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{{../../header}}
 
{{../../header}}
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You can let users configure your mod through a <tt>config.json</tt> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.
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You can let users configure your mod through a standard <samp>config.json</samp> file. SMAPI will automatically create the file and take care of reading, normalising, and updating it.
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==Config files==
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==Config model==
Here's the simplest way to use <tt>config.json</tt>:
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===Creating a config model===
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The ''config model'' is a C# class you create, with properties representing the settings you want to store. It can contain almost anything from a few boolean fields to a complex object graph (though you should try to keep things simple for players). Here's a simple config model:
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<syntaxhighlight lang="c#">
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public sealed class ModConfig
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{
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  public bool ExampleBoolean { get; set; }
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  public int ExampleNumber { get; set; }
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}
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</syntaxhighlight>
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That model would be saved to <samp>config.json</samp> with this content:
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<syntaxhighlight lang="json">
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{
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  "ExampleBoolean": false,
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  "ExampleNumber": 0
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}
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</syntaxhighlight>
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These properties must be public.
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<ol>
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===Default values===
<li>Create your model. This is just a C# class with properties for the config options you want, and it can contain almost anything from a few boolean fields to a complex object graph. (You should try to keep it simple for your users, though.) You can set default values directly:
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You can set default values in your data model:
<source lang="c#">
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<syntaxhighlight lang="c#">
class ModConfig
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public sealed class ModConfig
 
{
 
{
 
   public bool ExampleBoolean { get; set; } = true;
 
   public bool ExampleBoolean { get; set; } = true;
   public float ExampleFloat { get; set; } = 0.5f;
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   public int ExampleNumber { get; set; } = 5;
 
}
 
}
</source>
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</syntaxhighlight>
    
...or set defaults with a constructor:
 
...or set defaults with a constructor:
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<source lang="c#">
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<syntaxhighlight lang="c#">
class ModConfig
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public sealed class ModConfig
 
{
 
{
 
   public bool ExampleBoolean { get; set; }
 
   public bool ExampleBoolean { get; set; }
   public float ExampleFloat { get; set; }
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   public int ExampleNumber { get; set; }
    
   public ModConfig()
 
   public ModConfig()
 
   {
 
   {
 
       this.ExampleBoolean = true;
 
       this.ExampleBoolean = true;
       this.ExampleFloat = 0.5f;
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       this.ExampleNumber = 5;
 
   }
 
   }
 
}
 
}
</source></li>
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</syntaxhighlight>
<li>Here's how you can access the config values in your <tt>ModEntry</tt> class:
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<source lang="c#">
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==Using the config file==
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To read the <samp>config.json</samp> (SMAPI will create it automatically):
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<ol>
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<li>Create your [[#Config model|config model]].</li>
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<li>Access the config values in your <samp>ModEntry</samp> class:
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<syntaxhighlight lang="c#">
 
/// <summary>The main entry point for the mod.</summary>
 
/// <summary>The main entry point for the mod.</summary>
public class ModEntry : Mod
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internal sealed class ModEntry : Mod
 
{
 
{
 
     /*********
 
     /*********
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     }
 
     }
 
}
 
}
</source>
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</syntaxhighlight>
 
</li>
 
</li>
 
</ol>
 
</ol>
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That's it! When the player launches the game, SMAPI will create the <tt>config.json</tt> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <tt>this.Helper.WriteConfig(config)</tt>.
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That's it! When the player launches the game, SMAPI will create the <samp>config.json</samp> file automatically if it doesn't exist yet, using the default config options you provided in your model. If you need to save some changes, you can use <samp>this.Helper.WriteConfig(this.Config)</samp>.
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==JSON files==
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Note that <samp>ReadConfig</samp> will raise an exception if the user does not provide a valid JSON.
===Using JSON files===
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Sometimes one <tt>config.json</tt> isn't enough, or you need to store data that's not meant to be edited by the user. This is pretty easy too:
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<ol>
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<li>Create your model (just like the previous section).</li>
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<li>In your mod code, use the mod helper to read/write a named file. This example assumes you created a class named <tt>ModData</tt>, but you can use different names too.
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<source lang="c#">
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==Keybind settings==
// read file
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: {{main article|Modding:Modder Guide/APIs/Input}}
var model = this.Helper.ReadJsonFile<ModData>("data.json") ?? new ModData();
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// save file (if needed)
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You can use SMAPI's [[Modding:Modder Guide/APIs/Input#KeybindList|<samp>KeybindList</samp>]] in your model to let users configure keybinds. This automatically supports multi-key or alternative bindings (''e.g.,'' to support split-screen mode):
this.Helper.WriteJsonFile("data.json", model);
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</source>
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Note that <tt>ReadJsonFile</tt> will return <tt>null</tt> if the file doesn't exist. The above example will create a default instance if that happens; if you don't want to do that, just remove the <code>?? new ModData()</code> part.</li>
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<syntaxhighlight lang="c#">
</ol>
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class ModConfig
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{
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  public KeybindList ToggleKey { get; set; } = KeybindList.Parse("LeftShift + F2, LeftTrigger");
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}
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</syntaxhighlight>
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===Subfolders and file names===
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The value is automatically written/parsed in the <samp>config.json</samp> file as a string:
The above example just uses <tt>"data.json"</tt>, but you can use any valid file name. If you specify a path relative to your mod folder (like <tt>data/some-file.json</tt>), SMAPI will create the folders automatically if needed.
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<syntaxhighlight lang="json">
 
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{
===Per-save JSON files===
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  "ToggleKey": "LeftShift + F2, LeftTrigger"
You can create per-save files by using the save ID in the name. For example, here's a typical per-save data file:
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}
 
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</syntaxhighlight>
<source lang="c#">
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// read file
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var model = this.Helper.ReadJsonFile<ModData>($"data/{Constants.SaveFolderName}.json") ?? new ModData();
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// write file (if needed)
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this.Helper.WriteJsonFile($"data/{Constants.SaveFolderName}.json", model);
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</source>
 
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