A few questions from someone who is learning to mod

Discussion in 'Mod Development' started by Kyle98750, Mar 6, 2015.

  1. SourC00lguy

    SourC00lguy New Member

    I hope it's ok to ask this here. But does a capitalization matter when setting an unlocalized name. Like is iron diffrent than IrOn? Or longStick from LoNg_StIcK
  2. Kyle98750

    Kyle98750 Active Member

    From what I've experienced thus far no, but I'm no professional. ;)
  3. ratchet freak

    ratchet freak Well-Known Member

    adding underscores will change things, so long_stick is different from longstick
  4. SourC00lguy

    SourC00lguy New Member

    Ok, but capitalization won't. Well thank you
  5. ljfa

    ljfa New Member

    Just avoid making two items of which the name only differs in capitalization and you should be in good shape.
  6. SourC00lguy

    SourC00lguy New Member

    Sounds good, thank you all!
  7. FyberOptic

    FyberOptic New Member

    When making a 1.8 mod recently this was a problem for me, actually, so I'm not sure about 1.7.10 (although I don't remember having the problem in that one). The block was called fluxDuct, the assets folder was named accordingly, and while in the development environment everything was perfectly fine. But for some strange reason, after I built the mod and ran it in MultiMC, it couldn't find the assets anymore. I wasted an hour of my life trying to figure out what in the world was going on, until I made it all lowercase and suddenly it was fine.

    Also, the capitalization will definitely make a difference when specifying the localization in your language file.
  8. PhoenixSmith

    PhoenixSmith New Member

    If the unlocalized name has caps I found that the assets no longer load outside of the dev environment. Happened to me as well.

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