You then have to create that alias in your manifest. It will point to a file that contains the information about that block type.
For an example, check inside the stonehearth mod at entitites/terrain/ui/coal_block.json. You’ll have to modify it a bit though so that it correctly points at the ore_block.json it mixins from. It will look like:
And that should be that. You’ll have a clickable tooltip for your ore vein. Obviously everything in ALL_CAPS_AND_UNDERSCORES is something you will need to name yourself.
You won’t get any error messages because nothing is wrong with the json files. Json files are just data. Superfluous data is simply ignored without causing an error.
Well, with the introduction of Biomes, adding in your own veins just got harder! The “color” tag in terrain_blocks.json is now deprecated and the color of your veins is now stated in each individual biome file.
Currently, the game only uses stonehearth/data/biome/temperate.json, but eventually we’ll have at least 3 biomes (arctic and desert) and probably many more. In each biome json file, you need to find the “palettes” tag and then the “spring” tag within that. You’ll see that every kind of terrain block is named and has its own color. Later, we can expect to see more seasons than spring, so be prepared for that too!
Anyway, you’ll need to add an additional entry to the list of spring colors that defines your “kind” of block. The name for the color must be the same as you defined in /data/terrain/terrain_blocks.json in “selectable kinds”. Do all this with a mixinto file type (not forgetting to add the manifest entry).
BTW, @phector2004, with all the changes since you made your tutorial, is it possible for you to update it? If not, would you mind if I made a tutorial topic on the subject myself?
You might want to make a separate thread to ask for a class tutorial. I don’t know anything about adding new classes, but you can look at some other modders’ stuff to see how they managed it.