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KittHaven 4 Sep, 2018 @ 3:39am
Naming Conventions
Hi! I would like to have a go at creating a simple flower or something before jumping into making too many mods and I have a question regarding naming conventions. I've noticed a lot of people naming their items with either no spaces or using an underscore to break each word up. Is this required, will it work with normal spaces for the item name?

I am familiar with coding conventions and I know in coding the general rule is to use snake case and/or underscores. But I have OCD when it comes to the way in-game item names are displayed... I prefer if while hovering over an item or seeing it referenced in game it is displayed as multiple words, such as 'Pink Flower', not 'Pink_Flower' or 'PinkFlower'. Just personal preference. It makes me uncomfortable any other way. But I can totally ignore it if it's impossible for me to have it the way I want lol

Thank you! ^_^
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For modders, there are currently 2 ways you can assign the in-game item names:

> Using the "code" field: This is a unique identifier that all text files in a mod must have so other game files can refer to it. The convention on these is to omit spaces and, if you don't do anything else, it will auto-generate an in-game name based on this field.

> Using a ".lang" text file: You can optionally include a language file with your mod that provides item names and descriptions using the 'code.name =' and 'code.description =' commands, respectively. This is the preferred method since you can use spaces, a broader range of characters, and separate translations for different language communities.

Since the latter is optional, you'll see a lot of mods which rely on the auto-generated names instead. If you'd like, you can add a .lang file to those yourself (or edit it if one exists) to rename all of the modded items more appropriately in your game client.
Last edited by ExplodeySquirrel; 4 Sep, 2018 @ 1:47pm
KittHaven 5 Sep, 2018 @ 8:13pm 
Originally posted by ExplodeySquirrel:
For modders, there are currently 2 ways you can assign the in-game item names:

> Using the "code" field: This is a unique identifier that all text files in a mod must have so other game files can refer to it. The convention on these is to omit spaces and, if you don't do anything else, it will auto-generate an in-game name based on this field.

> Using a ".lang" text file: You can optionally include a language file with your mod that provides item names and descriptions using the 'code.name =' and 'code.description =' commands, respectively. This is the preferred method since you can use spaces, a broader range of characters, and separate translations for different language communities.

Since the latter is optional, you'll see a lot of mods which rely on the auto-generated names instead. If you'd like, you can add a .lang file to those yourself (or edit it if one exists) to rename all of the modded items more appropriately in your game client.

Thanks for such the in depth answer! It's really helpful! :) I'll probably end up using a .lang file because I know how to use them, funnily enough the idea never even occured to me... it's pretty obvious now I think about it lol... XD
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