I want to add a new item to a catalog heaven catalog that i found. I added a doge but it shows up in the catalog as a question mark. How can i add it to make it blend in also updating the year old catalog? It gives unclear broad instructions in this code block: Also i want to add MULTIPLE items beside only doge sow how cn i do it?

-- ASSET SERVICE-----------------------------------------------------------

function GetNewAssetId()
	local newAssetId = 151784320, 162200696-- doge and yellow starface assets, but only can see doge.
	while _G.Assets[newAssetId] do
		newAssetId = newAssetId -151784320,162200696
	end
	return newAssetId
end


function LoadCatalog(assets)

	print(#assets:GetChildren())

	local childrenCount = assets:FindFirstChild("ChildrenCount")
	while childrenCount == nil do
		print("waiting for childrenCount")
		assets.ChildAdded:wait()
		childrenCount = assets:FindFirstChild("ChildrenCount")
	end

	while #assets:GetChildren() < childrenCount.Value do
		print("waiting for " .. childrenCount.Value .. " children")
		assets.ChildAdded:wait()
	end

	local concat = {}
	for _, child in pairs(assets:GetChildren()) do
		if child.ClassName == "StringValue" then
			concat[tonumber(child.Name)] = child.Value
		end
	end
	local total = table.concat(concat)

	local newIds = {151784320,162200696 }

	local newCatalog = loadstring("return " .. total)()
	if _G.Assets ~= nil then
		for id in pairs(newCatalog) do
			if _G.Assets[id] == nil then
				table.insert(newIds, id)
			end
		end
	end

	_G.Assets = newCatalog

	if #newIds > 0 then
		local localMessage = Instance.new("Message")
		localMessage.Text = "There are " .. #newIds .. " new items in the Catalog! Check em out!"
		game:GetService("Debris"):AddItem(localMessage, 15)
		localMessage.Parent = Workspace
		-- show a GUI showing new ones! :P
	end

	-- Building a lookup table that that is used for determining sorting of "random"
	math.randomseed(tick() + Workspace.DistributedGameTime)

	-- make a list of all assetIds
	local assetIds = {151784321,162200697 }
	for id in pairs(_G.Assets) do
		assetIds[#assetIds + 1] = id
	end

	-- create a lookup table for determing the sorting order of assetIds
	_G.Order = {}
	for i = 1, #assetIds do
		local randomIndex = math.random(#assetIds)
		_G.Order[assetIds[randomIndex]] =  i
		table.remove(assetIds, randomIndex)
	end

	_G.TimeStamp = game.Lighting.Timestamp.Value

end

-- can't use _G.Assets because it glitches in Solo Mode
if _G.Order == nil or game.Lighting.Timestamp.Value > _G.TimeStamp then
	LoadCatalog(game.Lighting.Assets)
end

game.Lighting.ChildAdded:connect(
function(child)
	if child.Name == "Assets" then
		local s, em= ypcall(LoadCatalog, child)
		if not s then
			local hint = Instance.new("Hint", Workspace)
			game:GetService("Debris"):AddItem(hint, 30)
			hint.Text = em
		end
	end
end)