Table of Contents
Creating a lang file
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 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:
- resources/assets/tutorial/lang/en_us.json
{ "item.tutorial.my_item": "My Item", "item.tutorial.my_awesome.item": "My Awesome Item", [...] }
where the keys in JSON is the translation key. If you're following along in the wiki tutorial, remember to change namespace tutorial
to the namespace you actually use.
Using custom translatable text
Whenever a function accepts Text
, you have the option of giving it a new LiteralTextContent()
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 Text
object is needed, you should give it a new TranslatableTextContent()
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 appendTooltip(ItemStack stack, TooltipContext context, List<Text> tooltip, TooltipType type) { // 1.18.2 and before tooltip.add(new TranslatableTextContent("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:
- resources/assets/tutorial/lang/en_us.json
{ "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 %s
where you want the number to show in the lang entry value, for example:
- resources/assets/tutorial/lang/en_us.json
{ "item.tutorial.fabric_item.tooltip": "My Tooltip in day %s, and month %s" }
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 TranslatableTextContent("item.tutorial.fabric_item.tooltip", currentDay, currentMonth)); // 1.19 and later: tooltip.add(Text.translatable("item.tutorial.fabric_item.tooltip", currentDay, currentMonth));
In translations, the order of variables may change. Therefore, you can explicitly specify the index of variables by using something like %1$s
and %2$s
.
If you want for it to literally show %
, use %%
.
For more information, see Java String.format (it works the same way).
Adding a new line
The line-break \n
work finely in command outputs. However in many cases, such as item tooltips, they may not workd correctly. So in order to have a string with multiple lines in the tooltip, you must split the translation key into multiple keys:
- resources/assets/tutorial/lang/en_us.json
{ "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 TranslatableTextContent
parts individually:
// 1.18.2 and below: tooltip.add(new TranslatableTextContent("item.tutorial.fabric_item.tooltip_1")); tooltip.add(new TranslatableTextContent("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