The meaning of the different keys and how they work

Hey!

I thought it would be cool to get a general understanding as in how all the files work together by defining the different keys and why, as an example here is the long_sword.json

Line 1: “mixins”: “stonehearth:mixins:item_properties”,
2: “type”: “entity”,
3: “components”: {
4: “model_variants”: {
5: “default”: {
6: “models”: [
7: “file(long_sword.qb)”

Line 1: What this .json mixes in.

Line 2: Defining what this .json type is

Line 3: Components: This is where I need some help :sweat_smile:
Line 4: Model Variants:
Line 5: ?
Line 6: ?
Line 7: Assuming its the model file “.qb” the Long Sword reads from?

im prety sure @OwlGo made a refference list/guide just for this purpose, owl, is that correct?

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That would be so nice right now :sweat_smile:

if you have any specific questions about how what works, i can ofc help explain :slight_smile: did enough item modifiying to know what most of this stuff does.
(rule nr 1: reverse engineer EVERYTHING :stuck_out_tongue: its like lego’s )

Yeah, so I’ve been trying to add this wooden longsword to the carpenter recipes and such, however I’ve had a few issues.

I was able to use the item stamper to get my item into the game, and the footman was able to pick it up, so the next step was to make it craftable, but I can’t seem to make it happen.

Also yesterday I learnt a lot so I realized I’d rewrite my whole en.json and now the “Stonehearth Editor” says it can’t find my wooden longsword in the en. json

Also, I should add, I have this main folder where I have all my ideas and a few things mapped out, and I have a smaller version on the side with only the wooden longsword in.

Sorry if I am asking to much here :sweat_smile:

Hey @Wouter_Sikkema can you figure out why my manifest can’t find the silver_maul?
{

"jobs": {
	"carpenter"   : {
		"recipes" : {
				
				"wooden_longsword.recipe"  : {
				"recipe_name" 			   : "Wooden Longsword",
				"description" 			   : "A longer and trustier version of the dull wooden sword."
				}
			}				
		},
		"blacksmith"  : {
			"recipes" : {

				"silver_maul_recipe" : {
					"recipe_name"	 : "Silver Maul",
					"description" 	 : "A shinier version of the Stone Maul, also a bit more expensive.",
					"flavor" 	  	 : "Could possibly maybe be used in something more interesting."
			}
		}
	}
},
	"entities" : {
		"weapons" : {
			"wooden_longsword" : {
				"display_name" : "Wooden Longsword",
				"description"  : "A longer and trustier version of the dull wooden sword.",
				"wooden_longsword_iconic" : {
					"display_name" 		  : "Wooden Longsword",
					"description"  		  : "A longer and trustier version of the dull wooden sword."
				}
			},
		"silver_maul" : {
			"display_name" : "Silver Maul",
			"description"  : "A shinier version of the Stone Maul, also a bit more expensive.",
			"flavor"	   : "Could possibly maybe be used in something more interesting.",
			"silver_maul_iconic" : {
				"display_name" : "Silver Maul",
				"description"  : "A shinier version of the Stone Maul, also a bit more expensive.",
				"flavor"	   : "Could possibly maybe be used in something more interesting."
			}
		}
	}
}

}

Line 5: this is the name of the variant. Take a look at armors, they declare different models for males and females using different variants, so that the correct qb is used when they equip it. “default” is either for male hearthlings or for everyone.

Line 6: this is an array of qbs that will stack. It is possible to use more than one qb, or even randomize which one will get loaded, although usually we only need one model (see berry_bush_plant_seed.json for an example of randomization).

You can declare model variants inside the render_info component, see female_1.json for an example. This can be useful if you want a certain equipment to have different models depending on who equips it.

Creating recipes in SHED it’s bugged, were you trying manually or with SHED? : Adding recipes

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Awesome, now I have some reading material.

I did create the recipes manually, read that the SHED recipe maker is bugged^^,

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the advantage of doing things manually before using shed: you actually know what does what when you read other stuff, and you gotta read other stuff to invent new combinations of stuff that the devs havent done yet :stuck_out_tongue:

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I DID IT! Thanks for the help ^^

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@Wouter_Sikkema yes working on something like that :smiley: hope I finish in the next few months xD

2 Likes

Awesome, keep us updated bud :relieved: