Difference between revisions of "Plugins"

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* [[Creating your first module]]
 
* [[Creating your first module]]
 
* [[Module Tips and Tricks]]
 
* [[Module Tips and Tricks]]
* [[:Category:Part Modules|List of stock Part Modules.]]
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* [[CFG_File_Documentation#Part_Modules|List of stock Part Modules.]]
 
* [[Module code examples]]
 
* [[Module code examples]]
 
* [[Community API Documentation]]
 
* [[Community API Documentation]]
  
 
[[Category:Modding]]
 
[[Category:Modding]]

Revision as of 14:29, 22 February 2013

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

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.

IDE License Windows Mac Linux
Visual Studio Commercial      
MonoDevelop LGPLv2 / MIT (Free)      
SharpDevelop Open-source (Free)      
Nant (Command-line only) GPLv2 (Free)      

Now, you can get started.