A build task which packs mod files into a conventional release zip. public class CreateModReleaseZip : Task, ITask { /********* ** Accessors *********/ /// The mod files to pack. public ITaskItem[] Files { get; set; } /// The name of the mod. public string ModName { get; set; } /// The absolute or relative path to the folder which should contain the generated zip file. public string OutputFolderPath { get; set; } /********* ** Public methods *********/ public override bool Execute() { try { // create output path if needed Directory.CreateDirectory(OutputFolderPath); // get zip filename string fileName = string.Format("{0}-{1}.zip", this.ModName, this.GetManifestVersion()); // clear old zip file if present string zipPath = Path.Combine(OutputFolderPath, fileName); if (File.Exists(zipPath)) File.Delete(zipPath); // create zip file using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) { foreach (ITaskItem file in Files) { // get file info string filePath = file.ItemSpec; string entryName = ModName + '/' + file.GetMetadata("RecursiveDir") + file.GetMetadata("Filename") + file.GetMetadata("Extension"); if (new FileInfo(filePath).Directory.Name.Equals("i18n", StringComparison.InvariantCultureIgnoreCase)) entryName = Path.Combine("i18n", entryName); // add to zip using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) { fileStream.CopyTo(fileStreamInZip); } } } return true; } catch (Exception ex) { Log.LogErrorFromException(ex); return false; } } /// Get a semantic version from the mod manifest (if available). public string GetManifestVersion() { // Get the file JSON string string json = ""; foreach(ITaskItem file in Files) { if(Path.GetFileName(file.ItemSpec).ToLower() != "manifest.json") continue; json = File.ReadAllText(file.ItemSpec); break; } // Serialize the manifest json into a data object, then get a version object from that. IDictionary data = (IDictionary)new JavaScriptSerializer().DeserializeObject(json); IDictionary version = (IDictionary)data["Version"]; // Store our version numbers for ease of use int major = (int)version["MajorVersion"]; int minor = (int)version["MinorVersion"]; int patch = (int)version["PatchVersion"]; return String.Format("{0}.{1}.{2}", major, minor, patch); } } ]]> $(HOME)/GOG Games/Stardew Valley/game $(HOME)/.local/share/Steam/steamapps/common/Stardew Valley /Applications/Stardew Valley.app/Contents/MacOS $(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32)) $([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32)) false false false false $(GamePath)\Stardew Valley.exe false $(GamePath)\StardewModdingAPI.exe false $(GamePath)\xTile.dll false False Program $(GamePath)\StardewModdingAPI.exe $(GamePath) $(GamePath)\MonoGame.Framework.dll false False $(GamePath)\StardewValley.exe false $(GamePath)\StardewModdingAPI.exe false $(GamePath)\xTile.dll false $(GamePath)\Mods\$(DeployModFolderName)