myriath Posted September 5, 2019 Posted September 5, 2019 (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 September 6, 2019 by myriath Solved Quote
DaemonUmbra Posted September 5, 2019 Posted September 5, 2019 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 Quote 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: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. 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. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler 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 Note for Windows users: 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 Where to get it: 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: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler 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. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
Animefan8888 Posted September 5, 2019 Posted September 5, 2019 7 minutes ago, myriath said: It's truly random So its generate n number of characters A-Z/a-z? Quote 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.
myriath Posted September 5, 2019 Author Posted September 5, 2019 4 minutes ago, Animefan8888 said: So its generate n number of characters A-Z/a-z? Basically, yes. Quote
ZigTheHedge Posted September 5, 2019 Posted September 5, 2019 It won't be translated, right? If so, what's the problem? Just return your translated name from Block::getUnlocalizedName override. Quote
myriath Posted September 5, 2019 Author Posted September 5, 2019 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? Quote
myriath Posted September 5, 2019 Author Posted September 5, 2019 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? Quote
myriath Posted September 5, 2019 Author Posted September 5, 2019 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. Quote
myriath Posted September 5, 2019 Author Posted September 5, 2019 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. Quote
Animefan8888 Posted September 5, 2019 Posted September 5, 2019 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? Quote 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.
myriath Posted September 5, 2019 Author Posted September 5, 2019 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? Quote
Animefan8888 Posted September 6, 2019 Posted September 6, 2019 44 minutes ago, myriath said: Currently I'm trying to use GameRegistry.registerBlock Update to a modern version. Quote 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.
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