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The mod build package is an open-source NuGet package which automates the MSBuild configuration for SMAPI mods and related tools. The package is fully compatible with Linux, Mac, and Windows.
Contents
Use
- Create an empty library project.
- Reference the
Pathoschild.Stardew.ModBuildConfig
NuGet package. - Write your code.
- Compile on any platform.
- Run the game to play with your mod.
Features
The package automatically makes the changes listed below. In some cases you can configure how it
works by editing your mod's .csproj
file, and adding the given properties between the first
<PropertyGroup>
and </PropertyGroup>
tags.
Detect game path
The package finds your game folder by scanning the default install paths and Windows registry. It
adds two MSBuild properties for use in your .csproj
file if needed:
property | description |
---|---|
$(GamePath) |
The absolute path to the detected game folder. |
$(GameExecutableName) |
The game's executable name for the current OS (Stardew Valley on Windows, or StardewValley on Linux/Mac). |
If you get a build error saying it can't find your game, see custom game path.
Add assembly references
The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or XNA Framework (Windows). It automatically adjusts depending on which OS you're compiling it on.
The assemblies aren't copied to the build output, since mods loaded by SMAPI won't need them. For non-mod projects like unit tests, you can set this property:
<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
If your mod uses Harmony (not recommended for most mods), the package can add a reference to SMAPI's Harmony DLL for you:
<EnableHarmony>true</EnableHarmony>
Copy files into the Mods
folder and create release zip
- Files considered part of your mod
-
These files are selected by default:
manifest.json
,i18n
files (if any), theassets
folder (if any), and all files in the build output. You can select custom files by adding them to the build output. (If your project references another mod, make sure the reference is not marked 'copy local'.)You can deselect a file by removing it from the build output. For a default file, you can set the property below to a comma-delimited list of regex patterns to ignore. For crossplatform compatibility, you should replace path delimiters with
[/\\]
.<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
- Copy files into the `Mods` folder
-
The package copies the selected files into your game's
Mods
folder when you rebuild the code, with a subfolder matching the mod's project name.You can change the folder name:
<ModFolderName>YourModName</ModFolderName>
Or disable deploying the files:
<EnableModDeploy>false</EnableModDeploy>
- Create release zip
-
The package adds a zip file in your project's
bin
folder when you rebuild the code, in the format recommended for sites like Nexus Mods. The zip filename can be changed usingModFolderName
above.You can change the folder path where the zip is created:
<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
Or disable zip creation:
<EnableModZip>false</EnableModZip>
Launch or debug game
On Windows only, the package configures Visual Studio so you can launch the game and attach a debugger using Debug > Start Debugging or Debug > Start Without Debugging. This lets you set breakpoints in your code while the game is running, or make simple changes to the mod code without needing to restart the game.
This is disabled on Linux/Mac due to limitations with the Mono wrapper.
To disable game debugging (only needed for some non-mod projects):
<EnableGameDebugging>false</EnableGameDebugging>
Preconfigure common settings
The package also automatically enables PDB files (so error logs show line numbers for simpler
debugging), and enables support for the simplified .csproj
format.
Add code warnings
The package runs code analysis on your mod and raises warnings for some common errors or pitfalls. See code warnings for more info.
Code warnings
Overview
The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:
You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
- for specific code;
- for a method using this attribute:
[System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
- for an entire project:
- Expand the References node for the project in Visual Studio.
- Right-click on Analyzers and choose Open Active Rule Set.
- Expand StardewModdingAPI.ModBuildConfig.Analyzer and uncheck the warnings you want to hide.
See below for help with each specific warning.
Avoid implicit net field cast
Warning text:
This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual value instead to avoid bugs.
Stardew Valley uses net types (like NetBool
and NetInt
) to handle multiplayer sync. These types
can implicitly convert to their equivalent normal values (like bool x = new NetBool()
), but their
conversion rules are unintuitive and error-prone. For example,
item?.category == null && item?.category != null
can both be true at once, and
building.indoors != null
can be true for a null value.
Suggested fix:
- Some net fields have an equivalent non-net property like
monster.Health
(int
) instead ofmonster.health
(NetInt
). The package will add a separate AvoidNetField warning for these. Use the suggested property instead. - For a reference type (i.e. one that can contain
null
), you can use the.Value
property:
Or convert the value before comparison:if (building.indoors.Value == null)
GameLocation indoors = building.indoors; if(indoors == null) // ...
- For a value type (i.e. one that can't contain
null
), check if the object is null (if applicable) and compare with.Value
:if (item != null && item.category.Value == 0)
Avoid net field
Warning text:
'{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
Your code accesses a net field, which has some unusual behavior (see AvoidImplicitNetFieldCast). This field has an equivalent non-net property that avoids those issues.
Suggested fix: access the suggested property name instead.
