From ffc339bc29a9b4b08d53a5d147546630116d82d7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Mon, 5 Jun 2017 15:24:53 -0400 Subject: add support for deploying mods to game folder automatically --- README.md | 50 ++++++++++++++++++++++++++------------------------ 1 file changed, 26 insertions(+), 24 deletions(-) (limited to 'README.md') diff --git a/README.md b/README.md index 351ebd91..115711f3 100644 --- a/README.md +++ b/README.md @@ -32,34 +32,36 @@ The package... 3. Compile on any platform. ## Simplify mod development -### Package your mod into the game directory automatically -During development, it's helpful to have the mod files packaged into your `Mods` directory automatically each time you build. To do that: +### 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 of code at the bottom, right above the closing `` tag: - - ```xml - - - $(GamePath)\Mods\$(TargetName) - - - - - - - ``` -3. Optionally, edit the `` value to change the name, or add any additional files your mod needs. - -That's it! Each time you build, the files in `\Mods\` will be updated. +2. Add this block under the ` + $(MSBuildProjectName) + + ``` + +That's it! Each time you build, the files in `\Mods\` will be updated with +your `manifest.json`, build output, and any `i18n` files. + +Notes: +* To add custom files, just [add them to the build output](https://stackoverflow.com/a/10828462/262123). +* To customise the folder name, just replace `$(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 -Stepping into your mod code when the game is running is straightforward, since this package injects the configuration automatically. To do it: +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 directory automatically](#package-your-mod-into-the-game-directory-automatically). +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 directory, launch SMAPI, and attach a debugger automatically. Now you can step through your code, set breakpoints, etc. +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. ## Troubleshoot ### "Failed to find the game install path" @@ -89,9 +91,6 @@ the game location yourself. There's two ways to do that: 4. 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). - * **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. @@ -105,5 +104,8 @@ still compile on a different computer). 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). -- cgit