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This file provides more technical documentation about SMAPI. If you only want to use or create mods, this section isn't relevant to you; see the main README to use or create mods.
This document is about SMAPI itself; see also mod build package and web services.
You can customise some SMAPI behaviour by editing the smapi-internal/config.json file in your
game folder. See documentation in the file for more info.
The SMAPI installer recognises three command-line arguments:
| argument | purpose |
|---|---|
--install |
Preselects the install action, skipping the prompt asking what the user wants to do. |
--uninstall |
Preselects the uninstall action, skipping the prompt asking what the user wants to do. |
--game-path "path" |
Specifies the full path to the folder containing the Stardew Valley executable, skipping automatic detection and any prompt to choose a path. If the path is not valid, the installer displays an error. |
--no-prompt |
Don't let the installer wait for user input (e.g. for cases where it's being run by a script). If the installer is unable to continue without user input, it'll fail instead. |
SMAPI itself recognises five arguments, but these are meant for internal use or testing, and might change without warning. On Linux/macOS, command-line arguments won't work; see environment variables below instead.
| argument | purpose |
|---|---|
--developer-mode--developer-mode-off |
Enable or disable features intended for mod developers. Currently this only makes TRACE-level messages appear in the console. |
--no-terminal |
SMAPI won't log anything to the console. On Linux/macOS only, this will also prevent the launch script from trying to open a terminal window. (Messages will still be written to the log file.) |
--prefer-terminal-name |
On Linux/macOS only, the terminal with which to open the SMAPI console. For example, --prefer-terminal-name=xterm to use xterm regardless of which terminal is the default one. |
--use-current-shell |
On Linux/macOS only, the launch script won't try to open a terminal window. All console output will be sent to the shell running the launch script. |
--mods-path |
The path to search for mods, if not the standard Mods folder. This can be a path relative to the game folder (like --mods-path "Mods (test)") or an absolute path. |
The above SMAPI arguments may not work on Linux/macOS due to the way the game launcher works. You can set temporary environment variables instead. For example:
SMAPI_MODS_PATH="Mods (multiplayer)" /path/to/StardewValley
| environment variable | purpose |
|---|---|
SMAPI_DEVELOPER_MODE |
Equivalent to --developer-mode and --developer-mode-off above. The value must be true or false. |
SMAPI_MODS_PATH |
Equivalent to --mods-path above. |
SMAPI_NO_TERMINAL |
Equivalent to --no-terminal above. |
$SMAPI_PREFER_TERMINAL_NAME |
Equivalent to --prefer-terminal-name above. |
SMAPI_USE_CURRENT_SHELL |
Equivalent to --use-current-shell above. |
SMAPI uses a small number of conditional compilation constants, which you can set by editing the
<DefineConstants> element in SMAPI.csproj. Supported constants:
| flag | purpose |
|---|---|
SMAPI_FOR_WINDOWS |
Whether SMAPI is being compiled for Windows; if not set, the code assumes Linux/macOS. Set automatically in common.targets. |
SMAPI uses semantic versioning. Typical format:
| build type | format | example |
|---|---|---|
| dev build | <version>-alpha.<date> |
4.0.0-alpha.20251230 |
| prerelease | <version>-beta.<date> |
4.0.0-beta.20251230 |
| release | <version> |
4.0.0 |
Using an official SMAPI release is recommended for most users, but you can compile from source
directly if needed. Just open the project in an IDE like Visual
Studio or Rider,
and build the SMAPI project. The project will automatically adjust the build settings for your
current OS and Stardew Valley install path.
Rebuilding the solution in debug mode will copy the SMAPI files into your game folder. Starting
the SMAPI project with debugging from Visual Studio or Rider should launch SMAPI with the
debugger attached, so you can intercept errors and step through the code being executed.
SMAPI uses a custom build of Harmony, which is
included in the build folder. To use a different build, just replace 0Harmony.dll in that
folder before compiling.
SMAPI releases can be compiled automatically on GitHub. This is the recommended approach for official releases, since...
- It eliminates the risk of malware on your computer infecting the release.
- It creates an attestation, so security-savvy users can verify that the release was compiled from the code on GitHub and hasn't been tampered with.
- It benefits from future workflow improvements like code signing.
The typical process is:
- Commit changes on the
developbranch.- Note: for an alpha version, you're done! All commits on
developare compiled into alpha releases. See the 'Actions' tab on GitHub.
- Note: for an alpha version, you're done! All commits on
- Set SMAPI's version in
build/common.targets,src/SMAPI/Constants.cs, and each mod'smanifest.json.- You can run
pwsh build/scripts/set-smapi-version.ps1 VERSION_HEREto do it automatically. On Linux/macOS, you'll need to install PowerShell.
- You can run
- Update the release notes.
- Commit.
- Merge
developintostable. - Tag the merge commit with the version (e.g.
5.0.0). - Check the 'Actions' tab on GitHub for the build, and download its artifacts when it finishes.
Warning
This lets you manually prepare a release, which is fine for personal use. However, official releases should use the automated build pipeline instead.
Tip
This approach works on any platform, but it's a bit complicated on Windows. See also Manual release on Windows for a simpler approach.
First-time setup:
- On Windows only:
- Install Windows Subsystem for Linux (WSL).
- Follow the rest of the instructions inside WSL.
- Install...
- .NET 6 SDK (run
lsb_release -aif you need the Ubuntu version number); - PowerShell;
- and Steam (see Linux instructions).
- .NET 6 SDK (run
- Launch
steamand install the game like usual. - Clone the SMAPI repo:
git clone https://github.com/Pathoschild/SMAPI.git
To prepare the release:
- Run
pwsh build/scripts/prepare-install-package.sh VERSION_HEREto create the release package in the rootbinfolder. Make sure you use a semantic version.
Warning
This lets you manually prepare a release, which is fine for personal use. However, official releases should use the automated build pipeline instead.
Tip
To prepare a Windows-only build, you can skip WSL and replace --skip-bundle-deletion with --windows-only
when calling prepare-install-package.ps1.
First-time setup:
- Install...
- Clone the SMAPI repo:
git clone https://github.com/Pathoschild/SMAPI.git
To prepare the release:
-
Run
pwsh build/scripts/prepare-install-package.ps1 VERSION_HERE --skip-bundle-deletionto create the release package folders in the rootbinfolder. Make sure you use a semantic version. -
Launch WSL and run this script:
# edit to match the build created in steps 1 # In WSL, `/mnt/c/example` accesses `C:\example` on the Windows filesystem. version="4.0.0" binFolder="/mnt/e/source/_Stardew/SMAPI/bin" pwsh build/scripts/finalize-install-package.sh "$version" "$binFolder"
See release notes.