The result of the output is [TranslatableComponent{key='pixelmon.pikachu.name', args=[], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}]
Translations are typically bundled on the client-side. But I guess with universal mods you get them both on the client and server. I don’t know if the server actually loads them (probably not) but the class that holds the raw translation strings is net.minecraft.util.text.translation.LanguageMap
The message I want to achieve is displayed according to the player’s language. If the player uses English is Pikachu, Chinese is 皮卡丘, Japanese is ピカチュウ etc…
So I use a translation key to do it, but the result is not as expected, the output message is not what I want