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Any word on Mod Pipeline for KSP 2?


PicoSpace

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Hi,

I'm new to the KSP universe, but not to modding. I'm wondering if there is any word of the KSP2 mod pipeline and if/when that might appear in Early Access (day one or should we expect it later?).

Thanks!

PicoSpace

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17 minutes ago, PicoSpace said:

Hi,

I'm new to the KSP universe, but not to modding. I'm wondering if there is any word of the KSP2 mod pipeline and if/when that might appear in Early Access (day one or should we expect it later?).

Thanks!

PicoSpace

We haven't heard much of anything except:

KSP 2 will be more moddable than KSP 1.

KSP 2 will use both direct coding and LUA coding modding.

Modding support will be in game day one of EA. 

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31 minutes ago, GoldForest said:

KSP 2 will use both direct coding and LUA coding modding.

That part hasn't been confirmed. We know that Lua was at least intended to be the scripting language for the game's missions (tutorials?) seriously enough that it was a requirement in the job description for a game designer. Given the timing, I don't think it's likely this part has changed, and Lua engine is very likely in the game in some form. We also know that at least one engineer has tinkered with Lua bindings for modding. Given that Lua-driven mods would be a lot easier to share for multiplayer or through services like Steam Workshop, and that most of the work to enable this has been done already by Intercept, it's very reasonable to expect that it will be possible to create components with custom Lua scripts, but it's not confirmed.

We have been told that compiled C# plugins will still be a viable option. That hasn't been reiterated recently, however, and many other decisions about the game have changed. So we don't know the exact status of these with certainty.

Other than that, I suspect the pipeline won't be that much different from KSP. Distributing a Unity scene as an SDK for mods is still the easiest way to let people mod your Unity game.

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7 minutes ago, K^2 said:

That part hasn't been confirmed. We know that Lua was at least intended to be the scripting language for the game's missions (tutorials?) seriously enough that it was a requirement in the job description for a game designer. Given the timing, I don't think it's likely this part has changed, and Lua engine is very likely in the game in some form. We also know that at least one engineer has tinkered with Lua bindings for modding. Given that Lua-driven mods would be a lot easier to share for multiplayer or through services like Steam Workshop, and that most of the work to enable this has been done already by Intercept, it's very reasonable to expect that it will be possible to create components with custom Lua scripts, but it's not confirmed.

We have been told that compiled C# plugins will still be a viable option. That hasn't been reiterated recently, however, and many other decisions about the game have changed. So we don't know the exact status of these with certainty.

Other than that, I suspect the pipeline won't be that much different from KSP. Distributing a Unity scene as an SDK for mods is still the easiest way to let people mod your Unity game.

I'm going off previously known information, and until proven otherwise, I think it's safe to say that the last known information still stands.

In one of the interviews with Nate Simpson, can't remember which, I think it was Shadowzone's or Scott Manley's, Nate was asked about modding and he confirmed Lua scripting and also confirmed that Lua scripting would not be a requirement and could be bypassed. 

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