It's also common to forget to prefix the mixintos and overrides with the mod's namespace. You can also open your mod with SHED and it will tell you if something's pointing to unexisting files. They might have some wrong letter and therefore they reference something that doesn't exist, or you forgot to prefix your aliases with the correct namespace in your files. Search for typos in your aliases, or in your localization strings. This tool will tell you the differences even if the key-value pairs are in different order, it's good for checking if you've missed some key or value. You can also compare your JSON files with other files from the game with JSON Diff. This will tell you if you had any missing or trailing commas, which is a common typo that will make the game not read your files correctly.
If you had something wrong in your manifest, it might get marked as invalid or outdated in the Mods menu, and the game won't load your mod. Make sure that your mod is enabled before starting a game. You can also output text to the stonehearth.log from within your mod's Lua files. If there's some file that couldn't be loaded properly, it will be mentioned in the log (sometimes errors will only appear inside the log, instead of popping up in the game). It is inside the folder where Stonehearth is installed, and it gets overwritten every time you run the game. The startermod_locale's manifest.json has a mixinto for supported_languages.While modding it is pretty common to break things accidentally, so here are a few tips for when you don't know why something's not working as intended: Select the "" language and click "OK" to see how it changes the game's language.Īny untranslated strings will appear in the original language (English). You will see that a language named "" and a language named "English(Dev)" will be added to the list of languages.
When you start up Stonehearth with this mod installed, open the Settings menu and go to the System tab. This mimics what foreign languages will look like when displayed in the game. Pseudolocalization replaces all the characters in stonehearth's en.json file with characters that have accents. The en-DEV.json file is the plain english used to generate en-XA.json. The startermod_locale mod adds a pseudolocalization of stonehearth's and rayya children's en.json files. Inside each of those folders there will be 2 files named en-XA.json and en-DEV.json. Inside the startermod_locale folder, you should see a manifest.json file, a added_languages.json file and a translations folder which has 2 folders in it representing the two mods that existed at the moment this mod was created (stonehearth and rayyas_children). Unzip it into the "mods" folder and make sure the folder is called startermod_locale and that it has the correct structure so that it can be loaded without conflicts. Otherwise, make sure this property is set to true in the "info" section of your manifest.ĭownload startermod_locale from Github. If you create the translation mod through the Create New Mod button in the Mods menu, make sure to tick the "Is this a translation mod?" checkbox so that the mod gets properly tagged as "client_only". To make a fan translation of the stonehearth mod or of any other mod, we can use the startermod_locale mod as a template. We can also provide translations for mods from other players. Translations for the game can be provided as mods.