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Whats required for making addons?


nascarlaser1

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Hi, first and foremost one of the most essential things for creating a mod is the ability of the mod maker to search on their own initiative for answers to questions.  Most mod makers have probably spent many hundreds of hours trawling the forum and the internet in general to find the info they  require, and in the ever moving worlds of mods, it's likely that that search will never stop.

All the answers you need will be found the same way . here's a clue :)

 

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unfortunately @SpannerMonkey(smce) is bang on the money. the thread he's linked is invaluable but not exhaustive. there are many tidbits of useful info littered around the forums and indeed other sites (pertaining to the Untiy game engine and respective modelling programs should you use them).

A tip I would have given myself before I started modding is that the in forum search engine is not particularly smart. It is easier for me to find what I want by searching on Google and limiting the search to KSP forums that way. nifty255's youtube videos gave me the most basic of intro's and whetted my appetite for modding but there is a wealth of information available on here, and don't be fooled but we are all still learning as we go!

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In that case i must admit to some curiosity, what kind of mod are you thinking of creating?  that uses none of the information which although not 100% up to date covers everything from basic cfg editing to plugin making, that's in that link, and after a quick look through it does seem that all the listed tools are still valid as are a lot of the methods described

10 minutes ago, nascarlaser1 said:

After looking through ^^^, I could not find anything that would help me with the kind of add-on I'm trying to make :(. Thanks anyway!

 

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2 hours ago, SpannerMonkey(smce) said:

In that case i must admit to some curiosity, what kind of mod are you thinking of creating?  that uses none of the information which although not 100% up to date covers everything from basic cfg editing to plugin making, that's in that link, and after a quick look through it does seem that all the listed tools are still valid as are a lot of the methods described

 

I've seen plugins that add new kinds of Kerbals to the game. like medics, and colonists. Since it seems like the simplest add-on possible, and since I know enough about coding to not break my game, it seems like fun. Nothing I could find described how to do that, it only talked about how to make a Kerbal with pre existing things, like a new pilot, etc.

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10 minutes ago, nascarlaser1 said:

I've seen plugins that add new kinds of Kerbals to the game. like medics, and colonists. Since it seems like the simplest add-on possible, and since I know enough about coding to not break my game, it seems like fun. Nothing I could find described how to do that, it only talked about how to make a Kerbal with pre existing things, like a new pilot, etc.

I believe that you can already do this with a MM cfg, since 1.2  but I'm presuming that you want to go the whole way and get them training, gaining experience and in some way having useful and useable traits? There is always that perennial mod gotcha... you're trying to do something very new so you'll have to fell the trees yourself :)  The plugin guys down in the basement will probably be able to give you some good directions to start, but simple plugin to start will get you warmed up and used to the mundane everyday stuff, before jumping in the deep end  I have a feeling that the deep end of your project is going to be pretty deep :) good luck.

Edited by SpannerMonkey(smce)
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23 minutes ago, SpannerMonkey(smce) said:

I believe that you can already do this with a MM cfg, since 1.2  but I'm presuming that you want to go the whole way and get them training, gaining experience and in some way having useful and useable traits? There is always that perennial mod gotcha... you're trying to do something very new so you'll have to fell the trees yourself :)  The plugin guys down in the basement will probably be able to give you some good directions to start, but simple plugin to start will get you warmed up and used to the mundane everyday stuff, before jumping in the deep end  I have a feeling that the deep end of your project is going to be pretty deep :) good luck.

If I just use the default skins and such for a Kerbal, can't I just change their attribute? I want to make a tourist, who does absolutely nothing, other then EVA.  They don't cost money to hire, they can't pilot, can't do science, and can't fix stuff. they just ride in the shuttle, get out, and inhabit your bases so you aren't wasting money hiring pilots to go live in a space station forever.

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