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netease-modsdk-wiki/docs/wiki/concepts/text-and-translations.md
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---
title: Text and Localization
mentions:
- ThijsHankelMC
- SirLich
- aexer0e
- MedicalJewel105
- Luthorius
- Fabrimat
- TheDoctor15
- Hatchibombotar
- ChibiMango
- SmokeyStack
- Sprunkles
---
Minecraft is a game with fully localized text in languages all over the world. To achieve this, Minecraft employs a system where internal **translation keys** are assigned values on a per-language basis. Minecraft will generate translation keys for custom entities, items, and blocks, and it is up to us to assign them a localized name in our resource pack.
## Language Files
### File Location
Language files typically go within the resource pack in the "texts" folder as files with the `.lang` file extension. These files can be placed in the behavior pack, but the only translatable text it can change is the pack manifest's name and description.
<FolderView :paths="[
'RP/texts/en_US.lang',
'RP/texts/languages.json',
'RP/manifest.json'
]"
></FolderView>
Minecraft supports 29 languages currently, as described in [§ Vanilla Languages](/concepts/text-and-translations#vanilla-languages).
### Format
The format for a language file is rather straightforward. Translations are supplied as key-value pairs separated by an equals sign (`=`), the key being a translation key and the value being a string. Values cannot contain newline characters.
```toml
wiki.example_translation.line_1=The first line!
wiki.example_translation.line_2=Some more information following the first line.
```
Comments may be added with two pound signs (`##`), either as line comments or in-line comments. All text after the pound signs are a comment until the next line.
:::warning
Trailing spaces are not trimmed for in-line comments. If you want to indent a comment, use the Tab character.
:::
```toml
## Translator note: I thought this would be funny to put here.
item.flint_and_steel.name=Flint and Steve ##[sic]
```
A translation can contain substitutions in place of text. Substitutions can either be ordered (`%1`, `%2`, etc.) or not ordered (`%s`). Vanilla translations have their values filled in by the game, while players can manually set the substitutions' values with commands that use the raw JSON text format, like with [`/tellraw`](/commands/tellraw).
```toml
commands.op.success=Opped: %s
immersive_reader.book_page_header=Page %1 of %2
```
### Usage
Localization can be done just about anywhere text can be used, including (but not limited to):
- Pack name and description
- Entity, item, or block names
- Pages in a book
- Lines on a sign
- `/tellraw` and `/titleraw` commands
- Text in dialogue
Some text cannot be translated however, such as for an item renamed in an anvil.
## Localization
:::tip
It is good practice create a copy of your language file for each major language your pack supports. For example, to support full English one should create both an `en_US.lang` and an `en_GB.lang` file, to cover English in both the United States and Great Britain countries, respectively.
:::
When editing language files one must also add a `languages.json` file in the `texts` folder containing an array with each of the languages you plan to change. This lets Minecraft know that it should apply localization for these languages.
<CodeHeader>RP/texts/languages.json</CodeHeader>
```json
[
"en_US",
"en_GB",
"fr_FR"
]
```
### Custom Languages
With a global resource pack, custom languages may be introduced through the `languages.json` and `language_names.json` files. Once the pack is applied globally the language can be changed in the "Language" tab of the in-game settings.
For the following examples, lets assume that we have 2 fully functional language files, one named `xx_XX.lang`, and another named `yy_YY.lang`.
<CodeHeader>RP/texts/languages.json</CodeHeader>
```json
[
"xx_XX",
"yy_YY"
]
```
`language_names.json` is an array as well, but this time to define the names to display for the languages.
<CodeHeader>RP/texts/language_names.json</CodeHeader>
```json
[
[ "xx_XX", "New Language (Custom Language #1)" ],
[ "yy_YY", "Wiki-Speak (Custom Language #2)" ]
]
```
:::warning
Whenever using a custom language, make sure to unequip the language before you disable the Resource Pack which it is stored in, or else Minecraft will crash.
:::
### Vanilla Languages
The following is a table of the 29 languages Minecraft supports by default.
| File ID | Language | Country |
| ---------- | --------------------- | -------------- |
| id_ID | Indonesian | Indonesia |
| da_DK | Danish | Denmark |
| de_DE | German | Germany |
| en_GB | English | Great Britain |
| en_US | English | North America |
| es_ES | Spanish | Spain |
| es_MX | Mexican Spanish | Mexico |
| fr_CA | Canadian French | Canada |
| fr_FR | French | France |
| it_IT | Italian | Italy |
| hu_HU | Hungarian | Hungary |
| nl_NL | Dutch | Netherlands |
| nb_NO | Bokmål | Norway |
| pl_PL | Polish | Poland |
| pt_BR | Brazilian Portuguese | Brazil |
| pt_PT | Portuguese | Portugal |
| sk_SK | Slovak | Slovakia |
| fi_FI | Finnish | Finland |
| sv_SE | Swedish | Sweden |
| tr_TR | Turkish | Turkey |
| cs_CZ | Czech | Czech Republic |
| el_GR | Greek | Greece |
| bg_BG | Bulgarian | Bulgaria |
| ru_RU | Russian | Russia |
| uk_UA | Ukrainian | Ukraine |
| ja_JP | Japanese | Japan |
| zh_CN | Chinese (Simplified) | China |
| zh_TW | Chinese (Traditional) | Taiwan |
| ko_KR | Korean | Korea |