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author | Zoryn Aaron <zoryn4163@gmail.com> | 2016-02-28 16:27:32 -0500 |
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committer | Zoryn Aaron <zoryn4163@gmail.com> | 2016-02-28 16:27:32 -0500 |
commit | 868789770dee098d6348a39b9c39dfc0b8d1ac93 (patch) | |
tree | 639d356916f86729c361e759c0ed087224d80939 | |
parent | a9955e0a738efb0f67100de1fcbc1dfbb693ccfb (diff) | |
download | SMAPI-868789770dee098d6348a39b9c39dfc0b8d1ac93.tar.gz SMAPI-868789770dee098d6348a39b9c39dfc0b8d1ac93.tar.bz2 SMAPI-868789770dee098d6348a39b9c39dfc0b8d1ac93.zip |
readme
-rw-r--r-- | README.md | 7 |
1 files changed, 3 insertions, 4 deletions
@@ -1,10 +1,9 @@ # SMAPI A Modding API For Stardew Valley -There is no documentation right now. -You compile this if you're interested and throw it next to your StardewValley.exe and run it. It should open the game and a beautiful black box that look atrocious honestly. That's the modding api. You can make a project and reference that to add functionality. Below is my test mod class. Mods go in C:\Users\<USERNAME>\AppData\Roaming\StardewValley\Mods or something like that. - -It is currently 7AM EST and I have not slept in over 40 hours, so good night/morning/etc to anyone reading, I'll make this more proper some other time. +You can create a mod by making a direct reference to the ModdingApi.exe +From there, you need to inherit from StardewModdingAPI.Mod +The first class that inherits from that class will be loaded into the game at runtime, and once the game fully initializes the method Entry() will be called once. TestMod.cs: |