Pathoschild.Stardew.ModBuildConfig
4.4.0
dotnet add package Pathoschild.Stardew.ModBuildConfig --version 4.4.0
NuGet\Install-Package Pathoschild.Stardew.ModBuildConfig -Version 4.4.0
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.4.0" />
<PackageVersion Include="Pathoschild.Stardew.ModBuildConfig" Version="4.4.0" />
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" />
paket add Pathoschild.Stardew.ModBuildConfig --version 4.4.0
#r "nuget: Pathoschild.Stardew.ModBuildConfig, 4.4.0"
#addin nuget:?package=Pathoschild.Stardew.ModBuildConfig&version=4.4.0
#tool nuget:?package=Pathoschild.Stardew.ModBuildConfig&version=4.4.0
← SMAPI
The mod build package is an open-source NuGet package which automates the MSBuild configuration for SMAPI mods and related tools. The package is fully compatible with Linux, macOS, and Windows.
Contents
Basic usage
- Create an empty library project.
- Reference the
Pathoschild.Stardew.ModBuildConfig
NuGet package. - Write your code.
- Compile on any platform.
- Run the game to play with your mod.
Features
The package includes several features to simplify mod development (see configure to change how these work).
Detect game path<span id="custom-game-path"></span>
The package...
- finds your game folder by scanning the default install paths and Windows registry;
- sets up your project so the code can reference SMAPI and game code;
- and adds two MSBuild properties for use in your
.csproj
file if needed:$(GamePath)
and$(GameModsPath)
.
[!TIP] If it can't find your game or you have multiple installs, you can specify the path yourself. To do that:
- Find your computer's home folder (see instructions for Linux, macOS, or Windows).
- Create a
stardewvalley.targets
file with this content:<Project> <PropertyGroup> <GamePath>PATH_HERE</GamePath> </PropertyGroup> </Project>
- Replace
PATH_HERE
with the full folder path containing the Stardew Valley executable.See configure for more info.
Install and debug your mod<span id="deploy"></span>
The package automatically installs your mod when you build the code, and sets up Visual Studio so it can launch the game and debug your code. That lets you try the mod in-game right after building it.
[!TIP] Here's how to use the features in Visual Studio.
<dl> <dt>To install and run your mod:</dt> <dd>
- Open the code in Visual Studio.
- Click Build > Rebuild Solution to copy the mod files into your game folder.
- Click Debug > Start Without Debugging to launch the game.
</dd>
<dt>To debug your mod code:</dt> <dd>
On Windows only, use Debug > Start Debugging instead to launch the game with a debugger. That lets you set breakpoints or make simple changes code without needing to restart the game.
(Debugging is disabled on Linux/macOS due to limitations with the Mono wrapper.)
</dd> </dl>
[!TIP] The package automatically detects which files need to be included. If you need to change that:
- For normal files, you can add/remove them in the build output.
- For assembly files (
*.dll
,*.exe
,*.pdb
, or*.xml
), see theBundleExtraAssemblies
option.- To exclude a file which the package copies by default, see the
IgnoreModFilePaths
orIgnoreModFilePatterns
options.
Release zip
The package adds a zip file in your project's bin
folder when you rebuild the code, in the format
recommended for uploading to mod sites like Nexus Mods.
See install and debug your mod for more info. You can also change where the zips are stored.
Bundled content packs
You can bundle any number of content packs
with your main C# mod. They'll be grouped with the main mod into a parent folder automatically,
which will be copied to the Mods
folder and included in the release zip.
