Difference between revisions of "Plugins"

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(Cleaned up headings. Added download links. Moved "Setting up" links for better discoverability.)
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! IDE !! License !! Windows !! Mac !! Linux
 
! IDE !! License !! Windows !! Mac !! Linux
 
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| [[Setting up Visual Studio|Visual Studio]]
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| [https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx Visual Studio]
 
| Commercial
 
| Commercial
 
| style="background:#ccffcc;" | {{Yes}}
 
| style="background:#ccffcc;" | {{Yes}}
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| style="background:#ffcccc;" | {{No}}
 
| style="background:#ffcccc;" | {{No}}
 
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|[[Setting up MonoDevelop|MonoDevelop (aka Xamarin Studio)]]
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| [http://www.monodevelop.com/download/ MonoDevelop (aka Xamarin Studio)]
 
| LGPLv2 / MIT (Free)
 
| LGPLv2 / MIT (Free)
 
| style="background:#ccffcc;" | {{Yes}}
 
| style="background:#ccffcc;" | {{Yes}}
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| style="background:#ccffcc;" | {{Yes}}
 
| style="background:#ccffcc;" | {{Yes}}
 
|-
 
|-
|[[Setting up SharpDevelop|SharpDevelop]]
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| [http://www.icsharpcode.net/OpenSource/SD/Download/ SharpDevelop]
 
| Open-source (Free)
 
| Open-source (Free)
 
| style="background:#ccffcc;" | {{Yes}}
 
| style="background:#ccffcc;" | {{Yes}}
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See the above links for setting up your chosen IDE for building KSP plugins. Once you're ready to build, try [[Tutorial:Creating your first module|creating your first module]].
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== Getting Started ==
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See the below links for setting up your chosen IDE for building KSP plugins. Once you're ready to build, try [[Tutorial:Creating your first module|creating your first module]].
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* [[Setting up Visual Studio]]
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* [[Setting up MonoDevelop]]
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* [[Setting up SharpDevelop]]
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== See Also ==
  
 
* [[Community API Documentation]]
 
* [[Community API Documentation]]

Revision as of 20:13, 29 June 2016

Plugins are user-made addons which add to or change the behavior of KSP. They consist of one or more DLL files written in the C# programming language. Plugins allow changing how the game itself works, anything from showing new information windows to making a hovercraft part, or even new planets. Plugin support was added to KSP in version 0.14, and is available on all operating systems.

Using Plugins

To use a Part Module Plugin, just drop the DLL into KSP/GameData/ or a new sub folder inside it. To stop using a plugin, just delete it or move it outside the KSP/GameData/ folder.

Creating Plugins

Plugins can be written in any text editor and compiled with a standalone compiler, but the easiest way to start coding is to use an Integrated Development Environment or IDE for short. 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.

IDE License Windows Mac Linux
Visual Studio Commercial style="background: #9f9; vertical-align: middle; text-align: center;" class="table-yes" | Yes style="background: #f99; vertical-align: middle; text-align: center;" class="table-no" | No style="background: #f99; vertical-align: middle; text-align: center;" class="table-no" | No
MonoDevelop (aka Xamarin Studio) LGPLv2 / MIT (Free) style="background: #9f9; vertical-align: middle; text-align: center;" class="table-yes" | Yes style="background: #9f9; vertical-align: middle; text-align: center;" class="table-yes" | Yes style="background: #9f9; vertical-align: middle; text-align: center;" class="table-yes" | Yes
SharpDevelop Open-source (Free) style="background: #9f9; vertical-align: middle; text-align: center;" class="table-yes" | Yes style="background: #f99; vertical-align: middle; text-align: center;" class="table-no" | No style="background: #f99; vertical-align: middle; text-align: center;" class="table-no" | No

Getting Started

See the below links for setting up your chosen IDE for building KSP plugins. Once you're ready to build, try creating your first module.

See Also