Thanks gonna try it out more then
Just got my item craftable after a lot of frustration ended up missing one â,â xD
Thanks gonna try it out more then
Just got my item craftable after a lot of frustration ended up missing one â,â xD
Any tips what iâm missing here?
Name inside the crafting menu seems correct tho
EN.json
{
âentitiesâ: {
âconstructionâ:{
âbanto_windowâ: {
âbanto_window_ghostâ: {
âdisplay_nameâ: âBanto Windowâ,
âdescriptionâ: âa View.â
}
}
}
},
âjobsâ: {
âcarpenterâ: {
ârecipesâ: {
âbanto_windowâ: {
âdescriptionâ: âBantoâs Tall Windowâ,
ârecipe_nameâ: âa Very nice window!â
}
}
}
}
}
banto_window_ghost.json
part of bottom of the file
âentity_dataâ: {
âstonehearth:catalogâ: {
âdisplay_nameâ: âi18n(startermod_basic:entities.banto_window.banto_window_ghost.display_name)â,
âdescriptionâ: âi18n(startermod_basic:entities.banto_window.banto_window_ghost.description)â,
âiconâ: âfile(banto_window.png)â,
âcategoryâ: âwindowâ,
âmaterial_tagsâ: âwood portal crafted window stockpile_portalâ
}
}
}
trying to read
entities -> banto_window
en file
entities -> construction -> banto_window
@DaniAngione good we see the same error xD
Your localization keys on the âbanto_window_ghost.json
â donât seem to have the construction bit.
Edit:
Oops! @No_Name was faster
should i maybe remove that âconstructionâ part entirely since my folders looks like this?
Update
removed construction and now looks like this
thatâs up to you
the EN file has no issue with that since it doesnât use the directory of your pc but just the path in the file
in your banto_window_ghost.json and banto_window.json you can add only âconstructionâ after âentitiesâ and it should work
aaand⌠alse removing it xD
i prob add the construction folder later tho to make it more like standard mod setup
Like I said up there, the internal file structure and localization key structure of your mod is up to you. The default stonehearth organization is a good reference to get started, learn - but keep in mind that the content of the stonehearth mod is absolutely HUGE (the whole game ) so it makes sense to have long, very specific localization keys
However, when working on more simple mods you can definitely make these keys way shorter and very simple to memorize and keep everything cleaner For example, Iâm working on a mod right now and the localization key for an object is pretty much like this:
"i18n(skal:entities.tavern_firepit.display_name)"
Where in Stonehearthâs default organization it would be way longer. That is because the mod doesnât add much in terms of objects and such, so thereâs no sense in adding tons of empty sub-categories
Thanks for helping out all of you guys starting to understand the EN file a bit better now of how it navigates to the folders and such
Only thing left for this one is to Resize for the iconic.qb model but i have no idea whatâs best and easiest way to do it.
So far done modeling part with Voxelshop
The iconic.qb file is usually a different model, not really a resizing. Just make a 10x10x10 matrix and try to make a very simple/minimalist version of your window - or even easier, copy the tall window iconic.qb and edit it slightly to make it more like yours
i.e: fill the âholeâ with a 1x1 grate pattern with the same darker wood color you use and maybe paint the frame with a darker color to look like your carvings
Edit:
And yes, the thing is: it doesnât navigate folders at all. It is called directly from the entity .json. So even if your window is under tons of folders, for example:
your_mod/entities/construction/windows/banto_windows/banto_window_tall/banto_window_tall.json
The localization key inside the file can be as simple as "i18n(your_mod:banto_window_tall.display_name)"
and, as long as the key is the same in the localization file (the âENâ file), it will work