Jump to content

Recommended Posts

Posted

For a few different reasons, I wanted to try adding another language to the game that Forge can find the associated lang files in mods. I noticed the constructor for Language is public, but I don't know where to put the resulting object.

 

At the moment I'm reflecting the LanguageManager, and, as with most reflection, it feels dirty and unsafe. Is there an actual way to do this?

Posted

You would just need to create a Lang File.

 

Just like you put an en_US.lang in your src/resources/asset/<modID>/lang folder for your translation. You can do the same for other languages. 

IE: es_MX.lang for Mexican Spanish and ga_IE.lang for Irish.

 

For any text that needs translated that isn't covered by the block/item name. such as lore, chat messages, etc. You can use ITextComponet text = new TextTranslation(unlocalizedTextInLangFileToBeTranslated, args...)

 

For the name of other lang files, please consult this list from the minecraft wiki.

http://minecraft.gamepedia.com/Language

 

Posted

I believe the OP is trying to add a new language to the game, not add translations for an existing one.

 

It looks like you can add new languages by including a pack.mcmeta file in your mod. Minecraft's pack.mcmeta file isn't included in the ForgeGradle workspace, but you can find it in the regular client's assets.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • 6 years later...
Posted
Quote

For any text that needs translated that isn't covered by the block/item name. such as lore, chat messages, etc. You can use ITextComponet text = new TextTranslation(unlocalizedTextInLangFileToBeTranslated, args...)

what goes into "args"?

  • Guest locked this topic
Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://forums.minecraftforge.net/topic/157393-1201-forge-rocket-flame-particle-trail-moves-up-and-crashes-into-the-rocket-during-flight/#comment-584134
    • https://mclo.gs/bjf9fqs The link is the logs from modrinth  
    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.