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  • [1.7.10] [UNSOLVED] Injecting name from a config file into lang file?
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saxon564

[1.7.10] [UNSOLVED] Injecting name from a config file into lang file?

By saxon564, November 27, 2014 in Modder Support

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saxon564    20

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Posted November 27, 2014

What I would like to do is give people the option to easily change the name of my mobs from a config file, instead of having to open the jar and modify the lang file. I cant imagine this would be impossible, but I simply done know where to start looking, especially since I dont know of any mods that do something like this. Could someone possibly point me in the right direction for this? I dont necessarily need the code to do all of it, but something that would help get me started down the right path.

 

Thanks Much

~Saxon

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SanAndreasP    402

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Posted November 27, 2014

How about having your users create a resource pack if they wanna change the mob name?

lang files are just another resource like textures are.

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daafganggdg    3

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Posted November 27, 2014

you mean inside minecraft?

Maybe make an item similar to the name tag.. :D

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jabelar    591

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Posted November 27, 2014

Like SanAndreasP says the lang file ALREADY is a "config" file.  It is a file that any user is able to overwrite if they wish.

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saxon564    20

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Posted November 28, 2014

ok, here is exactly what I am doing, I have set up my mod to be almost 100% configurable, including, though the feature isnt in yet, the ability to add your own mob. Now for those that dont know, I created and manage the Mo Chickens mod. Due to the nature of the mod, where each chicken is named based off what it lays, e.g. a chicken that lays diamond is called a "Diamond Chicken". With the new configs I put it, I would like to have a config option named "Name" which users can change to match what that chicken is really going to be laying. More or less to make it easier on the user when it comes to setting the mod up how they want. This ability would also allow the ability to add new chickens to the mod without actually hard coding them for the user. This is why I am am asking about this option, I know a resource pack will work, but I want to do it this way because it is a case by case basis.

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diesieben07    6680

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Posted November 28, 2014

You can override getItemStackDisplayName and get the display name however you want.

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saxon564    20

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Posted November 28, 2014

You can override getItemStackDisplayName and get the display name however you want.

Issue with that is what I am using this on is a mob, not an ItemStack. As far as I am aware, a mob doesnt handle naming the same way as an ItemStack.

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diesieben07    6680

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Posted November 28, 2014

An Entity does not have a name by default at all.

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saxon564    20

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Posted November 28, 2014

Well, if i can figure out how forge calls on the lang file, i can probably overwrite it before forge needs to call it, and it will have the correct data in it.

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diesieben07    6680

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Posted November 28, 2014

Forge has nothing to do with lang files. That's vanilla stuff. I am still not sure what name you are talking about. Entities do not have a (localized) name.

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Draco18s    2093

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Posted November 28, 2014

You can try looking at the StringTranslate class.

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saxon564    20

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Posted November 28, 2014

Forge has nothing to do with lang files. That's vanilla stuff. I am still not sure what name you are talking about. Entities do not have a (localized) name.

Ok, i will look at the vanilla code then, but what im talking about is, if you use something like Damage Indicators, instead of showing entity.mochickens.DiamondChicken.name it shows "Diamond Chicken" that is the name I am talking about. So if someone changes the config so the diamond chicken lays copper, they can then change it in the config to name="Copper Chicken" and some code will take that, and change

entity.mochickens.DiamondChicken.name="Diamond Chicken"

to

entity.mochickens.CopperChicken.name="Copper Chicken"

and when registering the chicken if will be refered to as a CopperChicken.

I hope this makes more sence now.

You can try looking at the StringTranslate class.

Thanks for the suggestion, I think i saw a few uses of that in the classes I looked at. Its would be more of a matter of learning how to use it if it would actually work.

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diesieben07    6680

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Posted November 28, 2014

Override

getCommandSenderName

in your Entity.

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saxon564    20

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Posted November 28, 2014

Ok, my computer just quit on me today, so when i get it fixed i will look into that and let you know how it works. Thanks for the suggestion.

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Bluexin    2

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Posted November 29, 2014

Wouldn't this work?

On:

EntityRegistry.registerGlobalEntityID(entityClass, name, id);
EntityRegistry.registerModEntity(entityClass, name, id, modInstance, int, int, boolean);

(or whatever you use to register your entities)

just assign the name to whatever string you would read from your config file?

(I didn't try it, I only guess it COULD work...)

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saxon564    20

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Posted November 29, 2014

Wouldn't this work?

On:

EntityRegistry.registerGlobalEntityID(entityClass, name, id);
EntityRegistry.registerModEntity(entityClass, name, id, modInstance, int, int, boolean);

(or whatever you use to register your entities)

just assign the name to whatever string you would read from your config file?

(I didn't try it, I only guess it COULD work...)

The issue with that is then in Damage Indicators, or any mod that displays a name, it will return entity.mochickens.<chicken name>.name

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diesieben07    6680

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Posted November 29, 2014

Using both registerGlobalEntityID and registerModEntity is useless. Only use one or the other.

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Bluexin    2

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Posted November 29, 2014

Using both registerGlobalEntityID and registerModEntity is useless. Only use one or the other.

Okay, I did it because i saw sb doing it that way (I'm new to modding ;) ) thanks!

 

The issue with that is then in Damage Indicators, or any mod that displays a name, it will return entity.mochickens.<chicken name>.name

Ohhh right...

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