Re-FTBQLocalizationKeys: Simplifying FTB Quests Localization in Minecraft
Creating a polished modpack in Minecraft often means juggling countless quest descriptions, reward messages, and narrative text inside FTB Quests. Writing all that by hand is time-consuming enough, but localizing it into multiple languages? That can quickly turn into a formatting nightmare. Re-FTBQLocalizationKeys (also called Re-FTBQKeys) steps in as a specialized utility that automatically extracts localization keys from your FTB Quests task files and generates ready-to-use language files, saving you hours of manual copying and pasting.
This fork of the original FTB Quests: Localization keys mod is purpose-built for modpack developers who have already finished writing every single quest. It takes your completed quest structure and pulls out all translatable strings, then neatly packages them into language files you can drop into your modpack’s resource folders. The result? A clean, error-free localization pipeline that keeps your quest book consistent across different languages.
What Exactly Does Re-FTBQLocalizationKeys Do?
At its core, the mod scans your existing FTB Quests configuration and generates a set of localization keys for every piece of text—titles, descriptions, button labels, and even hover tooltips. Instead of manually assigning keys and maintaining a separate lang file, you simply run a single in-game command. The mod then outputs a folder containing all the necessary JSON files, ready to be moved into the correct locations. It’s a one-time operation designed to be used after your quest text is finalized, not during active development.
The generated files follow the standard Minecraft localization format, so they integrate seamlessly with KubeJS and other resource-loading mods. Once placed, your quests will automatically display the correct language based on the player’s client settings, making your modpack feel professional and accessible.
How to Use Re-FTBQLocalizationKeys Step by Step
Getting started is straightforward, but the order of operations matters. Here’s the recommended workflow:
- Install the required dependencies. You must have FTB Quests and KubeJS running in your modpack. Without these, the localization extraction won’t function.
- Finish writing all quests. Every quest, reward, and description should be fully written and tested. Do not add new quests after generating localization keys, because the mod does not support incremental updates.
- Launch your modpack and join a world. Once everything is in place, open the chat and type the command
/ftbqkey <language code>, for example/ftbqkey zh_cnfor Simplified Chinese. The language code only affects the filename—the generated keys are language-agnostic. - Locate the output. All files will appear in the folder
<gamedir>/ftbqlocalizationkeys/. Inside you’ll find language files and, importantly, a backup of your original quest files. - Move the files to the correct directories. Place the language JSON into
kubejs/assets/kubejs/langand the updated quest files intoconfig/ftbquests/quests. This replaces your old quest definitions with ones that now use localization keys instead of raw text. - Remove the mod. After generation, you can safely delete Re-FTBQLocalizationKeys from your modpack. It’s not needed for gameplay and should only be used during development.
If you’re building a modpack and want to streamline the entire setup, the foxygame.net launcher offers a handy way to install Re-FTBQLocalizationKeys and its dependencies directly from its menu. This modern launcher lets you manage mods without digging through file directories, making it a flexible choice for both beginners and experienced pack developers.
Important Precautions and Limitations
While the mod is a massive time-saver, it comes with a few strict rules you must follow to avoid broken quests or formatting errors.
- One-time use only. Once you’ve generated localization keys, do not attempt to add new quests and re-run the command. The mod is not designed for iterative updates. Any subsequent quests will need their localization keys written manually.
- Java version requirements. For version 1.0.0 on Minecraft 1.16.5, you need Java 16 or higher. Older Java runtimes will cause crashes.
- Images and special characters. It’s better to add quest images after generating localization. Images placed in the center of text can cause alignment issues. If you see a “Format error” at the top of your text, rewrite the quest description and avoid using unusual symbols. The parser can be finicky with certain characters.
- Backup safety. The mod automatically creates task backups in the
ftbqlocalizationkeysfolder. Never report issues related to this fork to the official FTB Quests: Localization keys GitHub or CurseForge page, as it is maintained separately.
Why Modpack Creators Love This Workflow
Localization often feels like an afterthought until a player asks for a translated version. By using Re-FTBQLocalizationKeys, you front-load the effort and produce a clean, maintainable language structure. The generated keys are consistent and free of typos that often creep in when manually typing key names. Plus, the backup system ensures you can always revert if something goes wrong.
For large modpacks with hundreds of quests, the alternative—manually creating a lang file for every string—is error-prone and tedious. This mod automates the grunt work so you can focus on crafting engaging quest narratives. And because it integrates with KubeJS, you can later extend the localization with custom scripts or additional translations without breaking the existing structure.
Final Thoughts
Re-FTBQLocalizationKeys fills a very specific niche in the Minecraft modding ecosystem: it bridges the gap between a fully written FTB Quests questbook and a localized, player-ready experience. While it demands a disciplined, all-at-once approach, the payoff is a seamless translation layer that elevates your modpack’s quality. Just remember to finalize every quest text before running the command, keep your Java version up to date, and handle images separately. With those precautions in mind, you’ll have a multilingual quest system up and running in minutes, not hours.