117 lines
5.8 KiB
Markdown
117 lines
5.8 KiB
Markdown
← [README](../README.md)
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This file provides more technical documentation about SMAPI. If you only want to use or create
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mods, this section isn't relevant to you; see the main README to use or create mods.
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This document is about SMAPI itself; see also [mod build package](mod-package.md) and
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[web services](web.md).
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# Contents
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* [Customisation](#customisation)
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* [Configuration file](#configuration-file)
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* [Command-line arguments](#command-line-arguments)
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* [Compile flags](#compile-flags)
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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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* [Release notes](#release-notes)
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## Customisation
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### Configuration file
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You can customise the SMAPI behaviour by editing the `smapi-internal/config.json` file in your game
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folder.
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Basic 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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`VerboseLogging` | Default `false`. Whether SMAPI should log more information about the game context.
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`ModData` | Internal metadata about SMAPI mods. Changing this isn't recommended and may destabilise your game. See documentation in the file.
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### Command-line arguments
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The SMAPI installer recognises three command-line arguments:
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argument | purpose
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-------- | -------
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`--install` | Preselects the install action, skipping the prompt asking what the user wants to do.
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`--uninstall` | Preselects the uninstall action, skipping the prompt asking what the user wants to do.
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`--game-path "path"` | Specifies the full path to the folder containing the Stardew Valley executable, skipping automatic detection and any prompt to choose a path. If the path is not valid, the installer displays an error.
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SMAPI itself recognises two arguments **on Windows only**, but these are intended for internal use
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or testing and may change without warning. On Linux/Mac, see _environment variables_ below.
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argument | purpose
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-------- | -------
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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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`--mods-path` | The path to search for mods, if not the standard `Mods` folder. This can be a path relative to the game folder (like `--mods-path "Mods (test)"`) or an absolute path.
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### Environment variables
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The above SMAPI arguments don't work on Linux/Mac due to the way the game launcher works. You can
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set temporary environment variables instead. For example:
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> SMAPI_MODS_PATH="Mods (multiplayer)" /path/to/StardewValley
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environment variable | purpose
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-------------------- | -------
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`SMAPI_NO_TERMINAL` | Equivalent to `--no-terminal` above.
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`SMAPI_MODS_PATH` | Equivalent to `--mods-path` above.
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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 `SMAPI.csproj`. Supported constants:
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flag | purpose
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---- | -------
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`SMAPI_FOR_WINDOWS` | Whether SMAPI is being compiled on Windows for players on Windows. Set automatically in `crossplatform.targets`.
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## For SMAPI developers
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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](https://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 `SMAPI` project with debugging from Visual Studio (on Mac or Windows) will launch SMAPI with
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the debugger attached, so you can intercept errors and step through the code being executed. This
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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](https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot#Testing_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 `.root/build/common.targets` and `Constants::Version`. Make sure
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you use a [semantic version](https://semver.org). Recommended format:
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build type | format | example
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:--------- | :----------------------- | :------
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dev build | `<version>-alpha.<date>` | `3.0-alpha.20171230`
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prerelease | `<version>-beta.<count>` | `3.0-beta.2`
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release | `<version>` | `3.0`
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2. In Windows:
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1. Rebuild the solution in Release mode.
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2. Copy `windows-install.*` from `bin/SMAPI installer` and `bin/SMAPI installer for developers` to
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Linux/Mac.
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3. In Linux/Mac:
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1. Rebuild the solution in Release mode.
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2. Add the `windows-install.*` files to the `bin/SMAPI installer` and
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`bin/SMAPI installer for developers` folders.
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3. Rename the folders to `SMAPI <version> installer` and `SMAPI <version> installer for developers`.
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4. Zip the two folders.
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## Release notes
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See [release notes](../release-notes.md).
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