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Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 55 |
1 files changed, 46 insertions, 9 deletions
@@ -1,13 +1,18 @@ **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... +## Usage +Basically this package lets you write your mod once, and compile it on any computer. It detects +your current platform (Linux, Mac, or Windows) and game path, and injects the right references +automatically. You can also target a specific platform to create a mod package compatible with that +platform. -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. +More specifically, the configuration... + +1. detects the operating system and Stardew Valley path; +2. injects the right references to Stardew Valley, SMAPI, and XNA/MonoGame for your platform; +3. configures Visual Studio so you can launch the game for debugging (_Windows only_); +4. and adds a `GamePath` variable which can be used to script mod packaging if desired. ## Installation ### Creating a new mod @@ -23,7 +28,7 @@ The configuration... ## Configuration ### Custom game path -If you customised where Stardew Valley is installed, you can add your path to the list to try. +If you customised where Stardew Valley is installed, you can specify where it is. 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): @@ -34,10 +39,42 @@ If you customised where Stardew Valley is installed, you can add your path to th </PropertyGroup> ``` +The configuration will check your custom path first, then fall back to the default paths. (That way +you can still compile it normally on a different computer.) + +### Target platform +By default the build configuration will target your current platform (e.g. Linux, Mac, or Windows). +If you're compiling it for a different platform (and have the required dependencies installed), you +can manually override the platform detection. + +You can define it... + +* in your `.csproj` (anywhere before the added `<Import` line). Valid values are `Linux`, `Mac`, or + `Windows`. + + ``` + <PropertyGroup> + <GamePlatform>Windows</GamePlatform> + </PropertyGroup> + ``` + +* _or_ by setting one of these compile constant: `GAME_PLATFORM_LINUX`, `GAME_PLATFORM_MAC`, or + `GAME_PLATFORM_WINDOWS`. + * <small>In Visual Studio: right-click on the project and choose _Properties_. Click the _Build_ + tab, and enter the constants into the _Conditional compilation symbols_ field.</small> + * <small>In MonoDevelop: right-click on the project and choose _Options. Click the + _Build » Compiler_ tab, and enter the constants into the _Define Symbols_ field.</small> + ### Compatibility with mod builders The configuration is designed for compatibility with third-party mod compilers. [Silverplum](https://github.com/rumangerst/SilVerPLuM) -is officially supported, and you can inject the `GAMEPATH` environment variable to override the -detected game path. +is officially supported, and mod builds can set the following environment variables: + +* `GAMEPATH`: overrides the Stardew Valley install path. +* `GAMEPLATFORM`: overrides the detected platform. Should be only of `Linux`, `Mac`, or `Windows`. + +## Versions +* 1.0: initial release. +* 1.1: added support for targeting platforms. ## See also * [NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig) |
