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tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
tilesheet.ImageSource = contentPack.GetActualAssetKey("image.png");
</source>
</source>
{{SMAPI upcoming|2.10|
You can get a list of content packs installed for your mod, and access the files within it:
<source lang="c#">
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
{
  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");
}
</source>
In specialised cases, you can create a fake content pack for a given directory path:
<source lang="c#">
// create with random manifest data
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
  directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
);
// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
  directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
  id: Guid.NewGuid().ToString("N"),
  name: "temporary content pack",
  description: "...",
  author: "...",
  version: new SemanticVersion(1, 0, 0)
);
</source>
}}


{{modding guide footer
{{modding guide footer

Revision as of 06:11, 13 December 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 that 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");
The following describes the upcoming SMAPI 2.10, and may change before release.
You can get a list of content packs installed for your mod, and access the files within it:
foreach(IContentPack contentPack in this.Helper.ContentPacks.GetOwned())
{
   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");
}

In specialised cases, you can create a fake content pack for a given directory path:

// create with random manifest data
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
);

// create with given manifest fields
IContentPack contentPack = this.Helper.ContentPack.CreateFake(
   directoryPath: Path.Combine(this.Helper.DirectoryPath, "content-pack"),
   id: Guid.NewGuid().ToString("N"),
   name: "temporary content pack",
   description: "...",
   author: "...",
   version: new SemanticVersion(1, 0, 0)
);