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Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 21 |
1 files changed, 16 insertions, 5 deletions
@@ -36,12 +36,10 @@ You can copy your mod files into the `Mods` folder automatically each time you b need to do it manually: 1. Edit your mod's `.csproj` file. -2. Add this block under the `<Project` line: +2. Add this block above the first `</PropertyGroup>` line: ```xml - <PropertyGroup> - <DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName> - </PropertyGroup> + <DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName> ``` That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with @@ -52,7 +50,7 @@ Notes: * To customise the folder name, just replace `$(MSBuildProjectName)` with the folder name you want. * If your project references another mod, make sure the reference is [_not_ marked 'copy local'](https://msdn.microsoft.com/en-us/library/t1zz5y8c(v=vs.100).aspx). -### Debug into the mod code +### Debug into the mod code (Windows-only) Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it: @@ -62,6 +60,19 @@ the configuration automatically. To do it: This will deploy your mod files into the game folder, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc. +### Create release zips automatically (Windows-only) +You can create the mod package automatically when you build: + +1. Edit your mod's `.csproj` file. +2. Add this block above the first `</PropertyGroup>` line: + + ```xml + <DeployModZipTo>$(SolutionDir)\_releases</DeployModZipTo> + ``` + +That's it! Each time you build, the mod files will be zipped into `_releases\<mod name>.zip`. (You +can change the value to save the zips somewhere else.) + ## 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 |