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-rw-r--r--README.md21
1 files changed, 16 insertions, 5 deletions
diff --git a/README.md b/README.md
index c5e01c91..c261e705 100644
--- a/README.md
+++ b/README.md
@@ -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