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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-03-29 23:58:06 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2019-09-14 17:02:11 -0400 |
commit | 34633cfed9efb8a53b148584c1b3909bac69372f (patch) | |
tree | c2633dcbc28934c8016766bd768dd1280e7e56ce /docs | |
parent | f78502a3a4a133b93cf9bf01eb426867e7798045 (diff) | |
download | SMAPI-34633cfed9efb8a53b148584c1b3909bac69372f.tar.gz SMAPI-34633cfed9efb8a53b148584c1b3909bac69372f.tar.bz2 SMAPI-34633cfed9efb8a53b148584c1b3909bac69372f.zip |
bundle assets folder into mods by default
Diffstat (limited to 'docs')
-rw-r--r-- | docs/mod-build-config.md | 29 |
1 files changed, 13 insertions, 16 deletions
diff --git a/docs/mod-build-config.md b/docs/mod-build-config.md index 329f5faf..14d167f2 100644 --- a/docs/mod-build-config.md +++ b/docs/mod-build-config.md @@ -6,6 +6,7 @@ The package... * detects your game install path; * adds the assembly references you need (with automatic support for Linux/Mac/Windows); * packages the mod into your `Mods` folder when you rebuild the code (configurable); +* creates a release zip (configurable); * configures Visual Studio to enable debugging into the code when the game is running (_Windows only_); * adds C# analyzers to warn for Stardew Valley-specific issues. @@ -17,25 +18,21 @@ The package... * [Release notes](#release-notes) ## Install -**When creating a new mod:** - -1. Create an empty library project. +1. Create an empty library project.<br /><small>(For an existing project, remove references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley, + `StardewModdingAPI`, and `xTile` instead.)</small> 2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). 3. [Write your code](https://stardewvalleywiki.com/Modding:Creating_a_SMAPI_mod). 4. Compile on any platform. -**When migrating an existing mod:** - -1. Remove any project references to `Microsoft.Xna.*`, `MonoGame`, Stardew Valley, - `StardewModdingAPI`, and `xTile`. -2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig). -3. 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. +Your mod is copied into the game's `Mods` folder (with a subfolder matching your project name) +when you rebuild the code. The package automatically includes... + +* any build output; +* your `manifest.json`; +* any [`i18n` files](https://stardewvalleywiki.com/Modding:Translations); +* the `assets` folder if present. To add custom files to the mod folder, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). (If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx).) @@ -52,9 +49,9 @@ If you don't want to deploy the mod automatically, you can add this: ``` ### 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. +A zip file is also created in the build output folder when you rebuild the code. This contains the +same files deployed to the `Mods` folder, 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`: |