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Before you can write your mod code, you need to create a solution and project to contain it.
 
Before you can write your mod code, you need to create a solution and project to contain it.
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===Windows (Visual Studio 2019)===
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===Windows (Visual Studio 2019/2022)===
# Open Visual Studio 2019.
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# Open Visual Studio 2019/2022.
 
# Click ''Create a new project'' from the start screen.<br />[[File:Modding - IDE reference - create project (Visual Studio 1).png]]
 
# Click ''Create a new project'' from the start screen.<br />[[File:Modding - IDE reference - create project (Visual Studio 1).png]]
# Filter by "C#" and "Library", then choose ''Class Library (.NET Framework)'' and click ''Next''. Make sure you '''don't''' choose ''Class Library (.NET Core)'' or ''Class Library (.NET Standard)'', which won't work.<br />
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# Filter by "C#" and "Library", then choose ''Class Library'' and click ''Next''. Make sure you '''don't''' choose ''Class Library (.NET Framework)'' which won't work.<br />[[File:Modding - IDE reference - create project (Visual Studio 2).png| 589px]]
# In the ''configure your new project'' window: <ol><li>Enter a descriptive mod name. By convention, the name should be one word with mixed caps (like "PineapplesEverywhere").</li><li>Make sure "Place solution and project in the same directory" is ''not'' checked.</li><li>Make sure .NET Framework 4.5.2 is selected.</li><li>Click "Create" to to create the project.</li></ol>[[File:Modding - IDE reference - create project (Visual Studio 3).png]]
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# In the ''configure your new project'' window: <ol><li>Enter a descriptive mod name. By convention, the name should be one word with mixed caps (like "PineapplesEverywhere").</li><li>Make sure "Place solution and project in the same directory" is ''not'' checked.</li><li>Click "Create" to to create the project.</li></ol>[[File:Modding - IDE reference - create project (Visual Studio 3).png|800px]]
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# Next, select NET 6.0 and click "Create" to create the project. For VS 2022, this will be on the next page. <br />[[File:Screenshot 2021-12-16 140835.png]]
    
===Linux (MonoDevelop)===
 
===Linux (MonoDevelop)===
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# Enter a descriptive mod name. By convention, the name should be one word with mixed caps (like "PineapplesEverywhere"):<br />[[File:Modding - IDE reference - create project (MonoDevelop 3).png]]
 
# Enter a descriptive mod name. By convention, the name should be one word with mixed caps (like "PineapplesEverywhere"):<br />[[File:Modding - IDE reference - create project (MonoDevelop 3).png]]
 
# Make sure "create a project directory within the solution directory" is checked, and click ''Create'':<br />[[File:Modding - IDE reference - create project (MonoDevelop 4).png]]
 
# Make sure "create a project directory within the solution directory" is checked, and click ''Create'':<br />[[File:Modding - IDE reference - create project (MonoDevelop 4).png]]
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===MacOS (Visual Studio 2019 for Mac)===
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# Install the .NET 5.0 SDK if you haven't already (link: [https://dotnet.microsoft.com/en-us/download/dotnet/5.0]).<br />[[File:1a NET website.png|600px]]
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# Open Visual Studio for Mac.
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# Click ''File » New Solution'' from the menu bar:<br />[[File:VS Mac 1 newsolution.png|600px]]
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# Select the correct type of class library:<br />[[File:VS Mac 2 createlibrary.png|600px]]
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# Set it to target '''.NET 5.0.''':<br />[[File:VS Mac 3 setframework.png|600px]]
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# Enter a descriptive mod name for the project. By convention, the name should be one word with mixed caps (like "PineapplesEverywhere"):<br />[[File:VS Mac 4 nameproject.png|600px]]
    
===MacOS (Visual Studio for Mac)===
 
===MacOS (Visual Studio for Mac)===
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==Set the target framework==
 
