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→‎Breaking changes for SMAPI mods: + new assembly reference model; tweak compat branch note
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Unfortunately '''SMAPI only supports the main branch of the game.''' There are formidable difficulties across all mods in supporting all three variations, the [https://store.steampowered.com/hwsurvey Steam hardware stats] show that ≈99.69% of players have 64-bit, and 32-bit imposes significant restrictions on what mods can do.
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Unfortunately '''SMAPI only supports the main branch of the game.''' There are formidable difficulties across all mods in supporting all three variations, 32-bit imposes significant restrictions on what mods can do, and the [https://store.steampowered.com/hwsurvey Steam hardware stats] show that ≈99.69% of players have 64-bit.
    
===Game assembly name===
 
===Game assembly name===
 
Previously the game assembly was <code>Stardew Valley</code> on Windows, and <code>StardewValley</code> on Linux and macOS. The assembly is now named <code>Stardew Valley</code> on all platforms. Most mods shouldn't be affected once you update the mod build package.
 
Previously the game assembly was <code>Stardew Valley</code> on Windows, and <code>StardewValley</code> on Linux and macOS. The assembly is now named <code>Stardew Valley</code> on all platforms. Most mods shouldn't be affected once you update the mod build package.
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===New assembly reference model===
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If your mod references a <samp>.dll</samp> file manually, note that assembly references are handled differently in .NET 5. Custom assemblies are no longer copied into your mod's folder by default, which may break your mod. In that case you need to explicitly enable assembly bundling in your project file; see <code>BundleExtraAssemblies</code> in the [https://smapi.io/package mod build package] documentation for details.
    
==Breaking changes for Content Patcher packs==
 
==Breaking changes for Content Patcher packs==
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