Modding:modder Guide/Apis
Di: Everly

If you’re writing a SMAPI mod which will read content packs, see Modding:Modder Guide/APIs/Content Packs. These are recommended practices, but they’re not required. The
In your mod code, use the data API to read/write a named entry. This example assumes your data model is ModData and your key is example-key, but you can use different
Tutorial: Adding New Dialogue
SMAPI assumes each mod page is about a single mod, so the highest file version is the latest one. That means having multiple mods on the same page can cause false update alerts. For
This guide should teach you how to create a basic Content Patcher mod to add (not overwrite) a custom production rule; For example to add a modded item! Read
If you’re writing a SMAPI mod which will read content packs, see Modding:Modder Guide/APIs/Content Packs. Conventions. These are recommended practices, but they’re not
- Modding:Modder Guide/APIs/Data
- Modding:Modder Guide/APIs/Input
- Modding:Modder Guide/APIs
- Modding:Modder Guide/APIs/Reflection
Declare a dependency on another mod, and SMAPI will load the other mod before yours and show a friendly error if it’s not installed. You can use a mod-provided API if
The recommended format is \“Username.ModName\“, with no spaces or special characters. SMAPI uses this for update checks, mod dependencies, and compatibility blacklists (if the mod
Retrieved from „https://stardewvalleywiki.com/mediawiki/index.php?title=Modding:Modder_Guide/APIs/Events/event&oldid=178362“
The multiplayer API provides methods to support modding in a multiplayer context. This API is still minimal, but much more will be added in later versions of SMAPI. In some
Translations at Stardew Valley NexusModding:Modder Guide/APIs/Config
Mod-provided APIs. Mods can provide their own APIs to other mods, even without a dependency or assembly reference. This can be used to integrate mods, provide custom
value meaning Context.IsMultiplayer: Whether Context.IsWorldReady, and the world was loaded in multiplayer mode (regardless of whether any other players are connected)
Pages in category „Modding“ The following 139 pages are in this category, out of 139 total.
Strongly-typed API. The built-in API doesn’t have build-time validation. For example, if you set a fruitName argument but the translation actually uses {{fruit}}, you won’t
Update keys tell SMAPI where your mod is released, so it can let players know when a new version is available. This requires your mod ID, which can be found after creating
- Modding:Modder Guide/APIs/Logging
- Modding:Modder Guide/APIs/Events
- Modding:Modder Guide/APIs/Update checks
- Modding:Modder Guide/Get Started
- Modding:Modder Guide/APIs/Mod structure
Pages in category „Modding“ The following 139 pages are in this category, out of 139 total.
Modding:Modder Guide/APIs/Config
Intro What is a SMAPI mod? A SMAPI mod uses the SMAPI modding API to extend the game logic. The mod can respond when something happens in the game (like when
Allows modders to easily create in-game documentation. Modpack developers: Support for building your books through JSON files is in the works. Books are maintained by
← Modding:Index. SMAPI can add custom commands to the SMAPI console, which players can type to do certain actions. These are also available in the in-game chat for players
Players can enable verbose logging by adding your mod ID to the VerboseLogging field in the smapi-internal/StardewModdingAPI.config.json file. For example, this enables it for SMAPI and
See the Harmony tutorials and documentation.Additionally, you can check out some Stardew-specific examples on the Modding wiki.; Best practices. See when to use
Basic structure. A SMAPI mod must have a compiled DLL file which contains the code to run as part of the mod (see mod entry below);; a manifest.json file which describes the mod.; It may
Modding:Modder Guide/APIs/Events/event
If you’re writing a SMAPI mod which will read content packs, see Modding:Modder Guide/APIs/Content Packs. Conventions. These are recommended practices, but they’re not
Sample manifests from Modding:Modder Guide/APIs/Manifest. We’ll be using the one for Content Patcher. First, create a new folder in Stardew Valley\Mods and name it whatever you want your
You can store data in arbitrary .json files in your mod folder. Note that these files will be lost if the player deletes them (e.g., when updating your mod), so this is mainly useful for bundled files,
← Modding:Index. The input API lets you check and suppress controller/keyboard/mouse state.
event arg type description; e.Name: IAssetName: The name of the asset being requested, including the locale code if any (like the .fr-FR in Data/Bundles.fr-FR).This includes
Simple library mod for in-game guide creation – Download the Minecraft Mod Guide-API by ModrinthArchives on Modrinth
Creating SMAPI mods. FAQs Where is the log file created? It’s output to the game’s ErrorLogs data folder. See smapi.io/log for help finding the log file, and you can also
Main article: Modding:Modder Guide/APIs/Input. You can use SMAPI’s KeybindList in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings
Effect on SMAPI mods The game has two distinct scaling modes depending on the context: UI mode and non-UI mode.You can check Game1.uiMode to know which mode is
Let other modders provide files for your mod to read, which players can install like any other mod. Console commands: Add custom commands to the SMAPI console. Mod integrations: Get
Mods can provide their own APIs to other mods, even without a dependency or assembly reference. This can be used to integrate mods, provide custom information, or provide new
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