160 lines
8.0 KiB
Markdown
160 lines
8.0 KiB
Markdown
![](docs/imgs/SMAPI.png)
|
|
|
|
## Contents
|
|
* [What is SMAPI?](#what-is-smapi)
|
|
* **[For players](#for-players)**
|
|
* **[For mod developers](#for-mod-developers)**
|
|
* [For SMAPI developers](#for-smapi-developers)
|
|
* [Compiling from source](#compiling-from-source)
|
|
* [Debugging a local build](#debugging-a-local-build)
|
|
* [Preparing a release](#preparing-a-release)
|
|
* [Advanced usage](#advanced-usage)
|
|
* [Configuration file](#configuration-file)
|
|
* [Command-line arguments](#command-line-arguments)
|
|
|
|
## What is SMAPI?
|
|
**SMAPI** is an [open-source](LICENSE) modding API for [Stardew Valley](http://stardewvalley.net/)
|
|
that lets you play the game with mods. It's safely installed alongside the game's executable, and
|
|
doesn't change any of your game files. It serves five main purposes:
|
|
|
|
1. **Load mods into the game.**
|
|
_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
|
|
possible without SMAPI to load them.)_
|
|
|
|
2. **Provide APIs and events for mods.**
|
|
_SMAPI provides low-level APIs and events which let mods interact with the game in ways they
|
|
otherwise couldn't._
|
|
|
|
3. **Rewrite mods for crossplatform compatibility.**
|
|
_SMAPI rewrites mods' compiled code before loading them so they work on Linux/Mac/Windows
|
|
without the mods needing to handle differences between the Linux/Mac and Windows versions of the
|
|
game._
|
|
|
|
4. **Rewrite mods to update them.**
|
|
_SMAPI detects when a mod accesses part of the game that changed in a recent update which
|
|
affects many mods, and rewrites the mod so it's compatible._
|
|
|
|
5. **Intercept errors.**
|
|
_SMAPI intercepts errors that happen in the game, displays the error details in the console
|
|
window, and in most cases automatically recovers the game. This prevents mods from accidentally
|
|
crashing the game, and makes it possible to troubleshoot errors in the game itself that would
|
|
otherwise show a generic 'program has stopped working' type of message._
|
|
|
|
## For players
|
|
* [How to install SMAPI & use mods](http://canimod.com/guides/using-mods#installing-smapi)
|
|
* [Release notes](release-notes.md#release-notes)
|
|
* Need help? Come [chat on Discord](https://discord.gg/KCJHWhX) or [post in the support forums](http://community.playstarbound.com/threads/smapi-stardew-modding-api.108375/).
|
|
_Please don't submit issues on GitHub for support questions._
|
|
|
|
## For mod developers
|
|
* [How to develop mods](http://canimod.com/guides/creating-a-smapi-mod)
|
|
* [How to update mods](http://canimod.com/guides/updating-a-smapi-mod)
|
|
* [Release notes](release-notes.md#release-notes)
|
|
* [Chat on Discord](https://discord.gg/KCJHWhX) with SMAPI developers and other modders
|
|
|
|
## For SMAPI developers
|
|
_This section is about compiling SMAPI itself from source. If you don't know what that means, this
|
|
section isn't relevant to you; see the previous sections to use or create mods._
|
|
|
|
### Compiling from source
|
|
Using an official SMAPI release is recommended for most users.
|
|
|
|
SMAPI uses some C# 7 code, so you'll need at least
|
|
[Visual Studio 2017](https://www.visualstudio.com/vs/community/) on Windows,
|
|
[MonoDevelop 7.0](http://www.monodevelop.com/) on Linux,
|
|
[Visual Studio 2017 for Mac](https://www.visualstudio.com/vs/visual-studio-mac/), or an equivalent
|
|
IDE to compile it. It uses build configuration derived from the
|
|
[crossplatform mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme) to detect
|
|
your current OS automatically and load the correct references. Compile output will be placed in a
|
|
`bin` folder at the root of the git repository.
|
|
|
|
### Debugging a local build
|
|
Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
|
|
the `StardewModdingAPI` project with debugging from Visual Studio (on Mac or Windows) will launch
|
|
SMAPI with the debugger attached, so you can intercept errors and step through the code being
|
|
executed. This doesn't work in MonoDevelop on Linux, unfortunately.
