rewrite readme for simplicity

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Jesse Plamondon-Willard 2017-01-11 13:46:21 -05:00
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**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration
for crossplatform [Stardew Valley](http://stardewvalley.net/) mods that use SMAPI.
for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods.
The package...
* lets you write your mod once, and compile it on any computer. It detects the current platform
(Linux, Mac, or Windows) and game install path, and injects the right references automatically.
* configures Visual Studio so you can debug into the mod code when the game is running (_Windows
only_).
* packages the mod automatically into the game's mod folder when you build the code (_optional_).
## Contents
* [Usage](#usage)
* [Installation](#installation)
* [Custom game path](#custom-game-path)
* [Install](#install)
* [Simplify mod development](#simplify-mod-development)
* [Troubleshoot](#troubleshoot)
* [Versions](#versions)
## Usage
Basically this package lets you write your mod once, and compile it on any computer. It detects
your current platform (Linux, Mac, or Windows) and game path, and injects the right references
automatically. You can also target a specific platform to create a mod package compatible with that
platform.
## Install
**When creating a new mod:**
More specifically, the configuration...
1. detects the operating system and Stardew Valley path;
2. injects the right references to Stardew Valley, SMAPI, and XNA/MonoGame for your platform;
3. configures Visual Studio so you can launch the game for debugging (_Windows only_);
4. and adds a `GamePath` variable which can be used to script mod packaging if desired.
## Installation
### Creating a new mod
1. Create an empty library project.
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).
4. Compile on any platform.
### Migrating an existing mod
1. Remove any references to `Microsoft.Xna.*`, Stardew Valley, `StardewModdingAPI`, and xTile.
**When migrating an existing mod:**
1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley,
`StardewModdingAPI`, and `xTile`.
2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
3. Compile on any platform.
## Custom game path
The package should automatically detect your game path. If it can't for some reason, you
can specify it manually.
1. Get the full folder path containing the Stardew Valley executable.
2. Add this to your `.csproj` file under the `<Project` line (with the correct game path):
```xml
<PropertyGroup>
<GamePath>C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
</PropertyGroup>
```
The configuration will check your custom path first, then fall back to the default paths (so it'll
still compile on a different computer).
## Simplify mod development
### Package your mod into the game directory automatically
During development, it's helpful to have the mod files packaged into your `Mods` directory automatically each time you build. To do that:
@ -70,22 +53,44 @@ During development, it's helpful to have the mod files packaged into your `Mods`
That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated.
### Debugging
Debugging into your mod code when the game is running is pretty straightforward, since this package injects some of the configuration automatically. To do that:
### Debug into the mod code
Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it:
1. [Package your mod into the game directory automatically](#package-your-mod-into-the-game-directory-automatically).
2. Launch the project with debugging in Visual Studio or MonoDevelop.
This will deploy your mod files into the game directory, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc.
## Troubleshoot
### "Failed to find the game install path"
If you see this error:
> Failed to find the game install path automatically; edit the *.csproj file and manually add a
> &lt;GamePath&gt; setting with the full directory path containing the Stardew Valley executable.
...the package couldn't find your game install path automatically. You'll need to specify the
game location:
1. Get the full folder path containing the Stardew Valley executable.
2. Add this to your `.csproj` file under the `<Project` line (with the correct game path):
```xml
<PropertyGroup>
<GamePath>C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
</PropertyGroup>
```
The configuration will check your custom path first, then fall back to the default paths (so it'll
still compile on a different computer).
## Versions
1.3:
* Fixed non-default game paths on 32-bit Windows.
* Fixed detection of non-default game paths on 32-bit Windows.
* Removed support for SilVerPLuM (discontinued).
* Removed support for overriding the target platform (never used).
* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically).
1.2:
* Added support for non-default game paths on Windows by reading the registry.
* Added support for non-default game paths on Windows.
1.1:
* Added support for overriding the target platform.
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* Added support for detecting the game path automatically.
* Added support for injecting XNA/MonoGame references automatically based on the OS.
* Added support for mod builders like SilVerPLuM.
## See also
* [NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig)
* <s>Discussion thread</s>