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{{../../header}}
{{../../header}}


===Content packs===
A '''content pack''' is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.
A content pack is a sub-mod containing files your mod can read. These are installed just like a regular SMAPI mod, but don't do anything on their own. These must specify your mod in their <tt>manifest.json</tt>. See [[Modding:Content packs]] for more info about content packs.


SMAPI provides a method to get content packs loaded for your mod, and each content pack has an API you can use to read its files:
__TOC__
==Content pack format==
A content pack is a folder containing a <tt>manifest.json</tt> file which specifies your mod in its <tt>ContentPackFor</tt> field (see [[../Manifest|manifest]]). The format beyond is up to you to define. For example, {{nexus mod|1915|Content Patcher}} requires a <tt>content.json</tt> file, but that's not validated by SMAPI itself. Instead, SMAPI provides an API you can use to read any other file you need from the content pack.
 
See [[Modding:Content packs]] for more info about content packs.
 
==Content pack API==
You can get a list of content packs installed for your mod, and access the files within it:
<source lang="c#">
<source lang="c#">
foreach(IContentPack contentPack in this.Helper.GetContentPacks())
foreach(IContentPack contentPack in this.Helper.GetContentPacks())
{
{
    // read content pack manifest
  this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");
    this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version}");


     // read a JSON file
     // read a JSON file
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     Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
     Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
}
}
</source>
If you need to pass a content pack asset name to game code, you can use its <tt>GetActualAssetKey</tt> method:
<source lang="c#">
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
</source>
</source>

Revision as of 04:13, 28 May 2018

← Modding:Index

A content pack is a special type of mod that isn't run by SMAPI directly, but contains files your own mod can read.

Content pack format

A content pack is a folder containing a manifest.json file which specifies your mod in its ContentPackFor field (see manifest). The format beyond is up to you to define. For example, Content Patcher requires a content.json file, but that's not validated by SMAPI itself. Instead, SMAPI provides an API you can use to read any other file you need from the content pack.

See Modding:Content packs for more info about content packs.

Content pack API

You can get a list of content packs installed for your mod, and access the files within it:

foreach(IContentPack contentPack in this.Helper.GetContentPacks())
{
   this.Monitor.Log($"Reading content pack: {contentPack.Manifest.Name} {contentPack.Manifest.Version} from {contentPack.DirectoryPath}");

    // read a JSON file
    YourDataFile data = contentPack.ReadJsonFile<YourDataFile>("content.json");

    // load an asset or image
    Texture2D image = contentPack.LoadAsset<Texture2D>("image.png");
}

If you need to pass a content pack asset name to game code, you can use its GetActualAssetKey method:

tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");