remove HTML in mod package README

This fixes the README format on nuget.org.
This commit is contained in:
Jesse Plamondon-Willard
2024-10-06 23:45:03 -04:00
parent 76666d9553
commit 1ce878a30c
+30 -171
View File
@@ -9,7 +9,7 @@ for SMAPI mods and related tools. The package is fully compatible with Linux, ma
* [Configure](#configure)
* [How to set options](#how-to-set-options)
* [Available properties](#available-properties)
* [Bundle content packs](#Bundle-content-packs)
* [Bundle content packs](#bundle-content-packs)
* [Code warnings](#code-warnings)
* [FAQs](#faqs)
* [How do I set the game path?](#custom-game-path)
@@ -107,98 +107,34 @@ There are two places you can put them:
`GameModsPath`.
### Available properties
These are the options you can set:
These are the options you can set.
<ul>
<li>Game properties:
<table>
<tr>
<th>property</th>
<th>effect</th>
</tr>
<tr>
<td><code>GamePath</code></td>
<td>
#### 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 `$(GamePath)/Mods`), used when deploying the mod files.
The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to
change it.
#### Mod build properties
property | effect
----------------- | ------
`EnableHarmony` | Whether to add a reference to [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony) (default `false`). This is only needed if you use Harmony.
`EnableModDeploy` | Whether to copy the mod files into your game's `Mods` folder (default `true`).
`EnableModZip` | Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`).
`ModFolderName` | The mod name for its folder under `Mods` and its release zip (defaults to the project name).
`ModZipPath` | The folder path where the release zip is created (defaults to the project's `bin` folder).
</td>
</tr>
<tr>
<td><code>GameModsPath</code></td>
<td>
#### Specialized properties
These properties should usually be left as-is.
The absolute path to the folder containing the game's installed mods (defaults to
`$(GamePath)/Mods`), used when deploying the mod files.
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>`.
</td>
</tr>
<tr>
</table>
</li>
<li>Mod build properties:
<table>
<tr>
<th>property</th>
<th>effect</th>
</tr>
<tr>
<td><code>EnableHarmony</code></td>
<td>
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.
</td>
</tr>
<tr>
<td><code>EnableModDeploy</code></td>
<td>
Whether to copy the mod files into your game's `Mods` folder (default `true`).
</td>
</tr>
<tr>
<td><code>EnableModZip</code></td>
<td>
Whether to create a release-ready `.zip` file in the mod project's `bin` folder (default `true`).
</td>
</tr>
<tr>
<td><code>ModFolderName</code></td>
<td>
The mod name for its folder under `Mods` and its release zip (defaults to the project name).
</td>
</tr>
<tr>
<td><code>ModZipPath</code></td>
<td>
The folder path where the release zip is created (defaults to the project's `bin` folder).
</td>
</tr>
</table>
</li>
<li>Specialized properties:
<table>
<tr>
<th>property</th>
<th>effect</th>
</tr>
<tr>
<td><code>BundleExtraAssemblies</code></td>
<td>
**Most mods should not change this option.**
#### `BundleExtraAssemblies`
_(Specialized)_ **Most mods should not change this option.**
By default (when this is _not_ enabled), only the mod files [normally considered part of the
mod](#Features) will be added to the release `.zip` and copied into the `Mods` folder (i.e.
@@ -208,44 +144,12 @@ 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:
<table>
<tr>
<th>option</th>
<th>result</th>
</tr>
<tr>
<td><code>ThirdParty</code></td>
<td>
Assembly files which don't match any other category.
</td>
</tr>
<tr>
<td><code>System</code></td>
<td>
Assembly files whose names start with `Microsoft.*` or `System.*`.
</td>
</tr>
<tr>
<td><code>Game</code></td>
<td>
Assembly files which are part of MonoGame, SMAPI, or Stardew Valley.
</td>
</tr>
<tr>
<td><code>All</code></td>
<td>
Equivalent to `System, Game, ThirdParty`.
</td>
</tr>
</table>
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.
@@ -253,51 +157,6 @@ 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.
</td>
</tr>
<tr>
<td><code>EnableGameDebugging</code></td>
<td>
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.
</td>
</tr>
<tr>
<td><code>IgnoreModFilePaths</code></td>
<td>
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:
```xml
<IgnoreModFilePaths>assets/paths.png, assets/springobjects.png</IgnoreModFilePaths>
```
</td>
</tr>
<tr>
<td><code>IgnoreModFilePatterns</code></td>
<td>
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:
```xml
<IgnoreModFilePatterns>\.txt$, \.pdf$, assets[/\\]paths.png</IgnoreModFilePatterns>
```
</td>
</tr>
</table>
</li>
</ul>
## Bundle content packs
You can bundle any number of [content packs](https://stardewvalleywiki.com/Modding:Content_pack_frameworks)
with your main C# mod. They'll be grouped with the main mod into a parent folder automatically,