Pathoschild.Stardew.ModBuildConfig
2.0.3-alpha20180307
See the version list below for details.
dotnet add package Pathoschild.Stardew.ModBuildConfig --version 2.0.3-alpha20180307
NuGet\Install-Package Pathoschild.Stardew.ModBuildConfig -Version 2.0.3-alpha20180307
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="2.0.3-alpha20180307" />
paket add Pathoschild.Stardew.ModBuildConfig --version 2.0.3-alpha20180307
#r "nuget: Pathoschild.Stardew.ModBuildConfig, 2.0.3-alpha20180307"
// Install Pathoschild.Stardew.ModBuildConfig as a Cake Addin #addin nuget:?package=Pathoschild.Stardew.ModBuildConfig&version=2.0.3-alpha20180307&prerelease // Install Pathoschild.Stardew.ModBuildConfig as a Cake Tool #tool nuget:?package=Pathoschild.Stardew.ModBuildConfig&version=2.0.3-alpha20180307&prerelease
The mod build package is an open-source NuGet package which automates the MSBuild configuration for SMAPI mods.
The package...
- lets your code compile on any computer (Linux/Mac/Windows) without changing assembly references or game path.
- packages the mod into the game's
Mods
folder when you rebuild the code (configurable). - configures Visual Studio so you can debug into the mod code when the game is running (Windows only).
- creates a release
.zip
in your bin folder you can upload to release the mod.
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
,NetCode
, Stardew Valley,StardewModdingAPI
, andxTile
. - Reference the
Pathoschild.Stardew.ModBuildConfig
NuGet package. - Compile on any platform.
Configure
Deploy files into the Mods
folder
By default, your mod will be copied into the game's Mods
folder (with a subfolder matching your project name) when you rebuild the code. The package will automatically include your manifest.json
, any i18n
files, and the build output.
To add custom files to the mod folder, just add them to the build output. (If your project references another mod, make sure the reference is not marked 'copy local'.)
You can change the mod's folder name by adding this above the first </PropertyGroup>
in your .csproj
:
<ModFolderName>YourModName</ModFolderName>
If you don't want to deploy the mod automatically, you can add this:
<EnableModDeploy>False</EnableModDeploy>
Create release zip
By default, a zip file will be created in the build output when you rebuild the code. This zip file contains all the files needed to share your mod in the recommended format for uploading to Nexus Mods or other sites.
You can change the zipped folder name (and zip name) by adding this above the first </PropertyGroup>
in your .csproj
:
<ModFolderName>YourModName</ModFolderName>
You can change the folder path where the zip is created like this:
<ModZipPath>$(SolutionDir)\_releases</ModZipPath>
Finally, you can disable the zip creation with this:
<EnableModZip>False</EnableModZip>
Or only create it in release builds with this:
<EnableModZip Condition="$(Configuration) != 'Release'">False</EnableModZip>
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:
- Linux/Mac:
~/stardewvalley.targets
- Windows:
%USERPROFILE%\stardewvalley.targets
- Linux/Mac:
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 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).
Troubleshoot
"Failed to find the game install path"
That error means the package couldn't find your game. You can specify the game path yourself; see Game path above.
Learn more about Target Frameworks and .NET Standard.
This package has no dependencies.
NuGet packages (10)
Showing the top 5 NuGet packages that depend on Pathoschild.Stardew.ModBuildConfig:
Package | Downloads |
---|---|
Platonymous.PyTK
Modding Toolkit for Stardew Valley |
|
MaxVollmer.StardewValley.DeepWoodsMod.API
API for the DeepWoodsMod for Stardew Valley. |
|
Juice805.StardewConfigFramework
A Unified Mod Options Page For Modders and Users. Keep all your mod settings in one place! |
|
Bookcase
Additional utilities for making stardew mods and ensuring cross compatability. |
|
EventGenerator
A handy Event Generator API for Stardew Valley's "SMAPI by PathosChild" |
GitHub repositories (6)
Showing the top 5 popular GitHub repositories that depend on Pathoschild.Stardew.ModBuildConfig:
Repository | Stars |
---|---|
Pathoschild/StardewMods
Mods for Stardew Valley using SMAPI.
