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@@ -1,29 +1,38 @@ **Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration for crossplatform [Stardew Valley](http://stardewvalley.net/) mods that use SMAPI. -The configuration detects the operating system (Linux, Mac, or Windows) and the Stardew Valley -install path, and injects the correct references to Stardew Valley, SMAPI, and XNA/MonoGame. -It also adds a `GamePath` variable which can be used to automate mod installation during testing -if desired. +The configuration... -## Contents -* [Installation](#installation) -* [Configuration](#configuration) -* [Versions](#versions) -* [See also](#see-also) +1. detects the operating system (Linux, Mac, or Windows) and the Stardew Valley install path; +2. injects the correct references to Stardew Valley, SMAPI, and XNA/MonoGame; +3. (on Windows) configures Visual Studio so you can launch the game for debugging; +4. and adds a `GamePath` variable which can be used to automate mod installation during testing + if desired. ## Installation -### New mod -_TODO_ +### Creating a new mod +1. Create an empty library project. +2. Reference the `Pathoschild.Stardew.ModBuildConfig` NuGet package. +3. [Write your code](http://canimod.com/guides/creating-a-smapi-mod). +4. Compile on any platform. ### Migrating an existing mod -_TODO_ +1. Remove any references to `Microsoft.Xna.*`, Stardew Valley, `StardewModdingAPI`, and xTile. +2. Reference the `Pathoschild.Stardew.ModBuildConfig` NuGet package. +3. Compile on any platform. ## Configuration -_TODO_ +### Custom game path +If you customised where Stardew Valley is installed, you can add your path to the list to try. -## Versions -_TODO_ +1. Get the full path to the directory containing the Stardew Valley executable. +2. Add this section to your `.csproj` file (anywhere before the added `<Import` line): + + ``` + <PropertyGroup> + <GamePath>C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath> + </PropertyGroup> + ``` ## See also _TODO_ |