302 lines
12 KiB
Markdown
302 lines
12 KiB
Markdown
The **mod build package** is an open-source NuGet package which automates the MSBuild configuration
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for SMAPI mods.
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The package...
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* detects your game install path;
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* adds the assembly references you need (with automatic support for Linux/Mac/Windows);
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* packages the mod into your `Mods` folder when you rebuild the code (configurable);
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* creates a release zip (configurable);
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* configures Visual Studio to enable debugging into the code when the game is running (_Windows only_);
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* adds C# analyzers to warn for Stardew Valley-specific issues.
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## Contents
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* [Install](#install)
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* [Configure](#configure)
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* [Code analysis warnings](#code-analysis-warnings)
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* [Troubleshoot](#troubleshoot)
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* [Release notes](#release-notes)
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## Install
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1. Create an empty library project.<br /><small>(For an existing project, remove references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley,
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`StardewModdingAPI`, and `xTile` instead.)</small>
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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](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod).
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4. Compile on any platform.
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## Configure
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### Deploy files into the `Mods` folder
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Your mod is copied into the game's `Mods` folder when you rebuild the code, with a subfolder
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matching the mod's project name. This includes the files set via [_Files included in the release_](#files-included-in-release)
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below.
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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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<ModFolderName>YourModName</ModFolderName>
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```
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If you don't want to deploy the mod automatically, you can add this:
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```xml
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<EnableModDeploy>False</EnableModDeploy>
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```
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### Create release zip
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A zip file is also created in the build output folder when you rebuild the code. This includes the
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files set via [_Files included in the release_](#files-included-in-release) below, in the format
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recommended for uploading to Nexus Mods or other sites.
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You can change the zipped folder name (and zip name) by adding this above the first
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`</PropertyGroup>` in your `.csproj`:
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```xml
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<ModFolderName>YourModName</ModFolderName>
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```
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You can change the folder path where the zip is created like this:
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```xml
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<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
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```
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Finally, you can disable the zip creation with this:
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```xml
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<EnableModZip>False</EnableModZip>
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```
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Or only create it in release builds with this:
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```xml
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<EnableModZip Condition="$(Configuration) != 'Release'">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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2. Create this file:
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platform | path
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--------- | ----
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Linux/Mac | `~/stardewvalley.targets`
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Windows | `%USERPROFILE%\stardewvalley.targets`
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3. Save the file with this content:
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```xml
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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</Project>
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```
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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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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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```xml
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<PropertyGroup>
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<GamePath>PATH_HERE</GamePath>
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</PropertyGroup>
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```
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3. Replace `PATH_HERE` with your custom game install path.
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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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You access the game path via `$(GamePath)` in MSBuild properties, if you need to reference another
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file in the game folder.
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### Files included in release
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The package automatically considers these files to be part of your mod:
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* the `manifest.json` in your project;
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* the [`i18n` files](https://stardewvalleywiki.com/Modding:Translations) in your project (if any);
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* the `assets` folder in your project (if present);
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* and any files in the build output folder.
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To add custom files to the release, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
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(If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).)
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To exclude a file from the release:
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* Make sure it's not copied to the build output. (For a DLL, make sure the reference is [not marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).) This doesn't apply to `manifest.json`,
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`assets`, or `i18n` which are copied regardless.)
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* Or add this to your `.csproj` file under the `<Project` line:
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$</IgnoreModFilePatterns>
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```
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This is a comma-delimited list of regular expression patterns. If any pattern matches a file's
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relative path in your mod folder, that file won't be included. (This also works for `assets` and
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`i18n`.)
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Note that path delimiters are _not_ normalised in `<IgnoreFilePatterns>`. For crossplatform
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compatibility, format those like this:
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```xml
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<IgnoreModFilePatterns>assets[/\\]paths.png</IgnoreModFilePatterns>
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```
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### Non-mod projects
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You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). You'll need to
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disable deploying the mod and creating a release zip:
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```xml
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<EnableModDeploy>False</EnableModDeploy>
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<EnableModZip>False</EnableModZip>
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```
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If this is for unit tests, you may need to copy the referenced DLLs into your build output too:
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```xml
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<CopyModReferencesToBuildOutput>True</CopyModReferencesToBuildOutput>
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```
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## Code warnings
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### Overview
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The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
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![](screenshots/code-analyzer-example.png)
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You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
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* [for specific code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-pragma-warning);
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* for a method using this attribute:
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```cs
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[System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
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```
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* for an entire project:
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1. Expand the _References_ node for the project in Visual Studio.
