![](docs/imgs/SMAPI.png) **SMAPI** is an [open-source](LICENSE) modding API for [Stardew Valley](http://stardewvalley.net/). It takes care of loading mods into the game context, and exposes events they can use to interact with the game. It's safely installed alongside the game's executable, and doesn't change any of your game files. ## Contents * **[For players](#for-players)** * **[For mod developers](#for-mod-developers)** * [For SMAPI developers](#for-smapi-developers) * [Compiling from source](#compiling-from-source) * [Debugging a local build](#debugging-a-local-build) * [Preparing a release](#preparing-a-release) * [Advanced usage](#advanced-usage) * [Configuration file](#configuration-file) * [Command-line arguments](#command-line-arguments) ## For players * [How to install SMAPI & use mods](http://canimod.com/guides/using-mods#installing-smapi) * [Release notes](release-notes.md#release-notes) * Need help? Come [chat on Discord](https://discord.gg/KCJHWhX) or [post in the support forums](http://community.playstarbound.com/threads/smapi-stardew-modding-api.108375/). _Please don't submit issues on GitHub for support questions._ ## For mod developers * [How to develop mods](http://canimod.com/guides/creating-a-smapi-mod) * [How to update mods](http://canimod.com/guides/updating-a-smapi-mod) * [Release notes](release-notes.md#release-notes) * [SMAPI/Farmhand Discord](https://discordapp.com/invite/0t3fh2xhHVc6Vdyx) (chat with SMAPI developers) ## For SMAPI developers _This section is about compiling SMAPI itself from source. If you don't know what that means, this section isn't relevant to you; see the previous sections to use or create mods._ ### Compiling from source Using an official SMAPI release is recommended for most users. If you'd like to compile SMAPI from source, you can do that on any platform using [Visual Studio](https://www.visualstudio.com/vs/community/) or [MonoDevelop](http://www.monodevelop.com/). SMAPI uses build configuration derived from the [crosswiki mod config](https://github.com/Pathoschild/Stardew.ModBuildConfig#readme) to detect your current OS automatically and load the correct references. Compile output will be placed in a `bin` folder at the root of the git repository. ### Debugging a local build Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting the `StardewModdingAPI` project with debugging will launch SMAPI with the debugger attached, so you can intercept errors and step through the code being executed. ### Preparing a release To prepare a crossplatform SMAPI release, you'll need to compile it on two platforms. See _[crossplatforming a SMAPI mod](http://canimod.com/guides/crossplatforming-a-smapi-mod#preparing-a-mod-release)_ for the first-time setup. For simplicity, all paths are relative to the root of the repository (the folder containing `src`). 1. Update the version number in `GlobalAssemblyInfo.cs` and `Constants::Version`. Make sure you use a [semantic version](http://semver.org). Recommended format: build type | format | example :--------- | :-------------------------------- | :------ dev build | `-alpha.` | `1.0.0-alpha.20171230` beta | `-beta.`| `1.0.0-beta`, `1.0.0-beta.2`, … release | `` | `1.0.0` 2. In Windows: 1. Rebuild the solution in _Release_ mode. 2. Rename `bin/Packaged` to `SMAPI ` (e.g. `SMAPI 1.6`). 2. Transfer the `SMAPI ` folder to Linux or Mac. _This adds the installer executable and Windows files. We'll do the rest in Linux or Mac, since we need to set Unix file permissions that Windows won't save._ 2. In Linux or Mac: 1. Rebuild the solution in _Release_ mode. 2. Copy `bin/internal/Packaged/Mono` into the `SMAPI ` folder. 3. If you did everything right so far, you should have a folder like this: ``` SMAPI-1.x/ install.exe readme.txt internal/ Mono/ Mods/* Mono.Cecil.dll Mono.Cecil.Rocks.dll Newtonsoft.Json.dll StardewModdingAPI StardewModdingAPI.AssemblyRewriters.dll StardewModdingAPI.config.json StardewModdingAPI.data.json StardewModdingAPI.exe StardewModdingAPI.exe.mdb steam_appid.txt System.Numerics.dll System.Runtime.Caching.dll Windows/ Mods/* Mono.Cecil.dll Mono.Cecil.Rocks.dll Newtonsoft.Json.dll StardewModdingAPI.AssemblyRewriters.dll StardewModdingAPI.config.json StardewModdingAPI.data.json StardewModdingAPI.exe StardewModdingAPI.pdb StardewModdingAPI.xml steam_appid.txt ``` 4. Open a terminal in the `SMAPI ` folder and run `chmod 755 internal/Mono/StardewModdingAPI`. 5. Copy & paste the `SMAPI ` folder as `SMAPI for developers`. 6. In the `SMAPI ` folder, delete the following files: * `internal/Mono/StardewModdingAPI.config.json` * `internal/Windows/StardewModdingAPI.config.json` * `internal/Windows/StardewModdingAPI.xml` 7. Compress the two folders into `SMAPI .zip` and `SMAPI for developers.zip`. ## Advanced usage ### Configuration file You can customise the SMAPI behaviour by editing the `StardewModdingAPI.config.json` file in your game folder. If it's missing, it'll be generated automatically next time SMAPI runs. It contains these fields: field | purpose ----- | ------- `DeveloperMode` | Default `false` (except in _SMAPI for developers_ releases). Whether to enable features intended for mod developers. Currently this only makes `TRACE`-level messages appear in the console. `CheckForUpdates` | Default `true`. Whether SMAPI should check for a newer version when you load the game. If a new version is available, a small message will appear in the console. This doesn't affect the load time even if your connection is offline or slow, because it happens in the background. ### Command-line arguments SMAPI recognises the following command-line arguments. These are intended for internal use and may change without warning. argument | purpose -------- | ------- `--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.)