copyedit package readme
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@ -29,13 +29,13 @@ change how these work):
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* **Detect game path:**
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The package automatically finds your game folder by scanning the default install paths and
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Windows registry. It adds two MSBuild properties for use in your `.csproj` file if needed:
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$(GamePath)` and `$(GameExecutableName)`.
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`$(GamePath)` and `$(GameExecutableName)`.
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* **Add assembly references:**
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The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or
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XNA Framework (Windows). It automatically adjusts depending on which OS you're compiling it on.
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If you use [Harmony](https://github.com/pardeike/Harmony), it can optionally add a reference to
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that too.
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The package adds assembly references to SMAPI, Stardew Valley, xTile, and the game framework
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(MonoGame on Linux/Mac, XNA Framework on Windows). It automatically adjusts depending on which OS
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you're compiling it on. If you use [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony),
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it can optionally add a reference to that too.
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* **Copy files into the `Mods` folder:**
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The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n`
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* **Create release zip:**
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The package adds a zip file in your project's `bin` folder when you rebuild the code, in the
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format recommended for uploading to mod sites like Nexus Mods. This includes the same files and
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options as the previous feature.
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format recommended for uploading to mod sites like Nexus Mods. This includes the same files as
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the previous feature.
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* **Launch or debug mod:**
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On Windows only, the package configures Visual Studio so you can launch the game and attach a
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breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019)
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in your code while the game is running, or [make simple changes to the mod code without needing to
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restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019).
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This is disabled on Linux/Mac due to limitations with the Mono wrapper.
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* **Preconfigure common settings:**
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The package automatically enables `.pdb` files (so error logs show line numbers to simplify
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debugging), and enables support for the simplified `.csproj` format.
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debugging), and enables support for the simplified SDK-style `.csproj` format.
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* **Add code warnings:**
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The package runs code analysis on your mod and raises warnings for some common errors or
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@ -115,8 +114,8 @@ These are the options you can set:
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<td><code>GamePath</code></td>
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<td>
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The absolute path to the Stardew Valley folder. This is auto-detected, so you usually shouldn't
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need to change it.
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The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to
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change it.
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</td>
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</tr>
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@ -133,7 +132,7 @@ The absolute path to the folder containing the game's installed mods (defaults t
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<td><code>GameExecutableName</code></td>
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<td>
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The name of the game's executable file (i.e. `StardewValley.exe` on Linux/Mac or
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The filename for the game's executable (i.e. `StardewValley.exe` on Linux/Mac or
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`Stardew Valley.exe` on Windows). This is auto-detected, and you should almost never change this.
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</td>
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@ -300,7 +299,7 @@ yourself.
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To do that:
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1. Get the full 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. See [_configure_](#configure) to add this property:
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```xml
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<PropertyGroup>
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@ -348,7 +347,7 @@ To prepare a build of the NuGet package:
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1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli).
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1. Change the version and release notes in `package.nuspec`.
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2. Rebuild the solution in _Release_ mode.
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3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command:
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3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` folder and run this command:
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```bash
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nuget.exe pack
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```
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