====== Name translations ====== Notice how your item has a weird display name, such as //item.tutorial.my_item//? This is because your item's name doesn't have a translation in your game's selected language. Translations are used to support multiple different languages for a single string. ===== Creating a lang file ===== You can use lang files to provide translations for translatable strings in-game. You'll need to create a file with an appropriate file name for your language-- to find your languages' code, visit [[https://minecraft.wiki/w/Language#Languages|Minecraft Wiki]]. English is en_us. Once you have your language code, create a JSON file at __resources/assets/modid/lang/__; a full example for an English translation file would be __resources/assets/tutorial/lang/en_us.json__. ===== Adding a translation ===== After you've created the lang file, you can use this basic template to add translations: { "item.tutorial.my_item": "My Item", "item.tutorial.my_awesome.item": "My Awesome Item", [...] } where the first string is any translatable string (such as an item name, or ''''). If you're following along in the wiki tutorial, remember to change modid to `tutorial`, or whatever modid you've chosen. ===== Using custom translatable text ===== Whenever a function accepts '''', you have the option of giving it a ''new ()'' or ''Text.literal()'' (for versions since 1.19), which means minecraft will use the string in the constructor argument as-is. However, this is not advisable because that would make it difficult to translate that text to another language, should you wish to do that. This is why whenever a '''' object is needed, you should give it a ''new ()'' or ''Text.translatable'' with a translation key, and then translate the key in the lang file. For example, when adding a tooltip, do: @Override public void method_9568(class_1799 itemStack, class_1937 world, List tooltip, class_1836 tooltipContext) { // 1.18.2 and before tooltip.add(new class_2588("item.tutorial.fabric_item.tooltip")); // 1.19 and later tooltip.add(Text.translatable("item.tutorial.fabric_item.tooltip")); } And then add in the lang file: { "item.tutorial.fabric_item.tooltip": "My Tooltip" } And the tooltip will be displayed as "My Tooltip"! ==== Adding dynamic values to translatable text ==== Say you want the text to change based on some variable, like the current day and month. For a dynamic number, we put a %d where you want the number to show in the lang entry value, for example: { "item.tutorial.fabric_item.tooltip": "My Tooltip in day %d, and month %d" } Then we pass the variables we use in our string by the order it appears in the text. First the day, then the month: int currentDay = 4; int currentMonth = 7; // 1.18.2 and before: tooltip.add(new class_2588("item.tutorial.fabric_item.tooltip", currentDay, currentMonth)); // 1.19 and later: tooltip.add(Text.translatable("item.tutorial.fabric_item.tooltip", currentDay, currentMonth)); And the tooltip will be displayed as "My Tooltip in day 4, and month 7". In order to pass a string, we use ''%s'' instead of ''%d''. If you want for it to literally show ''%'', use ''%%''. For more information, see [[https://dzone.com/articles/java-string-format-examples|Java String.format]] (it works the same way). ==== Adding a new line ==== Making ''\n'' work was far too difficult for Mojang, so in order to have a string with multiple lines you must split the translation key into multiple keys: { "item.tutorial.fabric_item.tooltip_1": "Line 1 of my tooltip", "item.tutorial.fabric_item.tooltip_2": "Line 2 of my tooltip" } Then add the '''' parts individually: // 1.18.2 and below: tooltip.add(new class_2588("item.tutorial.fabric_item.tooltip_1")); tooltip.add(new class_2588("item.tutorial.fabric_item.tooltip_2")); // 1.19 and later tooltip.add(Text.translatable("item.tutorial.fabric_item.tooltip_1")); tooltip.add(Text.translatable("item.tutorial.fabric_item.tooltip_2")); And the tooltip will be displayed as: Line 1 of my tooltip Line 2 of my tooltip ====== Translation format ====== The translation key for objects you have registered is in the form ''..'' (namespace and path as defined by the registered ''''). ^ Object Type ^ Format ^ Example ^ | | ''block..'' |''"block.tutorial.example_block": "Example Block"'' | | |''item..'' |''"item.tutorial.my_item": "My Item"'' | | | ''itemGroup..'' | ''"itemGroup.tutorial.my_group": "My Group"''| | | ''fluid..''|| | | ''sound_event..''|| | | ''effect..''|| | | ''enchantment..''|| | | ''entity..''|| | | ''biome..''|| | | ''stat..''|| For types not in this list, see ''''.