Avoid obsolete field
Warning text:
The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
Special cases
Custom game path
The package usually detects where your game is installed automatically. If it can't find your game or you have multiple installs, you can specify the path yourself. There's two ways to do that:
-
Option 1: global game path (recommended).
This will apply to every project that uses the package.-
Get the full folder path containing the Stardew Valley executable.
-
Create this file:
platform path Linux/Mac ~/stardewvalley.targets
Windows %USERPROFILE%\stardewvalley.targets
-
Save the file with this content:
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <GamePath>PATH_HERE</GamePath> </PropertyGroup> </Project>
-
Replace
PATH_HERE
with your game's folder path.
-
-
Option 2: path in the project file.
You'll need to do this for each project that uses the package.-
Get the folder path containing the Stardew Valley
.exe
file. -
Add this to your
.csproj
file under the<Project
line:<PropertyGroup> <GamePath>PATH_HERE</GamePath> </PropertyGroup>
-
Replace
PATH_HERE
with your custom game install path.
-
The configuration will check your custom path first, then fall back to the default paths (so it'll still compile on a different computer).
You access the game path via $(GamePath)
in MSBuild properties, if you need to reference another
file in the game folder.
Non-mod projects
You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). Just disable the mod-related package features:
<EnableGameDebugging>false</EnableGameDebugging>
<EnableModDeploy>false</EnableModDeploy>
<EnableModZip>false</EnableModZip>
If you need to copy the referenced DLLs into your build output, add this too:
<CopyModReferencesToBuildOutput>true</CopyModReferencesToBuildOutput>
For SMAPI developers
The mod build package consists of three projects:
project | purpose |
---|---|
StardewModdingAPI.ModBuildConfig |
Configures the build (references, deploying the mod files, setting up debugging, etc). |
StardewModdingAPI.ModBuildConfig.Analyzer |
Adds C# analyzers which show code warnings in Visual Studio. |
StardewModdingAPI.ModBuildConfig.Analyzer.Tests |
Unit tests for the C# analyzers. |
To prepare a build of the NuGet package:
- Install the NuGet CLI.
- Change the version and release notes in
package.nuspec
. - Rebuild the solution in Release mode.
- Open a terminal in the
bin/Pathoschild.Stardew.ModBuildConfig
package and run this command:nuget.exe pack
That will create a Pathoschild.Stardew.ModBuildConfig-<version>.nupkg
file in the same directory
which can be uploaded to NuGet or referenced directly.
Release notes
3.1
- Added support for semantic versioning 2.0.
0Harmony.dll
is now ignored if the mod references Harmony directly (it's bundled with SMAPI).
3.0
- Updated for SMAPI 3.0 and Stardew Valley 1.4.
- Added automatic support for
assets
folders. - Added
$(GameExecutableName)
MSBuild variable. - Added support for projects using the simplified
.csproj
format. - Added option to disable game debugging config.
- Added
.pdb
files to builds by default (to enable line numbers in error stack traces). - Added optional Harmony reference.
- Fixed
Newtonsoft.Json.pdb
included in release zips when Json.NET is referenced directly. - Fixed
<IgnoreModFilePatterns>
not working fori18n
files. - Dropped support for older versions of SMAPI and Visual Studio.
- Migrated package icon to NuGet's new format.
2.2
- Added support for SMAPI 2.8+ (still compatible with earlier versions).
- Added default game paths for 32-bit Windows.
- Fixed valid manifests marked invalid in some cases.
2.1
- Added support for Stardew Valley 1.3.
- Added support for non-mod projects.
- Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
- Added option to ignore files by regex pattern.
- Added reference to new SMAPI DLL.
- Fixed some game paths not detected by NuGet package.
2.0.2
- Fixed compatibility issue on Linux.
2.0.1
- Fixed mod deploy failing to create subfolders if they don't already exist.
2.0
- Added: mods are now copied into the
Mods
folder automatically (configurable). - Added: release zips are now created automatically in your build output folder (configurable).
- Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
- Added mod's version to release zip filename.
- Improved errors to simplify troubleshooting.
- Fixed release zip not having a mod folder.
- Fixed release zip failing if mod name contains characters that aren't valid in a filename.
1.7.1
- Fixed issue where i18n folders were flattened.
- The manifest/i18n files in the project now take precedence over those in the build output if both are present.
1.7
- Added option to create release zips on build.
- Added reference to XNA's XACT library for audio-related mods.
1.6
- Added support for deploying mod files into
Mods
automatically. - Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
1.5
- Added support for setting a custom game path globally.
- Added default GOG path on Mac.
1.4
- Fixed detection of non-default game paths on 32-bit Windows.
- Removed support for SilVerPLuM (discontinued).
- Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically).
1.3
- Added support for non-default game paths on Windows.
1.2
- Exclude game binaries from mod build output.
1.1
- Added support for overriding the target platform.
1.0
- Initial release.
- 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.