|
|
|
|
### Preparing a release
|
|
To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
|
|
[crossplatforming info](http://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod#Test_on_all_platforms)
|
|
on the wiki for the first-time setup.
|
|
|
|
1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
|
|
[semantic version](http://semver.org). Recommended format:
|
|
|
|
build type | format | example
|
|
:--------- | :-------------------------------- | :------
|
|
dev build | `<version>-alpha.<timestamp>` | `1.0-alpha.20171230`
|
|
prerelease | `<version>-prerelease.<ID>` | `1.0-prerelease.2`
|
|
release | `<version>` | `1.0`
|
|
|
|
2. In Windows:
|
|
1. Rebuild the solution in _Release_ mode.
|
|
2. Rename `bin/Packaged` to `SMAPI <version>` (e.g. `SMAPI 1.0`).
|
|
2. Transfer the `SMAPI <version>` folder to Linux or Mac.
|
|
_This adds the installer executable and Windows files. We'll do the rest in Linux or Mac,
|
|
since we need to set Unix file permissions that Windows won't save._
|
|
|
|
2. In Linux or Mac:
|
|
1. Rebuild the solution in _Release_ mode.
|
|
2. Copy `bin/internal/Packaged/Mono` into the `SMAPI <version>` folder.
|
|
3. If you did everything right so far, you should have a folder like this:
|
|
|
|
```
|
|
SMAPI-1.x/
|
|
install.exe
|
|
readme.txt
|
|
internal/
|
|
Mono/
|
|
Mods/*
|
|
Mono.Cecil.dll
|
|
Newtonsoft.Json.dll
|
|
StardewModdingAPI
|
|
StardewModdingAPI.AssemblyRewriters.dll
|
|
StardewModdingAPI.config.json
|
|
StardewModdingAPI.exe
|
|
StardewModdingAPI.pdb
|
|
StardewModdingAPI.xml
|
|
steam_appid.txt
|
|
System.Numerics.dll
|
|
System.Runtime.Caching.dll
|
|
Windows/
|
|
Mods/*
|
|
Mono.Cecil.dll
|
|
Newtonsoft.Json.dll
|
|
StardewModdingAPI.AssemblyRewriters.dll
|
|
StardewModdingAPI.config.json
|
|
StardewModdingAPI.exe
|
|
StardewModdingAPI.pdb
|
|
StardewModdingAPI.xml
|
|
steam_appid.txt
|
|
```
|
|
4. Open a terminal in the `SMAPI <version>` folder and run `chmod 755 internal/Mono/StardewModdingAPI`.
|
|
5. Copy & paste the `SMAPI <version>` folder as `SMAPI <version> for developers`.
|
|
6. In the `SMAPI <version>` folder...
|
|
* edit `internal/Mono/StardewModdingAPI.config.json` and
|
|
`internal/Windows/StardewModdingAPI.config.json` to disable developer mode;
|
|
* delete `internal/Windows/StardewModdingAPI.xml`.
|
|
7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
|
|
|
|
## Advanced usage
|
|
### Configuration file
|
|
You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your
|
|
game folder. It contains these fields:
|
|
|
|
field | purpose
|
|
----- | -------
|
|
`DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers. Currently this only makes `TRACE`-level messages appear in the console.
|
|
`CheckForUpdates` | Default `true`. Whether SMAPI should check for a newer version when you load the game. If a new version is available, a small message will appear in the console. This doesn't affect the load time even if your connection is offline or slow, because it happens in the background.
|
|
`ModCompatibility` | A list of mod versions SMAPI should consider compatible or broken regardless of whether it detects incompatible code. Each record can be set to `AssumeCompatible` or `AssumeBroken`. Changing this field is not recommended and may destabilise your game.
|
|
`VerboseLogging` | Whether SMAPI should log more information about the game context.
|
|
|
|
### Command-line arguments
|
|
SMAPI recognises the following command-line arguments. These are intended for internal use or
|
|
testing and may change without warning.
|
|
|
|
argument | purpose
|
|
-------- | -------
|
|
`--log-path "path"` | The relative or absolute path of the log file SMAPI should write.
|
|
`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
|