To do that, add an ItemGroup
with a ContentPacks
line for each content pack you want to include:
<ItemGroup>
<ContentPacks Include="content packs/[CP] SomeContentPack" Version="$(Version)" />
<ContentPacks Include="content packs/[CP] AnotherContentPack" Version="$(Version)" />
</ItemGroup>
You can use these properties for each line:
property | effect |
---|---|
Include |
(Required) The path to the content pack folder. This can be an absolute path, or relative to the current project. |
Version |
(Required) The expected version of the content pack. This should usually be the same version as your main mod, to keep update alerts in sync. The package will validate that the included content pack's manifest version matches. |
FolderName |
(Optional) The content pack folder name to create. Defaults to the folder name from Include . |
ValidateManifest |
(Optional) Whether to validate that the included mod has a valid manifest.json file and version. Default true . |
IgnoreModFilePaths |
(Optional) A list of file paths to ignore (relative to the content pack's directory); see IgnoreModFilePaths in the main settings. Default none. |
IgnoreModFilePatterns |
(Optional) A list of file regex patterns to ignore (relative to the content pack's directory); see IgnoreModFilePatterns in the main settings. Default none. |
Manifest tokens
It's best practices in .NET to set the code version in your .csproj
project file. For example:
<PropertyGroup>
<Version>1.0.0</Version>
</PropertyGroup>
If you do, you can use %ProjectVersion%
in your manifest.json
.
This will be replaced with your project version automatically in your game folder and the release zip.
For example:
{
"Name": "Your Mod Name",
"Author": "Your Name",
"Version": "%ProjectVersion%",
...
}
This also works with bundled content packs. When your mod consists of multiple parts, this lets you keep their versions in sync automatically.
Code warnings
The package runs code analysis on your mod and raises warnings for some common errors or pitfalls specific to Stardew Valley modding.
For example:
You can hide the warnings if needed using the warning ID (shown under 'code' in Visual Studio's Error List).
Warnings raised:
<table> <tr> <th>error</th> <th>info</th> </tr> <tr id="avoid-net-field"> <td>Avoid net field</td> <td>
Warning text:
'{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
Your code accesses a net field, but the game has an equivalent non-net property.
Suggested fix: access the suggested property name instead.
</td> </tr> <tr id="avoid-obsolete-field"> <td>Avoid obsolete field</td> <td>
Warning text:
The '{{old field}}' field is obsolete and should be replaced with '{{new field}}'.
Your code accesses a field which is obsolete or no longer works. Use the suggested field instead.
</td> </tr> <tr id="wrong-processor-architecture"> <td>Wrong processor architecture</td> <td>
Warning text:
The target platform should be set to 'Any CPU' for compatibility with both 32-bit and 64-bit versions of Stardew Valley (currently set to '{{current platform}}').
Mods can be used in either 32-bit or 64-bit mode. Your project's target platform isn't set to the default 'Any CPU', so it won't work in both. You can fix it by setting the target platform to 'Any CPU'.
</td> </tr> </table>
Unit tests
You can use the projects to set up unit test and framework projects too. (Note that you still need a game install on the machine running the tests.)
Recommended settings for a unit test project (see configure):
<EnableGameDebugging>false</EnableGameDebugging>
<EnableModDeploy>false</EnableModDeploy>
<EnableModZip>false</EnableModZip>
<BundleExtraAssemblies>All</BundleExtraAssemblies>
Other features
The package preconfigures your Visual Studio project using the recommended settings for Stardew Valley mods. For example, it enables debug symbols so error logs show line numbers to simplify debugging.
Configure
How to set options
You can configure the package by setting build properties, which are essentially tags like this:
<PropertyGroup>
<ModFolderName>CustomModName</ModFolderName>
<EnableModDeploy>false</EnableModDeploy>
</PropertyGroup>
There are two places you can put them:
Global properties apply to every mod project you open on your computer. That's recommended for properties you want to set for all mods (e.g. a custom game path). Here's where to put them:
Project properties apply to a specific project. This is mainly useful for mod-specific options like the mod name. Here's where to put them:
- Open the folder containing your mod's source code.
- Open the
.csproj
file in a text editor (Notepad is fine). - Add the properties between the first
<PropertyGroup>
and</PropertyGroup>
tags you find.
Note: you can't use a property before it's defined. That mainly means that when setting
GameModsPath
, you'll need to either specify GamePath
manually or put the full path in
GameModsPath
.
Available properties
These are the options you can set.
