TOOL

lang Generator

Automatically generates a translation file (ja_JP.lang) containing names and descriptions from JSON (zip) files for items, blocks, and entities. It can also load existing language files and convert hard-coded names into the appropriate language.

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1. Place the files inside

I've compiled the JSON for items, entities, and blocks ZIP(You can also use a zip file containing the entire pack, or a .mcaddon or .mcpack file),JSON, existing .lang Drag and drop it here

No files have been added yet.

Load an existing lang file (retain existing translations; edit only the lang file)

How to Use the lang Generator

To display the names of items, blocks, and entities created with add-ons in Japanese within the game, you need to edit the text pack's texts/ja_JP.langYou need to enter each name individually in the (language file). If you use the wrong key format, the names will be displayed as raw strings like “item.xxx.name,” and the more items there are, the more tedious the manual work becomes. This tool reads the add-on’s JSON and automatically generates a ja_JP.lang file that serves as a template for translations.

Procedure

  1. Load the add-on folder (or ZIP file). Items, blocks, and entities will be detected automatically.
  2. Enter the display name and, if necessary, a description (tooltip) in Japanese.
  3. Copy or download the generated ja_JP.lang file, and place it in the pack's texts Place it in the folder.
  4. Reload the pack and check the in-game display.

Useful Tips

  • Load an existing lang file: If you load the existing ja_JP.lang file, you can simply add the entries you want to include.
  • Converting Names Written Directly in JSON: If you've written Japanese names directly in JSON, we can help you reformat them to use the "lang" attribute.
  • Adding Languages: You can create other languages, such as en_US, using the same procedure. Don't forget to add the language code to `languages.json`.

If you don't have a manifest.json file yet, please use the manifest.json generator; if you're creating the entire pack from scratch, please use Add-on Studio as well.

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Frequently Asked Questions

What kinds of keys are made?

Items are denoted in two ways: “item.namespace:ID” and “item.namespace:ID.name”; blocks are denoted as “tile.namespace:ID.name”; and entities are denoted as"entity.namespace:ID.name," and spawn eggs are "item.spawn_egg.entity.namespace:ID.name." It also retrieves the Creative category (the group in `menu_category`) and custom translation keys specified by `display_name`.

Why are there two types of item keys?

In the actual add-on, both the new format (item.ns:id) and the old format (item.ns:id.name) are used. By default, both are output so that items are displayed in either format. If you want to use only one of them, you can select your preference under “Item Key Format” in the settings.

What should I put in the ZIP file?

You can place individual ZIP files containing the "items," "entities," and "blocks" folders, or a single ZIP file containing the entire add-on (including .mcaddon and .mcpack files) directly into the folder. You may also place multiple files together. The system can also load just the JSON files. Unrelated files, such as recipes, are automatically skipped.

Where should I put the ja_JP.lang file I created?

Place it in the "texts" folder of the resource pack (RP). Since "ja_JP" must be included in texts/languages.json, this tool can also output languages.json along with it.

Can I use the color code for "§"?

Yes, you can. If you include a § followed by a single letter in the name (e.g., §a for green, §l for bold, §r to reset), the name will be colored in the game. Select the input field, then click the color button above to enter the text.

How do I add a tooltip?

Enter text in the "Description" field in the rows for items and blocks. The output will be in the format "tile.<ID>.tooltip=Description" (you can press Enter to create a line break; this is automatically converted to \n in the output). This format is intended for use with both items and blocks. Please check the display in-game.If you want to use only “item.<ID>.tooltip” for items, you can toggle this setting in the output configuration.

What happens if a name is written directly in JSON?

If text such as “Rich Steel Saxon Sword” is written directly in the value of `minecraft:display_name`, it cannot be translated using `lang`.If you use the tool to automatically find such items or blocks and click the “Make All lang-Compatible” button, it will move the original names to the `lang` line and generate a ZIP file where the JSON has been updated to use `lang` keys (such as `item.ns:id`). Comments and formatting will remain unchanged.

Can I edit an existing lang file?

Yes, you can. If you import files such as ja_JP.lang or en_US.lang via “Import an existing lang file,” the translations will be reflected in the JSON entries.Keys not found in the JSON (such as `pack.name`) can also be edited under “Other Keys” and will remain in the output as is. You can also load and edit only the `lang` file without including the JSON.

Are the files I upload sent to the server?

No. All files are processed entirely within the browser and are not sent to any external sources.