rewrite mod build package docs for proposed changes

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Jesse Plamondon-Willard 2017-10-08 13:15:20 -04:00
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**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods. for SMAPI mods.
The package... The package...
* lets you write your mod once, and compile it on any computer. It detects the current platform * lets your code compile on any computer (Linux/Mac/Windows) without needing to change the assembly
(Linux, Mac, or Windows) and game install path, and injects the right references automatically. references or game path.
* packages the mod into the game's `Mods` folder when you rebuild the code (configurable).
* configures Visual Studio so you can debug into the mod code when the game is running (_Windows * configures Visual Studio so you can debug into the mod code when the game is running (_Windows
only_). only_).
* packages the mod automatically into the game's mod folder when you build the code (_optional_).
## Contents ## Contents
* [Install](#install) * [Install](#install)
* [Simplify mod development](#simplify-mod-development) * [Configure](#configure)
* [Troubleshoot](#troubleshoot) * [Troubleshoot](#troubleshoot)
* [Release notes](#release-notes) * [Release notes](#release-notes)
@ -20,7 +20,7 @@ The package...
1. Create an empty library project. 1. Create an empty library project.
2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). 2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod). 3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
4. Compile on any platform. 4. Compile on any platform.
**When migrating an existing mod:** **When migrating an existing mod:**
@ -30,59 +30,56 @@ The package...
2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). 2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
3. Compile on any platform. 3. Compile on any platform.
## Simplify mod development ## Configure
### Package your mod into the game folder automatically ### Deploy files into the `Mods` folder
You can copy your mod files into the `Mods` folder automatically each time you build, so you don't By default, your mod will be copied into the game's `Mods` folder (with a subfolder matching your
need to do it manually: project name) when you rebuild the code. The package will automatically include your
`manifest.json`, any `i18n` files, and the build output.
1. Edit your mod's `.csproj` file. To add custom files to the mod folder, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
2. Add this block above the first `</PropertyGroup>` line: (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).)
```xml You can change the mod's folder name by adding this above the first `</PropertyGroup>` in your
<DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName> `.csproj`:
``` ```xml
<ModFolderName>YourModName</ModFolderName>
```
That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with If you don't want to deploy the mod automatically, you can add this:
your `manifest.json`, build output, and any `i18n` files. ```xml
<EnableModDeploy>False</EnableModDeploy>
```
Notes: ### Create release zip
* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). By default, a zip file will be created in the build output when you rebuild the code. This zip file
* To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. contains all the files needed to share your mod in the recommended format for uploading to Nexus
* 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). Mods or other sites.
### Debug into the mod code (Windows-only) You can change the zipped folder name (and zip name) by adding this above the first
Stepping into your mod code when the game is running is straightforward, since this package injects `</PropertyGroup>` in your `.csproj`:
the configuration automatically. To do it: ```xml
<ModFolderName>YourModName</ModFolderName>
```
1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically). You can change the folder path where the zip is created like this:
2. Launch the project with debugging in Visual Studio or MonoDevelop. ```xml
<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
```
This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger Finally, you can disable the zip creation with this:
automatically. Now you can step through your code, set breakpoints, etc. ```xml
<EnableModZip>False</EnableModZip>
```
### Create release zips automatically (Windows-only) ### Game path
You can create the mod package automatically when you build: The package usually detects where your game is installed automatically. If it can't find your game
or you have multiple installs, you can specify the path yourself. There's two ways to do that:
1. Edit your mod's `.csproj` file. * **Option 1: global game path (recommended).**
2. Add this block above the first `</PropertyGroup>` line: _This will apply to every project that uses the package._
```xml
<DeployModZipTo>$(SolutionDir)\_releases</DeployModZipTo>
```
That's it! Each time you build, the mod files will be zipped into `_releases\<mod name>.zip`. (You
can change the value to save the zips somewhere else.)
## Troubleshoot
### "Failed to find the game install path"
That error means the package couldn't figure out where the game is installed. You need to specify
the game location yourself. There's two ways to do that:
* **Option 1: set the path globally.**
_This will apply to every project that uses version 1.5+ of package._
1. Get the full folder path containing the Stardew Valley executable. 1. Get the full folder path containing the Stardew Valley executable.
2. Create this file path: 2. Create this file:
platform | path platform | path
--------- | ---- --------- | ----
@ -99,10 +96,11 @@ the game location yourself. There's two ways to do that:
</Project> </Project>
``` ```
4. Replace `PATH_HERE` with your custom game install path. 4. Replace `PATH_HERE` with your game path.
* **Option 2: path in the project file.**
_You'll need to do this for each project that uses the package._
* **Option 2: set the path in the project file.**
_(You'll need to do it for every project that uses the package.)_
1. Get the folder path containing the Stardew Valley `.exe` file. 1. Get the folder path containing the Stardew Valley `.exe` file.
2. Add this to your `.csproj` file under the `<Project` line: 2. Add this to your `.csproj` file under the `<Project` line:
@ -117,8 +115,16 @@ the game location yourself. There's two ways to do that:
The configuration will check your custom path first, then fall back to the default paths (so it'll The configuration will check your custom path first, then fall back to the default paths (so it'll
still compile on a different computer). still compile on a different computer).
## Troubleshoot
### "Failed to find the game install path"
That error means the package couldn't find your game. You need to specify the game path yourself;
see _[Game path](#game-path)_ above.
## Release notes ## Release notes
### 1.8 ### 2.0
* Mods are now copied into the `Mods` folder automatically (configurable).
* The release zip is now created automatically in your build output folder (configurable).
* Added mod's version to release zip filename. * Added mod's version to release zip filename.
* Fixed release zip not having a mod folder. * Fixed release zip not having a mod folder.
* Fixed release zip failing if mod name contains characters that aren't valid in a filename. * Fixed release zip failing if mod name contains characters that aren't valid in a filename.