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Update Stardew Valley docs #913
Update Stardew Valley docs #913
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### C# Mods | ||
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C# Mods can target an incompatible version of SMAPI or of the game itself. Conflicts between SMAPI mods are logic/functionality based. |
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For design it might be good to have a list of possible incompatibilities:
- Can a mod require a newer version of SMAPI?
- Can a mod require an older version of SMAPI (or is forward compatibility guaranteed?)
- Same for Game versions
- Same for Mod dependencies versions
- Can mods define other mods they are incompatible with in the manifest?
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Mods can use the manifest.json
to define a minimum SMAPI version. Since SMAPI versions are tied to game versions, you indirectly specify what game versions the mod supports.
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SMAPI also offers a mod compatibility list: https://smapi.io/mods
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Ok, so it assumes that a mod working with version 1.0 of SMAPI will work on 1.1, and same for mod dependencies. This is good info to know. Could you add it to the doc? Same for the Game being indirect dependency.
SMAPI ver-> Game ver on the other hand is exact? So new game version is not compatible usually?
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SMAPI will first load the C# mod `Pathoschild.ContentPatcher`. The Content Patcher mod will get a list of owned Content Packs from SMAPI. This list is already sorted for dependencies. In the example above, `Foo` will be applied _before_ `Bar` because `Bar` has a dependency on `Foo`. If both `Foo` and `Bar` edit the same asset, the edits of `Bar` will be applied last. | ||
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Detecting if two Content Packs are in conflict with one another depends on the Content Pack Framework. Each framework has its own way of modifying existing, or adding new assets. |
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Is this to say that this out of scope for the app or that we need to find out that info for each framework?
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That's something I want to bring up today.
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