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2. Right-click on _Analyzers_ and choose _Open Active Rule Set_.
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4. Expand _StardewModdingAPI.ModBuildConfig.Analyzer_ and uncheck the warnings you want to hide.
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See below for help with each specific warning.
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### Avoid implicit net field cast
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Warning text:
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> This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but
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> {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual
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> value instead to avoid bugs.
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Stardew Valley uses net types (like `NetBool` and `NetInt`) to handle multiplayer sync. These types
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can implicitly convert to their equivalent normal values (like `bool x = new NetBool()`), but their
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conversion rules are unintuitive and error-prone. For example,
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`item?.category == null && item?.category != null` can both be true at once, and
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`building.indoors != null` can be true for a null value.
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Suggested fix:
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* Some net fields have an equivalent non-net property like `monster.Health` (`int`) instead of
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`monster.health` (`NetInt`). The package will add a separate [AvoidNetField](#avoid-net-field) warning for
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these. Use the suggested property instead.
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* For a reference type (i.e. one that can contain `null`), you can use the `.Value` property:
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```c#
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if (building.indoors.Value == null)
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```
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Or convert the value before comparison:
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```c#
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GameLocation indoors = building.indoors;
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if(indoors == null)
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// ...
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```
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* For a value type (i.e. one that can't contain `null`), check if the object is null (if applicable)
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and compare with `.Value`:
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```cs
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if (item != null && item.category.Value == 0)
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```
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### Avoid net field
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Warning text:
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> '{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
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Your code accesses a net field, which has some unusual behavior (see [AvoidImplicitNetFieldCast](#avoid-implicit-net-field-cast)).
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This field has an equivalent non-net property that avoids those issues.
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Suggested fix: access the suggested property name instead.
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### Avoid obsolete field
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Warning text:
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> The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
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Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
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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 can specify the game path yourself; see
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_[Game path](#game-path)_ above.
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## Release notes
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### Upcoming release
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* Updated for Stardew Valley 1.4.
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* If the project contains an `assets` folder, its contents are now included in the mod automatically.
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* Fixed `Newtonsoft.Json.pdb` included in release zips when Json.NET is referenced directly.
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* Fixed `<IgnoreModFilePatterns>` not working for `i18n` files.
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* Dropped support for very old versions of SMAPI and Visual Studio.
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### 2.2
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* Added support for SMAPI 2.8+ (still compatible with earlier versions).
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* Added default game paths for 32-bit Windows.
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* Fixed valid manifests marked invalid in some cases.
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### 2.1
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* Added support for Stardew Valley 1.3.
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* Added support for non-mod projects.
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* Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
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* Added option to ignore files by regex pattern.
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* Added reference to new SMAPI DLL.
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* Fixed some game paths not detected by NuGet package.
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### 2.0.2
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* Fixed compatibility issue on Linux.
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### 2.0.1
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* Fixed mod deploy failing to create subfolders if they don't already exist.
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### 2.0
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* Added: mods are now copied into the `Mods` folder automatically (configurable).
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* Added: release zips are now created automatically in your build output folder (configurable).
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* Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
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* Added mod's version to release zip filename.
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* Improved errors to simplify troubleshooting.
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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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### 1.7.1
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* Fixed issue where i18n folders were flattened.
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* The manifest/i18n files in the project now take precedence over those in the build output if both
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are present.
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### 1.7
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* Added option to create release zips on build.
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* Added reference to XNA's XACT library for audio-related mods.
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### 1.6
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* Added support for deploying mod files into `Mods` automatically.
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* Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
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### 1.5
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* Added support for setting a custom game path globally.
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* Added default GOG path on Mac.
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### 1.4
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* Fixed detection of non-default game paths on 32-bit Windows.
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* Removed support for SilVerPLuM (discontinued).
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* Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms
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mods automatically).
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### 1.3
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* Added support for non-default game paths on Windows.
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### 1.2
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* Exclude game binaries from mod build output.
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### 1.1
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* Added support for overriding the target platform.
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### 1.0
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* Initial release.
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* Added support for detecting the game path automatically.
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* Added support for injecting XNA/MonoGame references automatically based on the OS.
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* Added support for mod builders like SilVerPLuM.
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