reorganise and partly rewrite mod build config readme
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The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
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for SMAPI mods.
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The package...
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* detects your game install path;
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* adds the assembly references you need (with automatic support for Linux/Mac/Windows);
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* packages the mod into your `Mods` folder when you rebuild the code (configurable);
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* creates a release zip (configurable);
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* configures Visual Studio to enable debugging into the code when the game is running (_Windows only_);
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* adds C# analyzers to warn for Stardew Valley-specific issues;
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* preconfigures common settings (e.g. enable line numbers in stack traces).
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for SMAPI mods and related tools.
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## Contents
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* [Install](#install)
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* [Use](#use)
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* [Configure](#configure)
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* [Code analysis warnings](#code-analysis-warnings)
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* [Troubleshoot](#troubleshoot)
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* [Code analysis warnings](#code-analysis-warnings)
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* [Release notes](#release-notes)
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## Install
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1. Create an empty library project.<br /><small>(For an existing project, remove references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley,
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`StardewModdingAPI`, and `xTile` instead.)</small>
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1. Create an empty library project.
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2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
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3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
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4. Compile on any platform.
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## Configure
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### Deploy files into the `Mods` folder
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Your mod is copied into the game's `Mods` folder when you rebuild the code, with a subfolder
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matching the mod's project name. This includes the files set via [_Files included in the release_](#files-included-in-release)
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below.
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## Use
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Once you reference it, the package automatically...
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You can change the mod's folder name by adding this above the first `</PropertyGroup>` in your
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`.csproj`:
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* detects your game install path (and creates a `$(GamePath)` variable if you need to use it in your `.csproj` file);
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* adds the assembly references needed (with automatic support for Linux/Mac/Windows);
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* packages the mod into your `Mods` folder when you rebuild the code;
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* creates a release zip;
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* configures Visual Studio to enable debugging into the code when the game is running (_Windows only_);
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* adds C# analyzers to warn for Stardew Valley-specific issues;
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* preconfigures common settings (e.g. enable line numbers in stack traces).
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## Configure
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Most mods use the package as-is, but you can configure its functionality by editing your mod's
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`.csproj` file to add the properties shown below between the first `<PropertyGroup>` and
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`</PropertyGroup>` tags.
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### Copy files into the `Mods` folder
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The mod files are copied into your game's `Mods` folder when you rebuild the code, with a subfolder
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matching the mod's project name (see [included files](#which-files-are-part-of-your-mod)).
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You can change the folder name:
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```xml
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<ModFolderName>YourModName</ModFolderName>
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```
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If you don't want to deploy the mod automatically, you can add this:
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Or disable deploying the files:
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```xml
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<EnableModDeploy>False</EnableModDeploy>
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```
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### Create release zip
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A zip file is also created in the build output folder when you rebuild the code. This includes the
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files set via [_Files included in the release_](#files-included-in-release) below, in the format
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recommended for uploading to Nexus Mods or other sites.
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A zip file is created in your project's `bin` folder when you rebuild the code, in the format
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recommended for sites like Nexus Mods (see [included files](#which-files-are-part-of-your-mod)).
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The zip filename is set by `ModFolderName` (see previous).
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You can change the zipped folder name (and zip name) by adding this above the first
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`</PropertyGroup>` in your `.csproj`:
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```xml
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<ModFolderName>YourModName</ModFolderName>
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```
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You can change the folder path where the zip is created like this:
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You can change the folder path where the zip is created:
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```xml
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<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
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```
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Finally, you can disable the zip creation with this:
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Or disable zip creation (or only enable it for release-mode builds):
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```xml
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<EnableModZip>False</EnableModZip>
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```
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Or only create it in release builds with this:
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```xml
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<EnableModZip Condition="$(Configuration) != 'Release'">False</EnableModZip>
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```
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### Debug game
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The package automatically configures Visual Studio to launch/debug the game when you launch/debug
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the project. To disable that, add this above the first `</PropertyGroup>` in your `.csproj`:
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### Which files are part of your mod?