==Set the target framework==
 
<span id="set-target-framework"></span>
 
<span id="set-target-framework"></span>
The 'target framework' is the version of .NET Framework your code uses, which affects the version needed to run your mod. The recommended target framework is .NET Framework 4.5, which is the version SMAPI itself targets.
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The 'target framework' is the version of .NET your code uses, which affects the version needed to run your mod. The recommended target framework is .NET 5.0, which is the version SMAPI itself targets. '''Please find the subsection below for your OS''' (Windows/Mac). '''You cannot use .NET 6.0'''.
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(yes, we know .NET 5.0 is past EOL.)
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===In Visual Studio 2017===
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===In Windows Visual Studio 2019/2022===
'''NOTE: Visual Studio 2017 MAY no longer be compatible with creating mods!''' If you followed [[Modding:Modder_Guide/Get_Started]] and receive errors, from the code that page instructed be copy and pasted, with regards to helper.Events in the Entry(IModhelper helper) method and ButtonPressedEventArgs from the Entry(IModHelper helper) method, try the project-creation and code-copy/paste process again with Visual Studio 2019 instead.
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'''NOTE: Visual Studio 2017 MAY no longer be compatible with creating mods!''' If you followed [[Modding:Modder_Guide/Get_Started]] and receive errors, from the code that page instructed be copy and pasted, with regards to helper. Events in the Entry(IModhelper helper) method and ButtonPressedEventArgs from the Entry(IModHelper helper) method, try the project-creation and code-copy/paste process again with Visual Studio 2019/2022 instead.
       
# Open the Solution Explorer pane. If it's not visible, click ''View » Solution Explorer'' from the menu:<br />[[File:Modding - IDE reference - show solution pane (Visual Studio).png]]
 
# Open the Solution Explorer pane. If it's not visible, click ''View » Solution Explorer'' from the menu:<br />[[File:Modding - IDE reference - show solution pane (Visual Studio).png]]
 
# From the Solution Explorer, right-click on the project and choose ''Properties'':<br />[[File:Modding - IDE reference - change target framework (Visual Studio 1).png]]
 
# From the Solution Explorer, right-click on the project and choose ''Properties'':<br />[[File:Modding - IDE reference - change target framework (Visual Studio 1).png]]
# On the ''Application'' tab, change the ''Target Framework'' dropdown to ''.NET Framework 4.5'':<br />[[File:Modding - IDE reference - change target framework (Visual Studio 2).png]]
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# On the ''Application'' tab, change the ''Target Framework'' dropdown to ''.NET 5.0'':<br />[[File:Modding - IDE reference - change target framework (Visual Studio 2).png|800px]]
 
# A dialogue may appear asking you to confirm the change. Click 'Yes' to confirm:<br />[[File:Modding - IDE reference - change target framework (Visual Studio 3).png]]
 
# A dialogue may appear asking you to confirm the change. Click 'Yes' to confirm:<br />[[File:Modding - IDE reference - change target framework (Visual Studio 3).png]]
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===In Visual Studio 2019 for Mac===
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If you followed the instructions above to set up your project, your framework should already be set to .NET 5.0. However, if you picked the wrong class library or you just want to check, you can follow these steps to look at the .csproj file, which is basically equivalent to setting it manually. (If you're checking that it worked, don't replace the .csproj, just check it refers to .NET 5.0.)
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Unfortunately there doesn't appear to be a way to change the target framework using the GUI. However, it is very easy to follow the 1.5.5 migration guide steps:
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# Open the .csproj file for editing:<br />[[File:VS Mac 7 editcsproj.png|600px]]
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# Replace your mod's <samp>.csproj</samp> file with this (where <code>EXAMLE_MOD_NAME</code> is your solution's name):
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<syntaxhighlight lang="xml">
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<Project Sdk="Microsoft.NET.Sdk">
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  <PropertyGroup>
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    <AssemblyName>EXAMPLE_MOD_NAME</AssemblyName>
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    <RootNamespace>EXAMPLE_MOD_NAME</RootNamespace>
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    <Version>1.0.0</Version>
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    <TargetFramework>net5.0</TargetFramework>
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  </PropertyGroup>
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  <ItemGroup>
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    <PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
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  </ItemGroup>
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</Project>
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</syntaxhighlight>
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# If the mod uses [[Modding:Modder Guide/APIs/Harmony|Harmony]], add <code><nowiki><EnableHarmony>true</EnableHarmony></nowiki></code> to the property group.
    
