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← [README](../README.md)
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](mod-package.md) and
[web services](web.md).
# Contents
* [Customisation](#customisation)
* [Configuration file](#configuration-file)
* [Command-line arguments](#command-line-arguments)
* [Compile flags](#compile-flags)
* [Compile from source code](#compile-from-source-code)
* [Main project](#main-project)
* [Custom Harmony build](#custom-harmony-build)
* [Version format](#version-format)
* [Prepare a release](#prepare-a-release)
* [Automated build pipeline](#automated-build-pipeline)
* [Manual release on any platform](#manual-release-on-any-platform)
* [Manual release On Windows](#manual-release-on-windows)
* [Release notes](#release-notes)
## 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`<br />`--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](https://semver.org). 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](https://visualstudio.microsoft.com/vs/community/) or [Rider](https://www.jetbrains.com/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](https://github.com/Pathoschild/Harmony#readme), 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](https://docs.github.com/en/actions/concepts/security/artifact-attestations),
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](#version-format) 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](https://learn.microsoft.com/en-us/powershell/scripting/install/install-powershell)._
3. Update the [release notes](../release-notes.md).
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](#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_](#manual-release-on-windows) for a simpler approach.
First-time setup:
1. On Windows only:
1. [Install Windows Subsystem for Linux (WSL)](https://docs.microsoft.com/en-us/windows/wsl/install).
2. Follow the rest of the instructions inside WSL.
2. Install...
- [.NET 6 SDK](https://docs.microsoft.com/en-us/dotnet/core/install/linux-ubuntu) (run
`lsb_release -a` if you need the Ubuntu version number);
- [PowerShell](https://learn.microsoft.com/en-us/powershell/scripting/install/install-powershell);
- and Steam (see [Linux instructions](https://linuxconfig.org/how-to-install-steam-on-ubuntu-20-04-focal-fossa-linux)).
3. Launch `steam` and install the game like usual.
4. Clone the SMAPI repo:
```sh
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](#version-format).
### 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](#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...
- [Windows Subsystem for Linux (WSL)](https://docs.microsoft.com/en-us/windows/wsl/install);
- [.NET 6 SDK](https://dotnet.microsoft.com/download/dotnet/5.0);
- [Stardew Valley](https://www.stardewvalley.net/).
2. Clone the SMAPI repo:
```sh
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](#version-format).
2. Launch WSL and run this script:
```bash
# 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](../release-notes.md).