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README.md
Stardew.ModBuildConfig is an open-source NuGet package which automates the build configuration for Stardew Valley SMAPI mods.
The package...
- lets you write your mod once, and compile it on any computer. It detects the current platform (Linux, Mac, or Windows) and game install path, and injects the right references automatically.
- configures Visual Studio so you can debug into the mod code when the game is running (Windows only).
- packages the mod automatically into the game's mod folder when you build the code (optional).
Contents
Install
When creating a new mod:
- Create an empty library project.
- Reference the
Pathoschild.Stardew.ModBuildConfig
NuGet package. - Write your code.
- Compile on any platform.
When migrating an existing mod:
- Remove any project references to
Microsoft.Xna.*
,MonoGame
, Stardew Valley,StardewModdingAPI
, andxTile
. - Reference the
Pathoschild.Stardew.ModBuildConfig
NuGet package. - Compile on any platform.
Simplify mod development
Package your mod into the game directory automatically
During development, it's helpful to have the mod files packaged into your Mods
directory automatically each time you build. To do that:
-
Edit your mod's
.csproj
file. -
Add this block of code at the bottom, right above the closing
</Project>
tag:<Target Name="AfterBuild"> <PropertyGroup> <ModPath>$(GamePath)\Mods\$(TargetName)</ModPath> </PropertyGroup> <Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" /> <Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" /> <Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" /> <Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" /> </Target>
-
Optionally, edit the
<ModPath>
value to change the name, or add any additional files your mod needs.
That's it! Each time you build, the files in <game path>\Mods\<mod name>
will be updated.
Debug into the mod code
Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it:
- Package your mod into the game directory automatically.
- Launch the project with debugging in Visual Studio or MonoDevelop.
This will deploy your mod files into the game directory, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc.
Troubleshoot
"Failed to find the game install path"
That error means the package couldn't figure out where the game is installed. You need to specify the game location yourself. There's two ways to do that:
-
Option 1: set the path globally.
This will apply to every project that uses version 1.5+ of package.-
Get the full folder path containing the Stardew Valley executable.
-
Create this file path:
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 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).
- Option 2: set the path in the project file.
(You'll need to do it for every 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.
-
Versions
See release notes.