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 | ||
|- | |- | ||
− | | [ | + | | [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}} | ||
|- | |- | ||
− | |[ | + | | [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}} | ||
|- | |- | ||
− | |[ | + | | [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 | + | == Getting Started == |
+ | |||
+ | 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]]. | ||
+ | * [[Setting up Visual Studio]] | ||
+ | * [[Setting up MonoDevelop]] | ||
+ | * [[Setting up SharpDevelop]] | ||
+ | |||
+ | == 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.