sanman00 Posted February 19, 2020 Share Posted February 19, 2020 I am trying to add lore to my potion items indicating their strength which determines the size of their explosions.This strength value is an integer between 1 and 10. I want this lore to be translatable and so have provided a key for it at the bottom of my en_us.json file: { "item.expotions.potion_explosive" : "Explosive Potion", "item.expotions.potion_explosive_throwable" : "Throwable Explosive Potion", "item.expotions.potion_explosive_spicy" : "Spicy Explosive Potion", "item.expotions.potion_explosive_throwable_spicy" : "Throwable Spicy Explosive Potion", "entity.expotions:potion_explosive_throwable" : "Throwable Explosive Potion", "death.attack.potion_explosive_throwable" : "%1$s has been killed by an exploding potion", "itemGroup.expotions" : "Explosive Potions", "tooltip.expotions.strength" : "Strength: %1$s" } The lore is added to an itemstack with the below code (which is called by the addInformation() method): public static void addTooltip(ItemStack stack, List<ITextComponent> tooltip) { tooltip.add(new TranslationTextComponent("tooltip.expotions.strength", getStrength(stack)).applyTextStyle(TextFormatting.GRAY)); } The problem with this code is that, while the styling is applied, the text is not translated and the key is displayed instead: https://imgur.com/0JhOqye If a StringTextComponent is used instead, the lore is displayed correctly: public static void addTooltip(ItemStack stack, List<ITextComponent> tooltip) { tooltip.add(new StringTextComponent("Strength: " + getStrength(stack)).applyTextStyle(TextFormatting.GRAY)); } https://imgur.com/MHlyXyy Since the lore should be translatable, the second version of this function is not acceptable as is. But the first version does not work and I am not sure what's gone wrong with it. My most recent latest.log file is here: https://pastebin.com/bjhHj4ny Quote My mod: Explosive Potions for 1.10.2 Link to comment Share on other sites More sharing options...
Draco18s Posted February 20, 2020 Share Posted February 20, 2020 Uh, it works fine: Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
sanman00 Posted February 20, 2020 Author Share Posted February 20, 2020 (edited) The TranslationTextComponent version? It's still not translating it for me. It seems that the key is not being registered as I18n.hasKey() returns false for it but not for the other keys defined in the same file. Here is a log containing the value of Locale.properties field which appears to hold the translations of the game and mod: https://pastebin.com/63kmzHDx Edited February 20, 2020 by sanman00 Quote My mod: Explosive Potions for 1.10.2 Link to comment Share on other sites More sharing options...
sanman00 Posted February 20, 2020 Author Share Posted February 20, 2020 I have managed to solve the issue. It appears to have been fixed by replacing default values in places like build.gradle and mods.toml (e.g. "examplemod") with the proper values, such as the mod ID. Quote My mod: Explosive Potions for 1.10.2 Link to comment Share on other sites More sharing options...
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