|
|
FlashShifter/StardewValleyExpanded
The Stardew Valley Expanded mod for Stardew Valley.
|
|
Pathoschild/StardewXnbHack
A simple one-way XNB unpacker for Stardew Valley.
|
|
CJBok/SDV-Mods
|
|
spacechase0/StardewValleyMods
New home for my stardew valley mod source code
|
Version | Downloads | Last updated |
---|---|---|
4.3.2 | 541 | 11/9/2024 |
4.3.1 | 361 | 11/5/2024 |
4.3.0 | 682 | 10/7/2024 |
4.2.0 | 792 | 9/5/2024 |
4.1.1 | 13,356 | 6/24/2023 |
4.1.0 | 4,810 | 1/9/2023 |
4.0.2 | 2,883 | 10/9/2022 |
4.0.1 | 5,796 | 4/14/2022 |
4.0.0 | 5,363 | 11/30/2021 |
4.0.0-beta.20210916 | 729 | 9/17/2021 |
3.4.0-beta.20210813 | 432 | 8/13/2021 |
3.3.0 | 4,799 | 3/31/2021 |
3.2.2 | 5,878 | 9/24/2020 |
3.2.1 | 1,942 | 9/11/2020 |
3.2.0 | 2,024 | 9/7/2020 |
3.1.0 | 4,819 | 2/1/2020 |
3.0.0 | 4,214 | 11/26/2019 |
3.0.0-beta.8 | 649 | 7/17/2019 |
3.0.0-beta.7 | 1,485 | 7/9/2019 |
3.0.0-beta.6 | 1,331 | 7/9/2019 |
3.0.0-beta.5 | 428 | 6/28/2019 |
3.0.0-beta.4 | 355 | 6/19/2019 |
3.0.0-beta.3 | 461 | 6/17/2019 |
3.0.0-beta.2 | 341 | 6/13/2019 |
3.0.0-beta | 1,590 | 6/13/2019 |
3.0.0-alpha.20190419 | 420 | 4/19/2019 |
2.2.0 | 9,374 | 10/28/2018 |
2.2.0-beta-20180819 | 2,581 | 8/20/2018 |
2.1.0 | 5,058 | 7/27/2018 |
2.1.0-beta-20180630 | 3,470 | 6/30/2018 |
2.1.0-beta-20180629 | 2,343 | 6/30/2018 |
2.1.0-beta-20180625 | 2,276 | 6/25/2018 |
2.1.0-beta-20180428 | 3,718 | 4/29/2018 |
2.1.0-beta-20180426 | 2,300 | 4/27/2018 |
2.1.0-beta | 2,548 | 4/26/2018 |
2.1.0-alpha20180410 | 2,287 | 4/10/2018 |
2.0.3-alpha20180325 | 2,342 | 3/25/2018 |
2.0.3-alpha20180307 | 2,209 | 3/7/2018 |
2.0.2 | 4,560 | 11/1/2017 |
2.0.1 | 2,821 | 10/11/2017 |
2.0.0 | 2,447 | 10/11/2017 |
1.7.1 | 3,107 | 7/28/2017 |
1.7.0 | 3,036 | 7/28/2017 |
1.6.2 | 2,749 | 7/10/2017 |
1.6.1 | 2,879 | 7/10/2017 |
1.6.0 | 2,709 | 6/5/2017 |
1.5.0 | 3,806 | 1/23/2017 |
1.4.0 | 2,553 | 1/11/2017 |
1.3.0 | 3,202 | 12/31/2016 |
1.2.0 | 2,942 | 10/24/2016 |
1.1.0 | 2,922 | 10/21/2016 |
1.0.1 | 3,235 | 10/21/2016 |
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.
2.0.1:
- Fixed mod deploy failing to create subfolders if they don't already exist.
2.0.2:
- Fixed compatibility issue on Linux.
2.0.3:
- Added support for Stardew Valley 1.3.