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These files are part of your mod by default: `manifest.json`,
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[`i18n` files](https://stardewvalleywiki.com/Modding:Translations) (if any), the `assets` folder
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(if any), and all files in the build output. For example, compiling the mod will copy those files
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into your game's `Mods` folder and add them to the release zip (see previous sections).
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Add custom files by [adding them to the build output](https://stackoverflow.com/a/10828462/262123).
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(If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
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To remove a file, either remove it from the build output _or_ set this property to a
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comma-delimited list of regular expression patterns. If any pattern matches a file's
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relative path in your mod folder, that file won't be included (this works with default files like
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`assets` too.)
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$</IgnoreModFilePatterns>
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```
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Note that path delimiters are _not_ normalised in `<IgnoreFilePatterns>`. For crossplatform
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compatibility, you should format slashes like `assets[/\\]paths.png`.
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### Launch or debug game
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The package configures Visual Studio to launch/debug the game when you launch/debug the project.
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You can disable that:
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```xml
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<EnableGameDebugging>False</EnableGameDebugging>
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```
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### Game path
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### Non-mod projects
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You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). Just disable
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the mod-related package features:
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```xml
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<EnableGameDebugging>False</EnableGameDebugging>
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<EnableModDeploy>False</EnableModDeploy>
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<EnableModZip>False</EnableModZip>
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```
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If you need to copy the referenced DLLs into your build output, add this too:
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```xml
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<CopyModReferencesToBuildOutput>True</CopyModReferencesToBuildOutput>
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```
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## Troubleshoot
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### Set the game path
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The package usually detects where your game is installed automatically. If it can't find your game
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or you have multiple installs, you can specify the path yourself. There's two ways to do that:
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@ -123,49 +154,6 @@ still compile on a different computer).
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You access the game path via `$(GamePath)` in MSBuild properties, if you need to reference another
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file in the game folder.
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### Files included in release
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The package automatically considers these files to be part of your mod:
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* the `manifest.json` in your project;
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* the [`i18n` files](https://stardewvalleywiki.com/Modding:Translations) in your project (if any);
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* the `assets` folder in your project (if present);
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* and any files in the build output folder.
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To add custom files to the release, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
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(If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
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To exclude a file from the release:
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* Make sure it's not copied to the build output. (For a DLL, make sure the reference is [not marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).) This doesn't apply to `manifest.json`,
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`assets`, or `i18n` which are copied regardless.)
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* Or add this to your `.csproj` file under the `<Project` line:
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$</IgnoreModFilePatterns>
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```
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This is a comma-delimited list of regular expression patterns. If any pattern matches a file's
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relative path in your mod folder, that file won't be included. (This also works for `assets` and
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`i18n`.)
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Note that path delimiters are _not_ normalised in `<IgnoreFilePatterns>`. For crossplatform
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compatibility, format those like this:
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```xml
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<IgnoreModFilePatterns>assets[/\\]paths.png</IgnoreModFilePatterns>
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```
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### Non-mod projects
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You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). You'll need to
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disable deploying the mod and creating a release zip:
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```xml
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<EnableGameDebugging>False</EnableGameDebugging>
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<EnableModDeploy>False</EnableModDeploy>
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<EnableModZip>False</EnableModZip>
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```
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If this is for unit tests, you may need to copy the referenced DLLs into your build output too:
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```xml
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<CopyModReferencesToBuildOutput>True</CopyModReferencesToBuildOutput>
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```
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## Code warnings
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### Overview
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The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
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@ -231,11 +219,6 @@ Warning text:
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Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
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## Troubleshoot
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### "Failed to find the game install path"
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That error means the package couldn't find your game. You can specify the game path yourself; see
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_[Game path](#game-path)_ above.
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## Release notes
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### Upcoming release
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* Updated for SMAPI 3.0 and Stardew Valley 1.4.
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