Startermod_basic updated with weapons, armor, lights, and particles

Thanks gonna try it out more then :slight_smile:

Just got my item craftable after a lot of frustration ended up missing one “,” xD

image

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Any tips what i’m missing here?

image

Name inside the crafting menu seems correct tho

EN.json

{

“entities”: {
“construction”:{
“banto_window”: {
“banto_window_ghost”: {
“display_name”: “Banto Window”,
“description”: “a View.”
}
}
}
},
“jobs”: {
“carpenter”: {
“recipes”: {
“banto_window”: {
“description”: “Banto’s Tall Window”,
“recipe_name”: “a Very nice window!”
}
}
}
}
}

banto_window_ghost.json
part of bottom of the file

“entity_data”: {
“stonehearth:catalog”: {
“display_name”: “i18n(startermod_basic:entities.banto_window.banto_window_ghost.display_name)”,
“description”: “i18n(startermod_basic:entities.banto_window.banto_window_ghost.description)”,
“icon”: “file(banto_window.png)”,
“category”: “window”,
“material_tags”: “wood portal crafted window stockpile_portal”
}
}
}

trying to read
entities -> banto_window
en file
entities -> construction -> banto_window

@DaniAngione good we see the same error xD

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Your localization keys on the “banto_window_ghost.json” don’t seem to have the construction bit. :slight_smile:

Edit:
Oops! @No_Name was faster :smile:

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should i maybe remove that “construction” part entirely since my folders looks like this?
image

Update
removed construction and now looks like this :smiley:
image

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that’s up to you
the EN file has no issue with that since it doesn’t 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 “construction” after “entities” and it should work
aaand… alse removing it xD

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i prob add the construction folder later tho to make it more like standard mod setup :slight_smile:

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 :stuck_out_tongue: ) so it makes sense to have long, very specific localization keys :slight_smile:

However, when working on more simple mods you can definitely make these keys way shorter and very simple to memorize and keep everything cleaner :slight_smile: For example, I’m 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 Stonehearth’s default organization it would be way longer. That is because the mod doesn’t add much in terms of objects and such, so there’s no sense in adding tons of empty sub-categories :slight_smile:

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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 :smiley:

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Only thing left for this one is to Resize for the iconic.qb model but i have no idea what’s 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 “hole” 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 :slight_smile:

Edit:

And yes, the thing is: it doesn’t 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 “EN” file), it will work :slight_smile:

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