Skip to content

Latest commit

 

History

History
185 lines (155 loc) · 9.38 KB

File metadata and controls

185 lines (155 loc) · 9.38 KB

README

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.

Contents

Customisation

Configuration file

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.

Command-line arguments

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.

Environment variables

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.

Compile flags

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.

Version format

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

Compile from source code

Main project

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.

Custom Harmony build

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.

Prepare a release

Automated build pipeline

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:

  1. Commit changes on the develop branch.
    • Note: for an alpha version, you're done! All commits on develop are compiled into alpha releases. See the 'Actions' tab on GitHub.
  2. Set SMAPI's version in build/common.targets, src/SMAPI/Constants.cs, and each mod's manifest.json.
    • You can run pwsh build/scripts/set-smapi-version.ps1 VERSION_HERE to do it automatically. On Linux/macOS, you'll need to install PowerShell.
  3. Update the release notes.
  4. Commit.
  5. Merge develop into stable.
  6. Tag the merge commit with the version (e.g. 5.0.0).
  7. Check the 'Actions' tab on GitHub for the build, and download its artifacts when it finishes.

Manual release on any platform

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:

  1. On Windows only:
    1. Install Windows Subsystem for Linux (WSL).
    2. Follow the rest of the instructions inside WSL.
  2. Install...
  3. Launch steam and install the game like usual.
  4. Clone the SMAPI repo:
    git clone https://github.com/Pathoschild/SMAPI.git

To prepare the release:

  1. Run pwsh build/scripts/prepare-install-package.sh VERSION_HERE to create the release package in the root bin folder. Make sure you use a semantic version.

Manual release On Windows

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:

  1. Install...
  2. Clone the SMAPI repo:
    git clone https://github.com/Pathoschild/SMAPI.git

To prepare the release:

  1. Run pwsh build/scripts/prepare-install-package.ps1 VERSION_HERE --skip-bundle-deletion to create the release package folders in the root bin folder. Make sure you use a semantic version.

  2. 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"

Release notes

See release notes.