Difference between revisions of "Plugins"

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m (Creating Plugins: Removed Nant [FOR PREVIOUS EDIT] notified users of MonoDevelop being called Xamarin Studio.)
(Creating Plugins: Changed the explanation to a more user friendly manner, assuming the user has no background experience. Removed the windows orientated feel to the writing: not everyone runs windows.)
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== Creating Plugins ==
 
== Creating Plugins ==
  
First, decide which IDE you will use. Visual Studio or the associated Express Edition works the best on Windows. The others also work on additional platforms, like Mac or Linux.
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To start with, you need to decide which IDE you will use. An IDE is a program that helps you to write code (in our case the language C#). Listed here are some of the most popular options. Green means it is available for that OS, and red means it isn’t available.
  
 
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Revision as of 06:43, 27 February 2014

Starting with KSP 0.14, the game supports custom part behaviors called Plugins. Defining custom behaviors allows you to create totally new kinds of parts, such as flight control computers, new types of fuel supply chains, etc. You can then add these to the game in the form of plugins. These DLLs can be loaded on any platform that can run KSP.

READ THE POSTING GUIDELINES BEFORE PUBLISHING YOUR PLUGIN

Using Plugins

To use a Part Module Plugin, just drop the DLL into KSP/Plugins. If the folder doesn't exist, you can create it.

Creating Plugins

To start with, you need to decide which IDE you will use. An IDE is a program that helps you to write code (in our case the language C#). Listed here are some of the most popular options. Green means it is available for that OS, and red means it isn’t available.

IDE License Windows Mac Linux
Visual Studio Commercial      
MonoDevelop (aka Xamarin Studio) LGPLv2 / MIT (Free)      
SharpDevelop Open-source (Free)      

Now, you can get started.