rewrite mod build package docs for proposed changes
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**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration
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The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
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for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods.
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for SMAPI mods.
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The package...
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The package...
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* lets you write your mod once, and compile it on any computer. It detects the current platform
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* lets your code compile on any computer (Linux/Mac/Windows) without needing to change the assembly
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(Linux, Mac, or Windows) and game install path, and injects the right references automatically.
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references or game path.
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* packages the mod into the game's `Mods` folder when you rebuild the code (configurable).
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* configures Visual Studio so you can debug into the mod code when the game is running (_Windows
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* configures Visual Studio so you can debug into the mod code when the game is running (_Windows
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only_).
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only_).
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* packages the mod automatically into the game's mod folder when you build the code (_optional_).
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## Contents
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## Contents
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* [Install](#install)
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* [Install](#install)
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* [Simplify mod development](#simplify-mod-development)
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* [Configure](#configure)
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* [Troubleshoot](#troubleshoot)
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* [Troubleshoot](#troubleshoot)
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* [Release notes](#release-notes)
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* [Release notes](#release-notes)
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1. Create an empty library project.
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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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2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
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3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod).
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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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4. Compile on any platform.
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**When migrating an existing mod:**
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**When migrating an existing mod:**
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2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
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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. Compile on any platform.
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3. Compile on any platform.
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## Simplify mod development
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## Configure
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### Package your mod into the game folder automatically
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### Deploy files into the `Mods` folder
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You can copy your mod files into the `Mods` folder automatically each time you build, so you don't
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By default, your mod will be copied into the game's `Mods` folder (with a subfolder matching your
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need to do it manually:
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project name) when you rebuild the code. The package will automatically include your
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`manifest.json`, any `i18n` files, and the build output.
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1. Edit your mod's `.csproj` file.
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To add custom files to the mod folder, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
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2. Add this block above the first `</PropertyGroup>` line:
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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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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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```xml
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```xml
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<DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName>
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<ModFolderName>YourModName</ModFolderName>
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```
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```
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That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with
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If you don't want to deploy the mod automatically, you can add this:
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your `manifest.json`, build output, and any `i18n` files.
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Notes:
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* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
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* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want.
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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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### Debug into the mod code (Windows-only)
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Stepping into your mod code when the game is running is straightforward, since this package injects
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the configuration automatically. To do it:
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1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically).
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2. Launch the project with debugging in Visual Studio or MonoDevelop.
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This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger
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automatically. Now you can step through your code, set breakpoints, etc.
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### Create release zips automatically (Windows-only)
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You can create the mod package automatically when you build:
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1. Edit your mod's `.csproj` file.
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2. Add this block above the first `</PropertyGroup>` line:
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```xml
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```xml
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<DeployModZipTo>$(SolutionDir)\_releases</DeployModZipTo>
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<EnableModDeploy>False</EnableModDeploy>
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```
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```
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That's it! Each time you build, the mod files will be zipped into `_releases\<mod name>.zip`. (You
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### Create release zip
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can change the value to save the zips somewhere else.)
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By default, a zip file will be created in the build output when you rebuild the code. This zip file
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contains all the files needed to share your mod in the recommended format for uploading to Nexus
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Mods or other sites.
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## Troubleshoot
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You can change the zipped folder name (and zip name) by adding this above the first
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### "Failed to find the game install path"
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`</PropertyGroup>` in your `.csproj`:
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That error means the package couldn't figure out where the game is installed. You need to specify
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```xml
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the game location yourself. There's two ways to do that:
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<ModFolderName>YourModName</ModFolderName>
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```
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* **Option 1: set the path globally.**
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You can change the folder path where the zip is created like this:
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_This will apply to every project that uses version 1.5+ of package._
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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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```xml
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<EnableModZip>False</EnableModZip>
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```
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### 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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* **Option 1: global game path (recommended).**
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_This will apply to every project that uses the package._
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1. Get the full folder path containing the Stardew Valley executable.
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1. Get the full folder path containing the Stardew Valley executable.
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2. Create this file path:
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2. Create this file:
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platform | path
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platform | path
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--------- | ----
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--------- | ----
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</Project>
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</Project>
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```
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```
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4. Replace `PATH_HERE` with your custom game install path.
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4. Replace `PATH_HERE` with your game path.
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* **Option 2: path in the project file.**
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_You'll need to do this for each project that uses the package._
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* **Option 2: set the path in the project file.**
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_(You'll need to do it for every project that uses the package.)_
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1. Get the folder path containing the Stardew Valley `.exe` file.
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1. Get the folder path containing the Stardew Valley `.exe` file.
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2. Add this to your `.csproj` file under the `<Project` line:
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2. Add this to your `.csproj` file under the `<Project` line:
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@ -117,8 +115,16 @@ the game location yourself. There's two ways to do that:
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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The configuration will check your custom path first, then fall back to the default paths (so it'll
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still compile on a different computer).
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still compile on a different computer).
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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 need to specify the game path yourself;
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see _[Game path](#game-path)_ above.
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## Release notes
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## Release notes
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### 1.8
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### 2.0
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* Mods are now copied into the `Mods` folder automatically (configurable).
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* The release zip is now created automatically in your build output folder (configurable).
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* Added mod's version to release zip filename.
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* Added mod's version to release zip filename.
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* Fixed release zip not having a mod folder.
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* Fixed release zip not having a mod folder.
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* Fixed release zip failing if mod name contains characters that aren't valid in a filename.
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* Fixed release zip failing if mod name contains characters that aren't valid in a filename.
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