This page is meant to be a resource for information about creating mods for SimpleRockets 2. It is a work in progress so please bear with us as we continue adding additional content and refine the page.
With the 0.7.2 release, official mod support is finally here! The initial release of mod support focused primarily on the core modding framework, part creation, and some UI related modding. The goal is to continue to add additional support and features over time. The most notable thing we did not do for this release is planet modding. With the planet builder on the horizon, we held off on planet related modding for now since we are not yet sure how planet builder related changes would impact things. You are still welcome to experiment with it, but just be aware that things may change in the future.
I am getting a ton of warnings/errors regarding 'Library\PackageCache\com.unity.textmeshpro'
Remove the TextMeshPro package from your project using Unity's Package Manager (Menu Bar -> Window -> Package Manager).
I am getting a ton of warnings/errors regarding 'Library\PackageCache\com.unity.ugui'
Remove the Unity UI package from your project using Unity's Package Manager (Menu Bar -> Window -> Package Manager).
What is up with all these assemblies in the mod tools? Should I only use the ModApi namespace?
When we first started SimpleRockets 2, we started with the same modding framework we used in SimplePlanes. All interaction with the game was done via a few SimplePlanes mod tools assemblies and more advanced mods needed to use lots of reflection to access anything in the core game assembly. During the development of SR2, a few Unity updates really opened the doors and allowed us to take things to the next level (while also simplifying implementaion). To give modders as much control as possible while avoiding painful reflection-based code, we have included most of the game's assemblies in the mod tools package for use by modders. Because of this, there was no longer a technical need for a modding API separated out into its own assembly, however we were way too far down this path when these changes were made, so it's here to stay. We recommend trying do most stuff via the ModApi namespace (may be more stable between updates), but if you want to do some advanced stuff, by all means, access whatever you need from wherever you need it.
Will the Steam Workshop be supported?
The game does not currently support the Steam Workshop but it is something that we are considering.
There is no API method/event to do what I want to do. Can you add it?
Maybe, please ask! We would love to help, but we can't always predict what you may want or need. Let us know what exactly you need and we can see what we can do to help.