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https://github.com/Pathoschild/SMAPI.git
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remove HTML in mod package README
This fixes the README format on nuget.org.
This commit is contained in:
+30
-171
@@ -9,7 +9,7 @@ for SMAPI mods and related tools. The package is fully compatible with Linux, ma
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* [Configure](#configure)
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* [How to set options](#how-to-set-options)
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* [Available properties](#available-properties)
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* [Bundle content packs](#Bundle-content-packs)
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* [Bundle content packs](#bundle-content-packs)
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* [Code warnings](#code-warnings)
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* [FAQs](#faqs)
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* [How do I set the game path?](#custom-game-path)
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@@ -107,98 +107,34 @@ There are two places you can put them:
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`GameModsPath`.
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### Available properties
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These are the options you can set:
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These are the options you can set.
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<ul>
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<li>Game properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>GamePath</code></td>
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<td>
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#### Common properties
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property | effect
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-------------- | ------
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`GamePath` | The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to change it.
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`GameModsPath` | The absolute path to the folder containing the game's installed mods (defaults to `$(GamePath)/Mods`), used when deploying the mod files.
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The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to
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change it.
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#### Mod build properties
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property | effect
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----------------- | ------
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`EnableHarmony` | Whether to add a reference to [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony) (default `false`). This is only needed if you use Harmony.
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`EnableModDeploy` | Whether to copy the mod files into your game's `Mods` folder (default `true`).
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`EnableModZip` | Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`).
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`ModFolderName` | The mod name for its folder under `Mods` and its release zip (defaults to the project name).
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`ModZipPath` | The folder path where the release zip is created (defaults to the project's `bin` folder).
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</td>
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</tr>
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<tr>
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<td><code>GameModsPath</code></td>
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<td>
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#### Specialized properties
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These properties should usually be left as-is.
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The absolute path to the folder containing the game's installed mods (defaults to
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`$(GamePath)/Mods`), used when deploying the mod files.
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property | effect
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----------------------- | ------
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`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.
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`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>`.
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`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>`.
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</td>
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</tr>
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<tr>
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</table>
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</li>
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<li>Mod build properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>EnableHarmony</code></td>
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<td>
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Whether to add a reference to [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony)
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(default `false`). This is only needed if you use Harmony.
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</td>
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</tr>
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<tr>
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<td><code>EnableModDeploy</code></td>
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<td>
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Whether to copy the mod files into your game's `Mods` folder (default `true`).
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</td>
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</tr>
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<tr>
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<td><code>EnableModZip</code></td>
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<td>
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Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`).
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</td>
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</tr>
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<tr>
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<td><code>ModFolderName</code></td>
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<td>
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The mod name for its folder under `Mods` and its release zip (defaults to the project name).
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</td>
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</tr>
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<tr>
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<td><code>ModZipPath</code></td>
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<td>
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The folder path where the release zip is created (defaults to the project's `bin` folder).
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</td>
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</tr>
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</table>
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</li>
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<li>Specialized properties:
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<table>
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<tr>
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<th>property</th>
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<th>effect</th>
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</tr>
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<tr>
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<td><code>BundleExtraAssemblies</code></td>
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<td>
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**Most mods should not change this option.**
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#### `BundleExtraAssemblies`
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_(Specialized)_ **Most mods should not change this option.**
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By default (when this is _not_ enabled), only the mod files [normally considered part of the
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mod](#Features) will be added to the release `.zip` and copied into the `Mods` folder (i.e.
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@@ -208,44 +144,12 @@ but any other DLLs won't be deployed.
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Enabling this option will add _all_ dependencies to the build output, then deploy _some_ of them
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depending on the comma-separated value(s) you set:
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<table>
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<tr>
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<th>option</th>
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<th>result</th>
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</tr>
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<tr>
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<td><code>ThirdParty</code></td>
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<td>
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Assembly files which don't match any other category.
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</td>
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</tr>
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<tr>
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<td><code>System</code></td>
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<td>
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Assembly files whose names start with `Microsoft.*` or `System.*`.
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</td>
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</tr>
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<tr>
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<td><code>Game</code></td>
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<td>
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Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.
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</td>
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</tr>
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<tr>
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<td><code>All</code></td>
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<td>
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Equivalent to `System, Game, ThirdParty`.
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</td>
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</tr>
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</table>
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option | result
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------------ | ------
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`ThirdParty` | Assembly files which don't match any other category.
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`System` | Assembly files whose names start with `Microsoft.*` or `System.*`.
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`Game` | Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.
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`All` | Equivalent to `System, Game, ThirdParty`.
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Most mods should omit the option. Some mods may need `ThirdParty` if they bundle third-party DLLs
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with their mod. The other options are mainly useful for unit tests.
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@@ -253,51 +157,6 @@ with their mod. The other options are mainly useful for unit tests.
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When enabling this option, you should **manually review which files get deployed** and use the
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`IgnoreModFilePaths` or `IgnoreModFilePatterns` options to exclude files as needed.
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</td>
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</tr>
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<tr>
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<td><code>EnableGameDebugging</code></td>
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<td>
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Whether to configure the project so you can launch or debug the game through the _Debug_ menu in
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Visual Studio (default `true`). There's usually no reason to change this, unless it's a unit test
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project.
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</td>
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</tr>
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<tr>
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<td><code>IgnoreModFilePaths</code></td>
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<td>
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A comma-delimited list of literal file paths to ignore, relative to the mod's `bin` folder. Paths
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are case-sensitive, but path delimiters are normalized automatically. For example, this ignores a
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set of tilesheets:
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```xml
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<IgnoreModFilePaths>assets/paths.png, assets/springobjects.png</IgnoreModFilePaths>
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```
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</td>
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</tr>
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<tr>
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<td><code>IgnoreModFilePatterns</code></td>
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<td>
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A comma-delimited list of regex patterns matching files to ignore when deploying or zipping the mod
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files (default empty). For crossplatform compatibility, you should replace path delimiters with `[/\\]`.
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For example, this excludes all `.txt` and `.pdf` files, as well as the `assets/paths.png` file:
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```xml
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<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
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```
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</td>
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</tr>
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</table>
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</li>
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</ul>
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## Bundle content packs
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You can bundle any number of [content packs](https://stardewvalleywiki.com/Modding:Content_pack_frameworks)
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with your main C# mod. They'll be grouped with the main mod into a parent folder automatically,
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