Indicators, or any mod that displays a name, it will return entity.mochickens.<chicken name>.name

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Using both registerGlobalEntityID and registerModEntity is useless. Only use one or the other.

Okay, I did it because i saw sb doing it that way (I'm new to modding ;) ) thanks!

 

The issue with that is then in Damage Indicators, or any mod that displays a name, it will return entity.mochickens.<chicken name>.name

Ohhh right...

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