KoboldRanger Posted September 30, 2025 Report Posted September 30, 2025 (edited) I have a code mod hosted on github. I'd like to have it build in a github workflow, but that doesn't work out of the box because it relies on DLLs from an installed game, and I'm assuming I shouldn't just put the DLLs in my repository. I think I can grab the necessary VS mods with git submodules and build their DLLs that way. That'd leave me with harmony, protobuf, cairo-sharp and sqlite DLLs to find. I'm not very familiar with C#, so I have a few unknowns about how important the linking stuff in the csproj is too. I know I need to set a VINTAGE_STORY environment variable for it to find the necessary DLLs when I build locally, but is that variable set when Vintage Story itself loads the mod as well? Would I need to replicate the structure in my github build environment? Has anyone else gone down this road before? Edited September 30, 2025 by KoboldRanger clarification
Gerste Posted October 2, 2025 Report Posted October 2, 2025 (edited) I use a small script and the GitHub Cli to create a release. I think I have seen people use Python scripts to also upload directly to the ModDB. It all has to run locally though because, as you mentioned, it requires the local DLLs. Edited October 2, 2025 by Gerste
KoboldRanger Posted October 2, 2025 Author Report Posted October 2, 2025 I keep forgetting github has a CLI tool! I've not been doing this long enough for the busy work to get annoying yet, I just like setting up automated builds It looks like the biggest barrier to the git submodule approach is "VintagestoryLib.dll", which is kind of a bummer. It did occur to me I could probably copy what the vintagestory AUR package does to grab the game files though. Feels like the kind of thing I shouldn't be doing though, so maybe not
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