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-rw-r--r--src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj1
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diff --git a/src/SMAPI.ModBuildConfig/README.md b/src/SMAPI.ModBuildConfig/README.md
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-**Stardew.ModBuildConfig** is an open-source NuGet package which automates the build configuration
-for [Stardew Valley](http://stardewvalley.net/) [SMAPI](https://github.com/Pathoschild/SMAPI) mods.
-
-The package...
-
-* lets you write your mod once, and compile it on any computer. It detects the current platform
- (Linux, Mac, or Windows) and game install path, and injects the right references automatically.
-* configures Visual Studio so you can debug into the mod code when the game is running (_Windows
- only_).
-* packages the mod automatically into the game's mod folder when you build the code (_optional_).
-
-## Contents
-* [Install](#install)
-* [Simplify mod development](#simplify-mod-development)
-* [Troubleshoot](#troubleshoot)
-* [Versions](#versions)
-
-## Install
-**When creating a new mod:**
-
-1. Create an empty library project.
-2. Reference the [`Pathoschild.Stardew.ModBuildConfig` NuGet package](https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig).
-3. [Write your code](http://canimod.com/guides/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.
-
-## Simplify mod development
-### Package your mod into the game folder automatically
-You can copy your mod files into the `Mods` folder automatically each time you build, so you don't
-need to do it manually:
-
-1. Edit your mod's `.csproj` file.
-2. Add this block above the first `</PropertyGroup>` line:
-
- ```xml
- <DeployModFolderName>$(MSBuildProjectName)</DeployModFolderName>
- ```
-
-That's it! Each time you build, the files in `<game path>\Mods\<mod name>` will be updated with
-your `manifest.json`, build output, and any `i18n` files.
-
-Notes:
-* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123).
-* To customise the folder name, just replace `$(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 (Windows-only)
-Stepping into your mod code when the game is running is straightforward, since this package injects
-the configuration automatically. To do it:
-
-1. [Package your mod into the game folder automatically](#package-your-mod-into-the-game-folder-automatically).
-2. Launch the project with debugging in Visual Studio or MonoDevelop.
-
-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
-the game location yourself. There's two ways to do that:
-
-* **Option 1: set the path globally.**
- _This will apply to every project that uses version 1.5+ of package._
-
- 1. Get the full folder path containing the Stardew Valley executable.
- 2. Create this file path:
-
- platform | path
- --------- | ----
- Linux/Mac | `~/stardewvalley.targets`
- Windows | `%USERPROFILE%\stardewvalley.targets`
-
- 3. Save the file with this content:
-
- ```xml
- <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <PropertyGroup>
- <GamePath>PATH_HERE</GamePath>
- </PropertyGroup>
- </Project>
- ```
-
- 4. Replace `PATH_HERE` with your custom game install path.
-
-* **Option 2: set the path in the project file.**
- _(You'll need to do it for every project that uses the package.)_
- 1. Get the folder path containing the Stardew Valley `.exe` file.
- 2. Add this to your `.csproj` file under the `<Project` line:
-
- ```xml
- <PropertyGroup>
- <GamePath>PATH_HERE</GamePath>
- </PropertyGroup>
- ```
-
- 3. Replace `PATH_HERE` with your custom game install path.
-
-The configuration will check your custom path first, then fall back to the default paths (so it'll
-still compile on a different computer).
-
-## Versions
-See [release notes](release-notes.md).
diff --git a/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj b/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj
index d32ccd9f..4b99f99c 100644
--- a/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj
+++ b/src/SMAPI.ModBuildConfig/StardewModdingAPI.ModBuildConfig.csproj
@@ -49,7 +49,6 @@
<None Include="package.nuspec">
<SubType>Designer</SubType>
</None>
- <None Include="README.md" />
<None Include="release-notes.md" />
</ItemGroup>
<ItemGroup>