Common properties
property | effect |
---|---|
GamePath |
The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to change it. |
GameModsPath |
The absolute path to the folder containing the game's installed mods (defaults to $(GamePath)/Mods ), used when deploying the mod files. |
Mod build properties
property | effect |
---|---|
EnableHarmony |
Whether to add a reference to Harmony (default false ). This is only needed if you use Harmony. |
EnableModDeploy |
Whether to copy the mod files into your game's Mods folder (default true ). |
EnableModZip |
Whether to create a release-ready .zip file in the mod project's bin folder (default true ). |
ModFolderName |
The mod name for its folder under Mods and its release zip (defaults to the project name). |
ModZipPath |
The folder path where the release zip is created (defaults to the project's bin folder). |
Specialized properties
These properties should usually be left as-is.
property | effect |
---|---|
EnableGameDebugging |
Whether to configure the project so you can launch or debug the game through the Debug menu in Visual Studio (default true ). There's usually no reason to change this, unless it's a unit test project. |
IgnoreModFilePaths |
A comma-delimited list of literal file paths to ignore, relative to the mod's bin folder. Paths are case-sensitive, but path delimiters are normalized automatically. For example, this ignores a set of tilesheets: <IgnoreModFilePaths>assets/paths.png, assets/springobjects.png</IgnoreModFilePaths> . |
IgnoreModFilePatterns |
A comma-delimited list of regex patterns matching files to ignore when deploying or zipping the mod files (default empty). For crossplatform compatibility, you should replace path delimiters with [/\\] . For example, this excludes all .txt and .pdf files, as well as the assets/paths.png file: <IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns> . |
BundleExtraAssemblies
[!IMPORTANT]
This is a specialized option. Most mods should not change this option.
By default (when this is not enabled), only the mod files normally considered part of the
mod will be added to the release .zip
and copied into the Mods
folder (i.e.
"deployed"). That includes the assembly files (*.dll
, *.pdb
, and *.xml
) for your mod project,
but any other DLLs won't be deployed.
Enabling this option will add all dependencies to the build output, then deploy some of them depending on the comma-separated value(s) you set:
option | result |
---|---|
ThirdParty |
Assembly files which don't match any other category. |
System |
Assembly files whose names start with Microsoft.* or System.* . |
Game |
Assembly files which are part of MonoGame, SMAPI, or Stardew Valley. |
All |
Equivalent to System, Game, ThirdParty . |
Most mods should omit the option. Some mods may need ThirdParty
if they bundle third-party DLLs
with their mod. The other options are mainly useful for unit tests.
When enabling this option, you should manually review which files get deployed and use the
IgnoreModFilePaths
or IgnoreModFilePatterns
options to exclude files as needed.
For SMAPI developers
The mod build package consists of three projects:
project | purpose |
---|---|
StardewModdingAPI.ModBuildConfig |
Configures the build (references, deploying the mod files, setting up debugging, etc). |
StardewModdingAPI.ModBuildConfig.Analyzer |
Adds C# analyzers which show code warnings in Visual Studio. |
StardewModdingAPI.ModBuildConfig.Analyzer.Tests |
Unit tests for the C# analyzers. |
The NuGet package is generated automatically in StardewModdingAPI.ModBuildConfig
's bin
folder
when you compile it.
See also
Learn more about Target Frameworks and .NET Standard.
This package has no dependencies.
NuGet packages (10)
Showing the top 5 NuGet packages that depend on Pathoschild.Stardew.ModBuildConfig:
Package | Downloads |
---|---|
Juice805.StardewConfigFramework
A Unified Mod Options Page For Modders and Users. Keep all your mod settings in one place! |
|
MaxVollmer.StardewValley.DeepWoodsMod.API
API for the DeepWoodsMod for Stardew Valley. |
|
Platonymous.PyTK
Modding Toolkit for Stardew Valley |
|
Bookcase
Additional utilities for making stardew mods and ensuring cross compatability. |
|
EventGenerator
A handy Event Generator API for Stardew Valley's "SMAPI by PathosChild" |
GitHub repositories (6)
Showing the top 6 popular GitHub repositories that depend on Pathoschild.Stardew.ModBuildConfig:
Repository | Stars |
---|---|
Pathoschild/StardewMods
Mods for Stardew Valley using SMAPI.
