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How to make mods?


FelixInAWood

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There are a few categories of modding and the learning curve depends a lot on which you choose:

  • Modding existing parts - This might be changing the thrust on an engine or moving parts around in the tech tree
    • This is pretty straightforward using Module Manager and a text editor. 
    • No need to do modeling as you're using existing parts
    • The Module Manager Wiki gives a lot of great examples and the MM forum is a great place to get advice
  • Adding a new part based on an existing model - you want to create a new engine, but don't mind using an existing engine model
    • Essentially the same as above, you just use different MM syntax to tell it you want a new part versus modifying an existing one.
    • If you're going to publish your mod and you're using someone else's model you want to make sure you have rights to use it - each published mod has a license that outlines your permissions and you can also ask the owner of the mod.
  • Creating an entirely new part
    • Now you're getting into modeling and @DrLicor already suggested some great resources for getting started
    • You'll also need to write text config files for these, but a lot of what you learned from MM configs will apply because it's essentially the same syntax. In many cases you can still copy code from another part - say you design a new 2-man capsule, you can borrow the code from an existing capsule and edit it to suit your needs.
  • Writing DLL code that modifies the game
    • Now you're getting into the land of C++ C# coding that @DrLicor mentioned above. (edited after feedback from @Snark)
 
In short, if you just want to play around with tweaking parts it's really easy because you only need a text editor. The MM syntax is easy to understand and there's plenty of examples in existing parts mods. I found @Yemo's mods to be really good learning tools because the code is well documented. Try SETI Rebalance for lots of examples. Another great source of inspiration is the Community Database maintained by @Alshain
 
Edited by Tyko
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Moving to Add-on Discussions.

1 hour ago, Tyko said:

Writing DLL code that modifies the game

  • Now you're getting into the land of C++ that @DrLicor mentioned above.

Actually, KSP mods are typically written in C#, not C++, since KSP is written with .NET.

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