===In MonoDevelop/Visual Studio for Mac===
 
===In MonoDevelop/Visual Studio for Mac===
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<p style="color:red;">'''This section is out of date for Stardew Valley 1.5.5. It appears you cannot change the .NET framework in this way with Visual Studio 2019 and Stardew Valley 1.5.5.'''</p>
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# Open the Solution pad. If it's not visible, click ''View » Pads » Solution'' from the menu:<br />[[File:Modding - IDE reference - show solution pane (MonoDevelop).png]]
 
# Open the Solution pad. If it's not visible, click ''View » Pads » Solution'' from the menu:<br />[[File:Modding - IDE reference - show solution pane (MonoDevelop).png]]
 
# From the Solution pad, right-click on the project and choose ''Options'':<br />[[File:Modding - IDE reference - change target framework (MonoDevelop 1).png]]
 
# From the Solution pad, right-click on the project and choose ''Options'':<br />[[File:Modding - IDE reference - change target framework (MonoDevelop 1).png]]
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<span id="add-nuget"></span>
 
<span id="add-nuget"></span>
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===In Visual Studio 2017===
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===In Visual Studio 2019/2022===
 
# Click ''Tools » NuGet Package Manager » Manage NuGet Packages for Solution'' from the menu:<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 1).png]]
 
# Click ''Tools » NuGet Package Manager » Manage NuGet Packages for Solution'' from the menu:<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 1).png]]
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# Note: if the nuget package manager is missing, you can add it as a package source with the following steps: https://stackoverflow.com/questions/37293242/nuget-package-manager-no-packages-found-even-though-the-package-exists
 
# On the ''Browse'' tab, search for the package and click on the result to display some options:<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 2).png]]
 
# On the ''Browse'' tab, search for the package and click on the result to display some options:<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 2).png]]
 
# In the options, check the box next to your project and click ''Install'':<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 3).png]]
 
# In the options, check the box next to your project and click ''Install'':<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 3).png]]
 
# If a 'Review Changes' dialogue appears, click ''OK'':<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 4).png]]
 
# If a 'Review Changes' dialogue appears, click ''OK'':<br />[[File:Modding - IDE reference - add NuGet package (Visual Studio 4).png]]
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===In Visual Studio 2019 for Mac===
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# Click ''Project » Manage NuGet Packages...'' from the menu:<br />[[File:VS Mac 5 managenuget.png|600px]]
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# Search for the package, click on the result, and click ''Add Package'':<br />[[File:VS Mac 6 addnuget.png|600px]]
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# Quit and relaunch Visual Studio.
    
===In MonoDevelop/Visual Studio for Mac===
 
===In MonoDevelop/Visual Studio for Mac===
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# Find the DLL you want to reference, select it, and click ''Add'':<br />[[File:Modding - IDE reference - add reference (Visual Studio 3).png]]
 
# Find the DLL you want to reference, select it, and click ''Add'':<br />[[File:Modding - IDE reference - add reference (Visual Studio 3).png]]
 
# From the 'Reference Manager' window, click ''OK'':<br />[[File:Modding - IDE reference - add reference (Visual Studio 4).png]]
 
# From the 'Reference Manager' window, click ''OK'':<br />[[File:Modding - IDE reference - add reference (Visual Studio 4).png]]
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===In Rider===
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When opening a project for the first time, you must add a reference to StardewModdingAPI.dll for code completion to work.
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# In the Explorer panel, select the ''Solution'' view
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# Under the project, right-click on ''Dependencies'' and choose ''Reference...''
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# In the Add Reference window, click ''Add From...'' at the bottom
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# Find the DLL you want to reference, select it, and click ''OK''
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[[Category:Modding]]
 
[[Category:Modding]]
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[[es:Modding:Referencia IDE]]
 
[[ru:Модификации:Настройка среды разработки]]
 
[[ru:Модификации:Настройка среды разработки]]
 
[[zh:模组:IDE 参考]]
 
[[zh:模组:IDE 参考]]