|
|
FlashShifter/StardewValleyExpanded
The Stardew Valley Expanded mod for Stardew Valley.
|
|
Pathoschild/StardewXnbHack
A simple one-way XNB unpacker for Stardew Valley.
|
|
spacechase0/StardewValleyMods
New home for my stardew valley mod source code
|
|
CJBok/SDV-Mods
|
|
Platonymous/Stardew-Valley-Mods
A collection of mods for Stardew Valley
|
Version | Downloads | Last updated |
---|---|---|
4.4.0 | 75 | 4/13/2025 |
4.3.2 | 3,482 | 11/9/2024 |
4.3.1 | 530 | 11/5/2024 |
4.3.0 | 830 | 10/7/2024 |
4.2.0 | 947 | 9/5/2024 |
4.1.1 | 14,298 | 6/24/2023 |
4.1.0 | 5,002 | 1/9/2023 |
4.0.2 | 2,944 | 10/9/2022 |
4.0.1 | 5,903 | 4/14/2022 |
4.0.0 | 5,642 | 11/30/2021 |
4.0.0-beta.20210916 | 782 | 9/17/2021 |
3.4.0-beta.20210813 | 456 | 8/13/2021 |
3.3.0 | 4,898 | 3/31/2021 |
3.2.2 | 5,968 | 9/24/2020 |
3.2.1 | 1,973 | 9/11/2020 |
3.2.0 | 2,057 | 9/7/2020 |
3.1.0 | 4,936 | 2/1/2020 |
3.0.0 | 4,288 | 11/26/2019 |
3.0.0-beta.8 | 685 | 7/17/2019 |
3.0.0-beta.7 | 1,517 | 7/9/2019 |
3.0.0-beta.6 | 1,360 | 7/9/2019 |
3.0.0-beta.5 | 460 | 6/28/2019 |
3.0.0-beta.4 | 384 | 6/19/2019 |
3.0.0-beta.3 | 493 | 6/17/2019 |
3.0.0-beta.2 | 370 | 6/13/2019 |
3.0.0-beta | 1,620 | 6/13/2019 |
3.0.0-alpha.20190419 | 452 | 4/19/2019 |
2.2.0 | 9,477 | 10/28/2018 |
2.2.0-beta-20180819 | 2,629 | 8/20/2018 |
2.1.0 | 5,155 | 7/27/2018 |
2.1.0-beta-20180630 | 3,588 | 6/30/2018 |
2.1.0-beta-20180629 | 2,418 | 6/30/2018 |
2.1.0-beta-20180625 | 2,386 | 6/25/2018 |
2.1.0-beta-20180428 | 3,846 | 4/29/2018 |
2.1.0-beta-20180426 | 2,418 | 4/27/2018 |
2.1.0-beta | 2,671 | 4/26/2018 |
2.1.0-alpha20180410 | 2,412 | 4/10/2018 |
2.0.3-alpha20180325 | 2,459 | 3/25/2018 |
2.0.3-alpha20180307 | 2,333 | 3/7/2018 |
2.0.2 | 4,754 | 11/1/2017 |
2.0.1 | 2,957 | 10/11/2017 |
2.0.0 | 2,590 | 10/11/2017 |
1.7.1 | 3,302 | 7/28/2017 |
1.7.0 | 3,223 | 7/28/2017 |
1.6.2 | 2,901 | 7/10/2017 |
1.6.1 | 2,969 | 7/10/2017 |
1.6.0 | 2,800 | 6/5/2017 |
1.5.0 | 3,961 | 1/23/2017 |
1.4.0 | 2,645 | 1/11/2017 |
1.3.0 | 3,293 | 12/31/2016 |
1.2.0 | 3,114 | 10/24/2016 |
1.1.0 | 3,015 | 10/21/2016 |
1.0.1 | 3,375 | 10/21/2016 |