The mod build package is an open-source NuGet package which automates the MSBuild configuration for SMAPI mods.
The package...
- detects your game install path;
- adds the assembly references you need (with automatic support for Linux/Mac/Windows);
- packages the mod into your
Modsfolder when you rebuild the code (configurable); - configures Visual Studio to enable debugging into the code when the game is running (Windows only);
- adds C# analyzers to warn for Stardew Valley-specific issues.
When creating a new mod:
- Create an empty library project.
- Reference the
Pathoschild.Stardew.ModBuildConfigNuGet package. - Write your code.
- Compile on any platform.
When migrating an existing mod:
- Remove any project references to
Microsoft.Xna.*,MonoGame, Stardew Valley,StardewModdingAPI, andxTile. - Reference the
Pathoschild.Stardew.ModBuildConfigNuGet package. - Compile on any platform.
By default, your mod will be copied into the game's Mods folder (with a subfolder matching your
project name) when you rebuild the code. The package will automatically include your
manifest.json, any i18n files, and the build output.
To add custom files to the mod folder, just add them to the build output. (If your project references another mod, make sure the reference is not marked 'copy local'.)
You can change the mod's folder name by adding this above the first </PropertyGroup> in your
.csproj:
<ModFolderName>YourModName</ModFolderName>If you don't want to deploy the mod automatically, you can add this:
<EnableModDeploy>False</EnableModDeploy>By default, a zip file will be created in the build output when you rebuild the code. This zip file contains all the files needed to share your mod in the recommended format for uploading to Nexus Mods or other sites.
You can change the zipped folder name (and zip name) by adding this above the first
</PropertyGroup> in your .csproj:
<ModFolderName>YourModName</ModFolderName>You can change the folder path where the zip is created like this:
<ModZipPath>$(SolutionDir)\_releases</ModZipPath>Finally, you can disable the zip creation with this:
<EnableModZip>False</EnableModZip>Or only create it in release builds with this:
<EnableModZip Condition="$(Configuration) != 'Release'">False</EnableModZip>The package usually detects where your game is installed automatically. If it can't find your game or you have multiple installs, you can specify the path yourself. There's two ways to do that:
-
Option 1: global game path (recommended).
This will apply to every project that uses the package.-
Get the full folder path containing the Stardew Valley executable.
-
Create this file:
platform path Linux/Mac ~/stardewvalley.targetsWindows %USERPROFILE%\stardewvalley.targets -
Save the file with this content:
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <GamePath>PATH_HERE</GamePath> </PropertyGroup> </Project>
-
Replace
PATH_HEREwith your game path.
-
-
Option 2: path in the project file.
You'll need to do this for each project that uses the package.-
Get the folder path containing the Stardew Valley
.exefile. -
Add this to your
.csprojfile under the<Projectline:<PropertyGroup> <GamePath>PATH_HERE</GamePath> </PropertyGroup>
-
Replace
PATH_HEREwith your custom game install path.
-
The configuration will check your custom path first, then fall back to the default paths (so it'll still compile on a different computer).
If you don't want to include a file in the mod folder or release zip:
- Make sure it's not copied to the build output. For a DLL, make sure the reference is not marked 'copy local'.
- Or add this to your
.csprojfile under the<Projectline:This is a comma-delimited list of regular expression patterns. If any pattern matches a file's relative path in your mod folder, that file won't be included.<IgnoreModFilePatterns>\.txt$, \.pdf$</IgnoreModFilePatterns>
(upcoming in 2.1)
You can use the package in non-mod projects too (e.g. unit tests or framework DLLs). You'll need to disable deploying the mod and creating a release zip:
<EnableModDeploy>False</EnableModDeploy>
<EnableModZip>False</EnableModZip>If this is for unit tests, you may need to copy the referenced DLLs into your build output too:
<CopyModReferencesToBuildOutput>True</CopyModReferencesToBuildOutput>The NuGet package adds code warnings in Visual Studio specific to Stardew Valley. For example:

You can hide the warnings using the warning ID (shown under 'code' in the Error List). See...
- for specific code;
- for a method using this attribute:
[System.Diagnostics.CodeAnalysis.SuppressMessage("SMAPI.CommonErrors", "AvoidNetField")]
- for an entire project:
- Expand the References node for the project in Visual Studio.
- Right-click on Analyzers and choose Open Active Rule Set.
- Expand StardewModdingAPI.ModBuildConfig.Analyzer and uncheck the warnings you want to hide.
See below for help with each specific warning.
Warning text:
This implicitly converts '{{expression}}' from {{net type}} to {{other type}}, but {{net type}} has unintuitive implicit conversion rules. Consider comparing against the actual value instead to avoid bugs.
Stardew Valley uses net types (like NetBool and NetInt) to handle multiplayer sync. These types
can implicitly convert to their equivalent normal values (like bool x = new NetBool()), but their
conversion rules are unintuitive and error-prone. For example,
item?.category == null && item?.category != null can both be true at once, and
building.indoors != null can be true for a null value.
Suggested fix:
- Some net fields have an equivalent non-net property like
monster.Health(int) instead ofmonster.health(NetInt). The package will add a separate AvoidNetField warning for these. Use the suggested property instead. - For a reference type (i.e. one that can contain
null), you can use the.Valueproperty:Or convert the value before comparison:if (building.indoors.Value == null)
GameLocation indoors = building.indoors; if(indoors == null) // ...
- For a value type (i.e. one that can't contain
null), check if the object is null (if applicable) and compare with.Value:if (item != null && item.category.Value == 0)
Warning text:
'{{expression}}' is a {{net type}} field; consider using the {{property name}} property instead.
Your code accesses a net field, which has some unusual behavior (see AvoidImplicitNetFieldCast). This field has an equivalent non-net property that avoids those issues.
Suggested fix: access the suggested property name instead.
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.
That error means the package couldn't find your game. You can specify the game path yourself; see Game path above.
- Added support for Stardew Valley 1.3.
- Added support for unit test projects.
- Added C# analyzers to warn about implicit conversions of Netcode fields in Stardew Valley 1.3.
- Fixed compatibility issue on Linux.
- Fixed mod deploy failing to create subfolders if they don't already exist.
- Added: mods are now copied into the
Modsfolder automatically (configurable). - Added: release zips are now created automatically in your build output folder (configurable).
- Added: mod deploy and release zips now exclude Json.NET automatically, since it's provided by SMAPI.
- Added mod's version to release zip filename.
- Improved errors to simplify troubleshooting.
- Fixed release zip not having a mod folder.
- Fixed release zip failing if mod name contains characters that aren't valid in a filename.
- Fixed issue where i18n folders were flattened.
- The manifest/i18n files in the project now take precedence over those in the build output if both are present.
- Added option to create release zips on build.
- Added reference to XNA's XACT library for audio-related mods.
- Added support for deploying mod files into
Modsautomatically. - Added a build error if a game folder is found, but doesn't contain Stardew Valley or SMAPI.
- Added support for setting a custom game path globally.
- Added default GOG path on Mac.
- Fixed detection of non-default game paths on 32-bit Windows.
- Removed support for SilVerPLuM (discontinued).
- Removed support for overriding the target platform (no longer needed since SMAPI crossplatforms mods automatically).
- Added support for non-default game paths on Windows.
- Exclude game binaries from mod build output.
- Added support for overriding the target platform.
- Initial release.
- Added support for detecting the game path automatically.
- Added support for injecting XNA/MonoGame references automatically based on the OS.
- Added support for mod builders like SilVerPLuM.