171 lines
8.6 KiB
Markdown
171 lines
8.6 KiB
Markdown
![](docs/imgs/SMAPI.png)
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## Contents
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* [What is SMAPI?](#what-is-smapi)
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* **[For players](#for-players)**
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* **[For mod developers](#for-mod-developers)**
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* [For SMAPI developers](#for-smapi-developers)
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* [Compiling from source](#compiling-from-source)
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* [Debugging a local build](#debugging-a-local-build)
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* [Preparing a release](#preparing-a-release)
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* [Advanced usage](#advanced-usage)
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* [Configuration file](#configuration-file)
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* [Command-line arguments](#command-line-arguments)
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## What is SMAPI?
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**SMAPI** is an [open-source](LICENSE) modding API for [Stardew Valley](http://stardewvalley.net/)
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that lets you play the game with mods. It's safely installed alongside the game's executable, and
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doesn't change any of your game files. It serves five main purposes:
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1. **Load mods into the game.**
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_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
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possible without SMAPI to load them.)_
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2. **Provide APIs and events for mods.**
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_SMAPI provides low-level APIs and events which let mods interact with the game in ways they
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otherwise couldn't._
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3. **Rewrite mods for crossplatform compatibility.**
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_SMAPI rewrites mods' compiled code before loading them so they work on Linux/Mac/Windows
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without the mods needing to handle differences between the Linux/Mac and Windows versions of the
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game._
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4. **Rewrite mods to update them.**
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_SMAPI detects when a mod accesses part of the game that changed in a recent update which
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affects many mods, and rewrites the mod so it's compatible._
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5. **Intercept errors.**
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_SMAPI intercepts errors that happen in the game, displays the error details in the console
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window, and in most cases automatically recovers the game. This prevents mods from accidentally
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crashing the game, and makes it possible to troubleshoot errors in the game itself that would
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otherwise show a generic 'program has stopped working' type of message._
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## For players
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* [Intro & FAQs](http://stardewvalleywiki.com/Modding:Player_FAQs)
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* [Installing SMAPI](http://stardewvalleywiki.com/Modding:Installing_SMAPI)
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* [Release notes](release-notes.md#release-notes)
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* 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/).
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_Please don't submit issues on GitHub for support questions._
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## For mod developers
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* [Modding documentation](http://stardewvalleywiki.com/Modding:Index)
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* [Release notes](release-notes.md#release-notes)
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* [Chat on Discord](https://discord.gg/KCJHWhX) with SMAPI developers and other modders
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## For SMAPI developers
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_This section is about compiling SMAPI itself from source. If you don't know what that means, this
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section isn't relevant to you; see the previous sections to use or create mods._
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### Compiling from source
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Using an official SMAPI release is recommended for most users.
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SMAPI uses some C# 7 code, so you'll need at least
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[Visual Studio 2017](https://www.visualstudio.com/vs/community/) on Windows,
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[MonoDevelop 7.0](http://www.monodevelop.com/) on Linux,
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[Visual Studio 2017 for Mac](https://www.visualstudio.com/vs/visual-studio-mac/), or an equivalent
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IDE to compile it. It uses build configuration derived from the
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[crossplatform mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme) to detect
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your current OS automatically and load the correct references. Compile output will be placed in a
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`bin` folder at the root of the git repository.
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### Debugging a local build
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Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
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the `StardewModdingAPI` project with debugging from Visual Studio (on Mac or Windows) will launch
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SMAPI with the debugger attached, so you can intercept errors and step through the code being
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executed. This doesn't work in MonoDevelop on Linux, unfortunately.
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### Preparing a release
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To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See
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[crossplatforming info](http://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod#Test_on_all_platforms)
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on the wiki for the first-time setup.
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1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a
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[semantic version](http://semver.org). Recommended format:
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build type | format | example
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:--------- | :-------------------------------- | :------
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dev build | `<version>-alpha.<timestamp>` | `1.0-alpha.20171230`
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prerelease | `<version>-prerelease.<ID>` | `1.0-prerelease.2`
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release | `<version>` | `1.0`
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2. In Windows:
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1. Rebuild the solution in _Release_ mode.
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2. Rename `bin/Packaged` to `SMAPI <version>` (e.g. `SMAPI 1.0`).
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2. Transfer the `SMAPI <version>` folder to Linux or Mac.
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_This adds the installer executable and Windows files. We'll do the rest in Linux or Mac,
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since we need to set Unix file permissions that Windows won't save._
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2. In Linux or Mac:
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1. Rebuild the solution in _Release_ mode.
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2. Copy `bin/internal/Packaged/Mono` into the `SMAPI <version>` folder.
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3. If you did everything right so far, you should have a folder like this:
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```
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SMAPI-1.x/
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install.exe
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readme.txt
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internal/
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Mono/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.pdb
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StardewModdingAPI.xml
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steam_appid.txt
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System.Numerics.dll
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System.Runtime.Caching.dll
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System.ValueTuple.dll
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Windows/
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Mods/*
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Mono.Cecil.dll
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Newtonsoft.Json.dll
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StardewModdingAPI.AssemblyRewriters.dll
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StardewModdingAPI.config.json
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StardewModdingAPI.exe
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StardewModdingAPI.pdb
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StardewModdingAPI.xml
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System.ValueTuple.dll
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steam_appid.txt
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```
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4. Open a terminal in the `SMAPI <version>` folder and run `chmod 755 internal/Mono/StardewModdingAPI`.
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5. Copy & paste the `SMAPI <version>` folder as `SMAPI <version> for developers`.
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6. In the `SMAPI <version>` folder...
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* edit `internal/Mono/StardewModdingAPI.config.json` and
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`internal/Windows/StardewModdingAPI.config.json` to disable developer mode;
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* delete `internal/Windows/StardewModdingAPI.xml`.
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7. Compress the two folders into `SMAPI <version>.zip` and `SMAPI <version> for developers.zip`.
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## Advanced usage
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### Configuration file
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You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your
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game folder. It contains these fields:
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field | purpose
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----- | -------
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`DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers (mainly more detailed console logging).
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`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.
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`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.
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`VerboseLogging` | Whether SMAPI should log more information about the game context.
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### Command-line arguments
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SMAPI recognises the following command-line arguments. These are intended for internal use or
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testing and may change without warning.
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argument | purpose
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-------- | -------
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`--log-path "path"` | The relative or absolute path of the log file SMAPI should write.
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`--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)
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### Compile flags
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SMAPI uses a small number of conditional compilation constants, which you can set by editing the
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`<DefineConstants>` element in `StardewModdingAPI.csproj`. Supported constants:
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flag | purpose
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---- | -------
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`SMAPI_FOR_WINDOWS` | Indicates that SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.
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`SMAPI_2_0` | Sets SMAPI 2.0 mode, which enables features planned for SMAPI 2.0 and removes all deprecated code. This helps test how mods will work when SMAPI 2.0 is released.
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