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Posted (edited)

I've got a block that has a randomized name and I need to be able to change what the player sees in their inventory to that name instead of tile.x.name

 

Is there any way to do that that doesn't involve putting every possible name that can come from my random name generator into the lang file?

Edited by myriath
Solved
Posted

Is it truly random or is it a game of pick a name from piles A, B, and C, your item's name is now ABC

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

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If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

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Logs (Most issues require logs to diagnose):

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Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

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Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

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Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

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  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
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  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

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or alternately, 

 

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When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

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  1. Open a command prompt (CMD, Powershell, Terminal, etc).
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      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
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  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
6 hours ago, ZigTheHedge said:

It won't be translated, right? If so, what's the problem? Just return your translated name from Block::getUnlocalizedName override.

When I do that the name turns into x.name in the inventory, how would I get rid of the .name part?

Posted
28 minutes ago, diesieben07 said:

If the name is already translated getDisplayName(ItemStack) should be overridden in the BlockItem instead (1.14.4 names).

Is that something new in 1.14 or is it in a lot of other versions as well?

Posted
Just now, diesieben07 said:

In 1.12.2 it would be Item#getItemStackDisplayName that you override. Older versions are no longer supported on this forum due to their age.

Ok, I'll have to take a look when I have time, thank you.

Posted

It seems as though this would work, however I don't know how to get the name into the custom ItemBlock class and into the registry. Overriding works fine for a static name, but I don't know how I'd update it from the Main class of the mod.

Posted
23 minutes ago, myriath said:

into the registry

No you dont do this.

 

24 minutes ago, myriath said:

Main class of the mod.

Make a variable? What are you trying to do from an end user perspective? 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
3 minutes ago, Animefan8888 said:

Make a variable? What are you trying to do from an end user perspective? 

The user will see a randomly generated name for the ore and it's respective items. Say the random name is blah, you'll get Blah ore, Blah ingot, blah chestplate, etc.

 

6 minutes ago, Animefan8888 said:

No you dont do this.

How do I get the game to realize the block should use the custom ItemBlock class for it's name? Currently I'm trying to use GameRegistry.registerBlock with the block, it's respective itemblock class, and the block's unlocalized name as it's parameters. Is that not how it's supposed to be registered?

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